; Guile's Hyper States
;---------------------------------------------------------------------------
; Sonic Fist
[Statedef 226]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 226

[State 226, VarSet]
type = VarSet
trigger1 = Time < 40
trigger1 = P2BodyDist X > 100
v = 1
value = 1

[State 226, VarSet]
type = VarSet
trigger1 = Time < 40
trigger1 = P2BodyDist X < 100
v = 1
value = 1

[State 226, AfterImage]
type = AfterImage
trigger1 = Anim = 226
trigger1 = AnimElem = 2
time = 1

[State 226, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 226, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 1
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 226, SuperPause]
type = SuperPause
trigger1 = AnimElem = 4
pos = -30, -85
anim = 100
time = 30
movetime = 25
sound = S3,4 ;20, 0
poweradd = -3000

[State 226, Width]
type = Width
trigger1 = Anim = 226
trigger1 = Time > 40
value = 60,-30

[State 226, Width]
type = Width
trigger1 = Anim = 227
value = 20,0

[State 226, VelSet]
type = VelSet
trigger1 = AnimElem = 6,1
x = 20 ;15

[State 226, VelSet]
type = VelSet
;trigger1 = Anim = 227
trigger1 = Var(1) > 0
x = 0

[State 226, VelMul]
type = VelMul
trigger1 = 1
x = .9

[State 226, 2]
type = Explod
trigger1 = Var(1) = 1
trigger1 = AnimElem = 5
id = 1000
anim = 1017
pos = -10,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 226, 1]
type = PlaySnd
trigger1 = Anim = 226
trigger1 = AnimElem = 5
value = 10, 7
channel = 0

[State 226, 3]
type = PlaySnd
trigger1 = Var(1) > 0
trigger1 = Anim = 226
trigger1 = AnimElem = 5
value = 1, 3

[State 226, Wave]
type = Explod
triggerall = Vel X > 0
triggerall = Var(1) < 1
triggerall = NumExplod(990) = 0
trigger1 = AnimElem = 6, > 0
ignorehitpause = 1
id = 990
anim = 990
pos = 40,-5
postype = p1
sprpriority = 5
facing = 1

[State 226, Drill]
type = Explod
trigger1 = Var(1) = 0
trigger1 = AnimElem = 6
id = 995
anim = 995
pos = 65,-80
postype = p1
bindtime = -1
supermove = 1
scale = .6,.6
persistent = 0
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 226, Remove]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = Var(1) > 0
id = 995

[State 226, HitLow]
type = HitDef
triggerall = Time < 60
triggerall = Var(1) < 1
trigger1 = TimeMod = 2,0
attr = S, HA
damage    = 50,7
animtype  = Medium
guardflag = M
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-75
hitsound   = S2,3
guardsound = S2,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
airguard.velocity = -2,-1
air.type = Low
air.velocity = -5,-1
fall.animtype = Light
air.juggle = 1
air.fall = 1
fall = 1

[State 226, HitHigh]
type = HitDef
triggerall = Time < 60
triggerall = Var(1) < 1
trigger1 = TimeMod = 4,0
attr = S, HA
damage    = 50,7
animtype  = Medium
guardflag = M
hitflag = MAF
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-75
hitsound   = S2,3
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-2
airguard.velocity = -2,-1
air.type = High
air.velocity = -5,-1
fall.animtype = Medium
air.juggle = 1
air.fall = 1
fall = 1

[State 226, Hit]
type = HitDef
triggerall = Var(1) < 1
trigger1 = Time = 58
attr = S, HA
damage    = 30,7
animtype  = Medium
guardflag = M
hitflag = MAF
pausetime = 15,15
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-75
hitsound   = S2,3
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-7
airguard.velocity = -3,-5
air.type = High
air.velocity = -4,-10
fall.envshake.time = 20
fall.envshake.freq = 100
fall.envshake.ampl = -3
fall.envshake.phase = 10
air.juggle = 1
air.fall = 1
fall = 1
p2stateno = 950

[State 226, Hit]
type = null ;HitDef
trigger1 = Var(1) > 0
attr = S, HA
damage    = 30,7
animtype  = DiagUp
guardflag = M
hitflag = MAF
guard.pausetime = 20,20
pausetime = 30,30
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-75
hitsound   = S2,8
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -20,-5
airguard.velocity = -10,-3
air.type = High
air.velocity = -20,-5
envshake.time = 20
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
fall.envshake.time = 20
fall.envshake.freq = 100
fall.envshake.ampl = -3
fall.envshake.phase = 10
fall.recover = 0
air.juggle = 1
air.fall = 1
fall = 1

[State 226, Hit]
type = HitDef
trigger1 = P2StateType != A
trigger1 = Var(1) > 0
attr = S, HA
damage    = 50,7
animtype  = Heavy
guardflag = M
hitflag = MAF
guard.pausetime = 10,10
pausetime = 20,20
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-75
hitsound   = S2,8
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = 0,0
airguard.velocity = -10,-2
air.type = Low
air.velocity = -20,-4
envshake.time = 20
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
air.juggle = 1
air.fall = 1
kill = 0

[State 226, Hit]
type = HitDef
trigger1 = P2StateType = A
trigger1 = Var(1) > 0
attr = S, HA
damage    = 50,7
guard.sparkno = 41
animtype  = Heavy
guardflag = M
hitflag = MAF
guard.pausetime = 10,10
pausetime = 20,20
sparkno = 3
sparkxy = -20,-75
hitsound   = S2,8
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = 0,0
airguard.velocity = -10,-2
air.type = Low
fall.animtype  = Heavy
air.velocity = -20,-4
envshake.time = 20
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
air.juggle = 1
air.fall = 1

[State 226, 5]
type = ChangeAnim
triggerall = Anim = 226
trigger1 = AnimTime = 0
trigger2 = Var(1) > 0
trigger2 = MoveContact
trigger3 = Var(1) > 0
trigger3 = AnimElem = 6,10
value = 227

[State 226, 5]
type = ChangeState
triggerall = Var(1) > 0
triggerall = P2StateType != A
trigger1 = MoveHit
trigger1 = AnimTime = 0
value = 227

[State 226, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Fist Uppercut
[Statedef 227]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 15,0
anim = 1011

[State 227, Anim]
type = ChangeAnim
trigger1 = AnimElem = 2, < 0
trigger1 = MoveContact = 0
trigger1 = P2BodyDist X > 50
value = 1011
elem = 1

[State 227, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 227, Width]
type = Width
trigger1 = 1
value = 20,0

[State 227, 2]
type = Explod
trigger1 = Anim = 1011
trigger1 = AnimElem = 2
id = 1000
anim = 1016
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 227, 3]
type = PlaySnd
trigger1 = Anim = 1011
trigger1 = AnimElem = 2
value = 1, 3

[State 227, 1]
type = PlaySnd
trigger1 = Anim = 1011
trigger1 = AnimElem = 2
value = 10, 10
channel = 0

[State 227, VelSet]
type = VelSet
trigger1 = Anim = 1011
trigger1 = AnimElem = 2
x = 0

[State 227, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 100,15
animtype  = Up
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-100
hitsound   = S2,8
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -1,-10
airguard.velocity = -1,-5
air.type = High
air.velocity = -1,-10
envshake.time = 10
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
fall.recover = 0
air.juggle = 1
air.fall = 1
fall = 1
kill = 0

[State 227, 5]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimTime = 0
value = 228

[State 227, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Attack
[Statedef 228]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 240

[State 228, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2



[State 228, SuperPause]
type = SuperPause
trigger1 = Time = 0
pos = -30, -70
anim = 100
time = 0
sound = S3,4

[State 228, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
trigger1 = P2BodyDist Y < -80
trigger1 = P2MoveType = H
value = Anim
elem = 1

[State 228, Width]
type = Width
trigger1 = AnimElem = 2, > 0
value = 20,0

[State 228, Pause]
type = Pause
triggerall = AnimElem = 2, < 0
trigger1 = TimeMod = 2,0
time = 2

[State 228, 1]
type = PlaySnd
trigger1 = Time = 15
value = 10,11
channel = 0

[State 228, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 15

[State 228, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 2

[State 228, Hit]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 120,15
animtype  = Heavy
guardflag = M
hitflag = MAF
pausetime = 10,5
sparkno = 3
guard.sparkno = 41
sparkxy = -20,-70
hitsound   = S2,6
guardsound = S2,0
forcestand = 1
ground.type = Low
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -20,-2
airguard.velocity = -10,-1
air.type = Low
fall.animtype  = Heavy
air.velocity = -20,-2
envshake.time = 10
envshake.freq = 100
envshake.ampl = -5
envshake.phase = 10
fall.recover = 0
air.juggle = 1
air.fall = 1
fall = 1

[State 228, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Hurricane
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 1001

[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_x"
v = 1
value = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_y"
v = 1
value = 1

[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_z"
v = 1
value = 2

[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_x"
v = 2
value = 2

[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_y"
v = 2
value = 4

[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_z"
v = 2
value = 6

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, Width]
type = Width
trigger1 = 1
value = 10,0

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 0
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 1
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 2
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 3
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 5
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 5
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 5
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 4]
type = Projectile
triggerall = P2BodyDist X >= 60
trigger1 = AnimElem = 5
projid = 1000
projanim = 1030
;projshadow = -1
offset = 60, -60
velocity = var(1), 0
accel = 0, 0
projhits = Var(2)
projmisstime = 0
projremovetime = 30
sprpriority = 5
; HitDef
attr = S, HP
damage    = 80,7
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1
fall=1

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 5
triggerall = P2BodyDist X <= 60
projid = 1000
projanim = 1030
;projshadow = -1
offset = 60, -60
velocity = var(1), 0
accel = 0, 0
projhits = Var(2)
projmisstime = 0
projremovetime = 30
sprpriority = 5
; HitDef
attr = S, HP
damage    = 80,7
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -7, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1
fall=1

[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Hurricane
[Statedef 3000111]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 1001



[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_y"
v = 1
value = 1




[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_y"
v = 2
value = 4



[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, Width]
type = Width
trigger1 = 1
value = 10,0

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 0
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 1
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 2
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 3
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 5
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 5
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 5
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 4]
type = Projectile
triggerall = P2BodyDist X >= 60
trigger1 = AnimElem = 5
projid = 1000
projanim = 1030
;projshadow = -1
offset = 60, -60
velocity = var(1), 0
accel = 0, 0
projhits = Var(2)
projmisstime = 0
projremovetime = 30
sprpriority = 5
; HitDef
attr = S, HP
damage    = 52,7
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1
fall=1

[State 3000, 4]
type = Projectile
triggerall = P2BodyDist X <= 60
trigger1 = AnimElem = 5
projid = 1000
projanim = 1030
;projshadow = -1
offset = 60, -60
velocity = var(1), 0
accel = 0, 0
projhits = Var(2)
projmisstime = 0
projremovetime = 30
sprpriority = 5
; HitDef
attr = S, HP
damage    = 52,7
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -7, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1
fall=1

[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Hurricane
[Statedef 3000112]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 1001



[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_z"
v = 1
value = 2





[State 3000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_z"
v = 2
value = 6

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, Width]
type = Width
trigger1 = 1
value = 10,0

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1
channel = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 0
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 1
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -2000

[State 3000, SuperPause]
type = SuperPause
trigger1 = Var(1) = 2
trigger1 = AnimElem = 2
pos = -50, -60
anim = 100
time = 30
movetime = 18
sound = S3,4 ;20, 0
poweradd = -3000

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 3
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 5
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 5
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = AnimElem = 5
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 4]
type = Projectile
triggerall = P2BodyDist X >= 60
trigger1 = AnimElem = 5
projid = 1000
projanim = 1030
;projshadow = -1
offset = 60, -60
velocity = var(1), 0
accel = 0, 0
projhits = Var(2)
projmisstime = 0
projremovetime = 30
sprpriority = 5
; HitDef
attr = S, HP
damage    = 43,7
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1
fall=1

[State 3000, 4]
type = Projectile
triggerall = P2BodyDist X <= 60
trigger1 = AnimElem = 5
projid = 1000
projanim = 1030
;projshadow = -1
offset = 60, -60
velocity = var(1), 0
accel = 0, 0
projhits = Var(2)
projmisstime = 0
projremovetime = 30
sprpriority = 5
; HitDef
attr = S, HP
damage    = 43,7
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = -7, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1
fall=1

[State 3000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Charged Sonic Hurricane
[Statedef 3005]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 1002

[State 3000, Width]
type = Width
trigger1 = 1
value = 10,0

[State 3000, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 3000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 3000, Varadd]
type = VarAdd
triggerall = Power >= 1000
trigger1 = Anim = 1002
trigger1 = AnimElem = 2,1
v = 1
value = 1

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3000, 1]
type = PlaySnd
trigger1 = Anim = 1002
trigger1 = AnimElem = 2
value = 10, 1
channel = 0

[State 3000, 1]
type = PlaySnd
trigger1 = Var(1) = 2
trigger1 = Anim = 1002
trigger1 = AnimElem = 2,1
value = 10, 1
freqmul = 1.1
channel = 0

[State 3000, 1]
type = PlaySnd
trigger1 = Var(1) = 3
trigger1 = Anim = 1002
trigger1 = AnimElem = 2,1
value = 10, 1
freqmul = 0.9
channel = 0

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3000, SuperPause]
type = SuperPause
triggerall = Power >= 1000
trigger1 = Anim = 1002
trigger1 = AnimElem = 2,1
pos = -50, -60
anim = 100
time = 30
movetime = 15
sound = S3,4 ;20, 0
poweradd = -1000

[State 3000, 5]
type = ChangeAnim
triggerall = Anim = 1002
triggerall = AnimTime = 0
trigger1 = Command != "hold_s"
trigger2 = Power < 1000
trigger3 = Var(1) > 2
value = 1003

[State 3000, 2]
type = Explod
trigger1 = Anim = 1003
trigger1 = AnimElem = 2
id = 1000
anim = 1005
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3000, 3]
type = PlaySnd
trigger1 = Anim = 1003
trigger1 = AnimElem = 3
value = 10, 5
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = Anim = 1003
trigger1 = AnimElem = 3
value = 5, 0

[State 3000, 2]
type = Explod
trigger1 = Anim = 1003
trigger1 = AnimElem = 4
id = 1040
anim = 1041
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = -2
shadow = 100,100,100

[State 3000, 2]
type = Explod
trigger1 = Anim = 1003
trigger1 = AnimElem = 4
id = 1040
anim = 1040
pos = 10,-60
postype = p1
bindtime = -1
sprpriority = 2
shadow = 100,100,100

[State 3000, 4]
type = Projectile
trigger1 = Var(1) = 1
trigger1 = AnimElem = 4
projid = 1000
projanim = 1031
;projshadow = -1
offset = 60, -60
velocity = 0, 0
accel = 0, 0
projhits = 10
projmisstime = 0
projremovetime = 30
sprpriority = 5
; HitDef
attr = S, HP
damage    = 10,3
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2 
airguard.velocity = -2   
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1

[State 3000, 4]
type = Projectile
trigger1 = Var(1) = 2
trigger1 = AnimElem = 4
projid = 1000
projanim = 1031
;projshadow = -1
offset = 60, -60
velocity = 2, 0
accel = 0, 0
projhits = 15
projmisstime = 0
projremovetime = 50
sprpriority = 5
; HitDef
attr = S, HP
damage    = 10,3
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1

[State 3000, 4]
type = Projectile
trigger1 = Var(1) >= 3
trigger1 = AnimElem = 4
projid = 1000
projanim = 1031
;projshadow = -1
offset = 60, -60
velocity = 4, 0
accel = 0, 0
projhits = 20
projmisstime = 0
projremovetime = 100
sprpriority = 5
; HitDef
attr = S, HP
damage    = 10,3
animtype  = Heavy
guardflag = M
pausetime = 5,5
sparkno = 3
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
airguard.velocity = -2
air.type = Low
air.velocity = -2,-1
air.juggle = 1
air.fall = 1

[State 3000, 5]
type = ChangeState
trigger1 = Anim = 1003
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sonic Blade
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 1010

[State 3010, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_x"
v = 1
value = 1

[State 3010, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_y"
v = 1
value = 2

[State 3010, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_z"
v = 1
value = 3

[State 3010, AfterImage]
type = AfterImage
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
time = 1

[State 3010, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3010, Width]
type = Width
trigger1 = Anim = 1010
trigger2 = Anim = 1013
value = 10,0

[State 3010, Width]
type = Width
trigger1 = Anim = 1011
value = 20,0

[State 3010, Width]
type = Width
trigger1 = Anim = 1012
value = 30,10

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3010, SuperPause]
type = SuperPause
trigger1 = Var(1) = 1
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
pos = -35, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3010, SuperPause]
type = SuperPause
trigger1 = Var(1) = 2
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
pos = -35, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3010, SuperPause]
type = SuperPause
trigger1 = Var(1) = 3
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
pos = -35, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 3010, 2]
type = Explod
trigger1 = Anim = 1010
trigger1 = AnimElem = 2
id = 1000
anim = 1015
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3010, 2]
type = Explod
trigger1 = Anim = 1011
trigger1 = AnimElem = 2
id = 1000
anim = 1016
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3010, 2]
type = Explod
trigger1 = Anim = 1012
trigger1 = AnimElem = 2
id = 1000
anim = 1017
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3010, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3010, 4]
type = Projectile
trigger1 = Anim = 1010
trigger1 = AnimElem = 3
trigger2 = Anim = 1011
trigger2 = AnimElem = 3
trigger3 = Anim = 1013
trigger3 = AnimElem = 3
projid = 1000
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 60, -70
velocity = 4, 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 5
; HitDef
attr = S, HP
damage    = 70,10
animtype  = Heavy
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1

[State 3010, 4]
type = Projectile
trigger1 = Anim = 1012
trigger1 = AnimElem = 3
projid = 1000
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 110, -70
velocity = 4, 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 5
; HitDef
attr = S, HP
damage    = 50,10
animtype  = Heavy
guardflag = MA
pausetime = 5,5
sparkno = 2
guard.sparkno = 41
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1

[State 3010, 5]
type = ChangeAnim
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = Anim = 1010
trigger1 = AnimElem = 4, > 5
value = 1011

[State 3010, 5]
type = ChangeAnim
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = Var(1) > 1
trigger1 = Anim = 1011
trigger1 = AnimElem = 3, > 5
value = 1012

[State 3010, 5]
type = ChangeAnim
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = Var(1) > 2
trigger1 = Anim = 1012
trigger1 = AnimElem = 3, > 5
value = 1013

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


;---------------------------------------------------------------------------
; Sonic Blade
[Statedef 3010112]
type    = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
velset = 0,0
anim = 1010



[State 3010, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "sonic_z"
v = 1
value = 3

[State 3010, AfterImage]
type = AfterImage
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
time = 1

[State 3010, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3010, Width]
type = Width
trigger1 = Anim = 1010
trigger2 = Anim = 1013
value = 10,0

[State 3010, Width]
type = Width
trigger1 = Anim = 1011
value = 20,0

[State 3010, Width]
type = Width
trigger1 = Anim = 1012
value = 30,10

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3010, SuperPause]
type = SuperPause
trigger1 = Var(1) = 1
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
pos = -35, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3010, SuperPause]
type = SuperPause
trigger1 = Var(1) = 2
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
pos = -35, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3010, SuperPause]
type = SuperPause
trigger1 = Var(1) = 3
trigger1 = Anim = 1010
trigger1 = AnimElem = 1
pos = -35, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 3010, 2]
type = Explod
trigger1 = Anim = 1010
trigger1 = AnimElem = 2
id = 1000
anim = 1015
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3010, 2]
type = Explod
trigger1 = Anim = 1011
trigger1 = AnimElem = 2
id = 1000
anim = 1016
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3010, 2]
type = Explod
trigger1 = Anim = 1012
trigger1 = AnimElem = 2
id = 1000
anim = 1017
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 4
shadow = 100,100,100

[State 3010, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0

[State 3010, 4]
type = Projectile
trigger1 = Anim = 1010
trigger1 = AnimElem = 3
trigger2 = Anim = 1011
trigger2 = AnimElem = 3
trigger3 = Anim = 1013
trigger3 = AnimElem = 3
projid = 1000
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 60, -70
velocity = 4, 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 5
; HitDef
attr = S, HP
damage    = 64,10
animtype  = Heavy
guardflag = MA
pausetime = 5,5
sparkno = 3
guard.sparkno = 41
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1

[State 3010, 4]
type = Projectile
trigger1 = Anim = 1012
trigger1 = AnimElem = 3
projid = 1000
projanim = 1020
projhitanim = 1021
;projshadow = -1
offset = 110, -70
velocity = 4, 0
accel = 0, 0
projhits = 1
projmisstime = 0
sprpriority = 5
; HitDef
attr = S, HP
damage    = 50,7
animtype  = Heavy
guardflag = MA
pausetime = 5,5
sparkno = 2
guard.sparkno = 41
sparkxy = 40, 0
hitsound   = S2,3
guardsound = S2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -5,-1
air.juggle = 1
air.fall = 1

[State 3010, 5]
type = ChangeAnim
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = Anim = 1010
trigger1 = AnimElem = 4, > 5
value = 1011

[State 3010, 5]
type = ChangeAnim
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = Var(1) > 1
trigger1 = Anim = 1011
trigger1 = AnimElem = 3, > 5
value = 1012

[State 3010, 5]
type = ChangeAnim
triggerall = Command = "x" || Command = "y" || Command = "z"
trigger1 = Var(1) > 2
trigger1 = Anim = 1012
trigger1 = AnimElem = 3, > 5
value = 1013

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

;---------------------------------------------------------------------------
; Somersault Strike
[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 0,0
anim = 1100

[State 3100, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "somersault_a"
v = 1
value = 1

[State 3100, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "somersault_b"
v = 1
value = 2

[State 3100, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "somersault_c"
v = 1
value = 3

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, Width]
type = Width
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 3100, Width]
type = Width
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 3100, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 3100, SuperPause]
type = SuperPause
triggerall = Var(1) = 1
trigger1 = AnimElem = 1
pos = 15, -95
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 3100, SuperPause]
type = SuperPause
triggerall = Var(1) = 2
trigger1 = AnimElem = 1
pos = 15, -95
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 3100, SuperPause]
type = SuperPause
triggerall = Var(1) = 3
trigger1 = AnimElem = 1
pos = 15, -95
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 3100, VarSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2
y = -2

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5, 1

[State 3100, VelAdd]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 3100, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 50, 7
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -6
airguard.velocity = -3,-6
fall.animtype = Light
air.type = Low
air.velocity = -4,-6
air.hittime = 30
air.fall = 1

[State 3100, 2]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = Var(1) > 1
trigger2 = AnimElem = 8
attr = A, HA
damage = 50, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -6
airguard.velocity = -3,-6
fall.animtype = Light
air.type = High
air.velocity = -4,-6
air.hittime = 30
air.fall = 1

[State 3100, ChangeState]
type = ChangeState
triggerall = Var(1) >= 3
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3101

[State 3100, ChangeState]
type = ChangeState
triggerall = Var(1) < 3
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3102

;---------------------------------------------------------------------------
; Somersault Strike Hop Again
[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 10
ctrl = 0
velset = 0,0
anim = 1100

[State 3100, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, VarSet]
type = VelSet
trigger1 = AnimElem = 2
x = 3
y = -2

[State 3100, Width]
type = Width
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 3100, Width]
type = Width
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3
channel = 0

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5, 1

[State 3100, VelAdd]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 3100, 5]
type = Explod
trigger1 = AnimElem = 7
id = 1101
anim = 1101
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 5]
type = Explod
trigger1 = AnimElem = 8
id = 1102
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 5]
type = Explod
trigger1 = AnimElem = 9
id = 1103
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1101

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1102

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1103

[State 3100, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 20, 7
getpower  = 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -6
airguard.velocity = -3,-6
fall.animtype = Light
air.type = Low
air.velocity = -4,-6
air.hittime = 30
air.fall = 1

[State 3100, 2]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = Var(1) > 1
trigger2 = AnimElem = 8
attr = A, HA
damage = 20, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -6
airguard.velocity = -3,-6
fall.animtype = Light
air.type = High
air.velocity = -4,-6
air.hittime = 30
air.fall = 1

[State 3100, ChangeState]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3102

;---------------------------------------------------------------------------
; Somersault Strike Final Hop
[Statedef 3102]
type    = A
movetype= A
physics = N
juggle  = 14
ctrl = 0
velset = 0,0
anim = 1100

[State 3100, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 3100, Width]
type = Width
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 3100, Width]
type = Width
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 3100, VelSet]
type = VelSet
trigger1 = Anim = 1100
trigger1 = AnimElem = 2
x = Var(1)
y = -8

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 4
channel = 0

[State 3100, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5, 1

[State 3100, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 3100, 5]
type = Explod
trigger1 = AnimElem = 7
id = 1101
anim = 1101
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 5]
type = Explod
trigger1 = AnimElem = 8
id = 1102
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 5]
type = Explod
trigger1 = AnimElem = 9
id = 1103
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 5
shadow = 100,100,100

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1101

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1102

[State 3100, 6]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1103

[State 3100, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 30, 7
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = Low
air.velocity = -4,-8
air.hittime = 30
air.fall = 1
fall = 1

[State 3100, 2]
type = HitDef
triggerall = Var(1) <= 1
trigger1 = AnimElem = 7
attr = A, HA
damage = 20, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = High
air.velocity = -4,-8
air.hittime = 30
air.fall = 1
fall = 1

[State 3100, 2]
type = HitDef
triggerall = Var(1) > 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
attr = A, HA
damage = 10, 2
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = High
air.velocity = -4,-8
air.hittime = 30
air.fall = 1
fall = 1

[State 3100, ChangeState]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

;---------------------------------------------------------------------------
; Total Wipeout
[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 12
ctrl = 0
velset = 0,0

[State 2000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "wipeout_x"
v = 1
value = 1

[State 2000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "wipeout_y"
v = 1
value = 2

[State 2000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "wipeout_z"
v = 1
value = 3

[State 2000, Anim]
type = ChangeAnim
triggerall = Var(1) = 1
trigger1 = Time = 0
value = 2000

[State 2000, Anim]
type = ChangeAnim
triggerall = Var(1) = 2
trigger1 = Time = 0
value = 2010

[State 2000, Anim]
type = ChangeAnim
triggerall = Var(1) = 3
trigger1 = Time = 0
value = 2020

[State 2000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 2000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 2000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 2000, SuperPause]
type = SuperPause
triggerall = Var(1) = 1
trigger1 = AnimElem = 1
pos = 0, -90
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 2000, SuperPause]
type = SuperPause
triggerall = Var(1) = 2
trigger1 = AnimElem = 1
pos = 0, -90
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 2000, SuperPause]
type = SuperPause
triggerall = Var(1) = 3
trigger1 = AnimElem = 1
pos = 0, -90
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2000
trigger1 = AnimElem = 8
value = 1, 2

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2000
trigger1 = AnimElem = 18
value = 1, 3

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2010
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
value = 1, 2

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2010
trigger1 = AnimElem = 24
value = 1, 3

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2020
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
trigger3 = AnimElem = 20
value = 1, 2

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2020
trigger1 = AnimElem = 13
trigger2 = AnimElem = 30
value = 1, 3

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 2

[State 2000, PlsySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = anim = 2020
trigger2 = AnimElem = 13
value = 10, 7
channel = 0

[State 2000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = Anim = 2010
trigger2 = AnimElem = 7
trigger3 = Anim = 2020
trigger3 = AnimElem = 7
attr = S, HA
damage = 50, 7
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 2
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 20

[State 2000, HitDef]
type = HitDef
trigger1 = Anim = 2000
trigger1 = AnimElem = 8
trigger2 = Anim = 2010
trigger2 = AnimElem = 14
trigger3 = Anim = 2020
trigger3 = AnimElem = 20
attr = S, HA
damage = 50, 7
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 5
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 20

[State 2000, HitDef]
type = HitDef
trigger1 = Anim = 2020
trigger1 = AnimElem = 13
attr = S, HA
damage = 50, 7
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 20

[State 2000, PlsySnd]
type = PlaySnd
trigger1 = Anim = 2000
trigger1 = AnimElem = 8
trigger2 = Anim = 2010
trigger2 = AnimElem = 7
trigger3 = Anim = 2010
trigger3 = AnimElem = 14
trigger4 = Anim = 2020
trigger4 = AnimElem = 7
trigger5 = Anim = 2020
trigger5 = AnimElem = 20
value = 10, 8
channel = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 2000
trigger1 = AnimElem = 18
trigger2 = Anim = 2010
trigger2 = AnimElem = 24
trigger3 = Anim = 2020
trigger3 = AnimElem = 30
value = 10, 10
channel = 0

[State 2000, VelSet]
type = VelSet
trigger1 = Anim = 2000
trigger1 = AnimElem = 18
trigger2 = Anim = 2010
trigger2 = AnimElem = 24
trigger3 = Anim = 2020
trigger3 = AnimElem = 30
x = 0

[State 2000, Width]
type = Width
trigger1 = Anim = 2000
trigger1 = AnimElem = 18, > 0
trigger2 = Anim = 2010
trigger2 = AnimElem = 24, > 0
trigger3 = Anim = 2020
trigger3 = AnimElem = 30, > 0
value = 60,-30

[State 2000, Width]
type = Width
triggerall = Time > 0
trigger1 = Var(1) = 1
trigger1 = Time < 30
trigger2 = Var(1) = 2
trigger2 = Time < 45
trigger3 = Var(1) = 3
trigger3 = Time < 60 
trigger4 = Anim = 2000
trigger4 = AnimElem = 20, > 0
trigger5 = Anim = 2010
trigger5 = AnimElem = 26, > 0
trigger6 = Anim = 2020
trigger6 = AnimElem = 32, > 0
value = 20,0

[State 2000, HitDef]
type = HitDef
trigger1 = Anim = 2000
trigger1 = AnimElem = 18
trigger2 = Anim = 2010
trigger2 = AnimElem = 24
trigger3 = Anim = 2020
trigger3 = AnimElem = 30
attr = S, HA
damage = 50, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 3
guard.sparkno = 41
sparkxy = -20, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-6
airguard.velocity = -2,-3
air.type = Low
air.velocity = -2,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 2000, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Opening Gambit
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 12
anim = 2100
ctrl = 0
velset = 0,0

[State 2100, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "gambit_x"
v = 1
value = 1

[State 2100, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "gambit_y"
v = 1
value = 2

[State 2100, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = command = "gambit_z"
v = 1
value = 3

[State 2100, VarSet]
type = VarSet
trigger1 = Time = 0
v = 2
value = 0

[State 2100, VarSet]
type = VarAdd
trigger1 = AnimTime = 0
v = 2
value = 1

[State 2100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 2100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 2100, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 2100, SuperPause 1]
type = SuperPause
triggerall = Var(1) = 1
trigger1 = AnimElem = 2
pos = -8, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 2100, SuperPause 2]
type = SuperPause
triggerall = Var(1) = 1
trigger1 = AnimElem = 2
pos = 45, -80
anim = 100
time = 30

[State 2100, SuperPause 1]
type = SuperPause
triggerall = Var(1) = 2
trigger1 = AnimElem = 2
pos = -8, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 2100, SuperPause 2]
type = SuperPause
triggerall = Var(1) = 2
trigger1 = AnimElem = 2
pos = 45, -80
anim = 100
time = 30

[State 2100, SuperPause 1]
type = SuperPause
triggerall = Var(1) = 3
trigger1 = AnimElem = 2
pos = -8, -80
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 2100, SuperPause 2]
type = SuperPause
triggerall = Var(1) = 3
trigger1 = AnimElem = 2
pos = 45, -80
anim = 100
time = 30

[State 2100, VarSet]
type = VelSet
trigger1 = AnimElem = 3
x = 2

[State 2100, PlaySnd]
type = null ;PlaySnd
triggerall = Anim = 2100
trigger1 = AnimElem = 3
value = 1, 3

[State 2100, PlaySnd]
type = PlaySnd
triggerall = Anim = 2100
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 1, 2

[State 2100, PlsySnd]
type = PlaySnd
triggerall = Anim = 2100
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 10, 8
channel = 0

[State 2100, PlaySnd]
type = null ;PlaySnd
trigger1 = Anim = 2100
trigger1 = AnimElem = 7
value = 10, 9
channel = 0

[State 2100, Width]
type = Width
trigger1 = AnimElem = 3 >= 0
trigger1 = AnimElem = 7 < 0
value = 30,0

[State 2100, Width]
type = Width
trigger1 = AnimELem = 1 >= 0
trigger1 = AnimELem = 3 < 0
trigger2 = AnimElem = 7 >= 0
value = 20,0

[State 2100, HitDef]
type = HitDef
triggerall = Anim = 2100
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = S, HA
damage = 26, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -2,-2
air.hittime = 20

[State 2100, State]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Var(1) = 1
trigger1 = Var(2) = 2
trigger2 = Var(1) = 2
trigger2 = Var(2) = 3
trigger3 = Var(1) = 3
trigger3 = Var(2) = 4
value = 2101

;---------------------------------------------------------------------------
; Opening Gambit Hop
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 12
ctrl = 0
velset = 0,0
anim = 1100

[State 2100, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 2100, Width]
type = Width
trigger1 = AnimElem = 10, < 0
value = 20,0

[State 2100, Width]
type = Width
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 10, < 0
value = 30,0

[State 2100, VarSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2

[State 2100, VarSet]
type = VelSet
trigger1 = AnimElem = 2
y = -8

[State 2100, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 4
channel = 0

[State 2100, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5, 1

[State 2100, VelAdd]
type = VelAdd
trigger1 = Time >= 5
y = .5

[State 2100, 5]
type = Explod
trigger1 = AnimElem = 7
id = 1101
anim = 1101
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 1
shadow = 100,100,100

[State 2100, 5]
type = Explod
trigger1 = AnimElem = 8
id = 1102
anim = 1102
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 1
shadow = 100,100,100

[State 2100, 5]
type = Explod
trigger1 = AnimElem = 9
id = 1103
anim = 1103
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 1
shadow = 100,100,100

[State 2100, 6]
type = RemoveExplod
trigger1 = AnimElem = 8
id = 1101

[State 2100, 6]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1102

[State 2100, 6]
type = RemoveExplod
trigger1 = AnimElem = 10
id = 1103

[State 2100, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 20, 7
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 4
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -50
hitsound = S2, 6
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3,-6
airguard.velocity = -2,-4
fall.animtype = Light
air.type = Low
air.velocity = -3,-6
air.hittime = 20
air.fall = 1
fall = 1

[State 2100, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = 30, 7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = 3
guard.sparkno = 41
sparkxy = -10, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-8
airguard.velocity = -2,-4
fall.animtype = Light
air.type = High
air.velocity = -4,-8
air.hittime = 20
air.fall = 1
fall = 1

[State 2100, ChangeState]
type = ChangeState
triggerall = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52




;---------------------------------------------------------------------------
; Final Mission Attempt
[Statedef 4000]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
velset = 0,0
anim = 425

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 1

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000, Width]
type = Width
trigger1 = 1
value = 20,0

[State 4000, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0

[State 3060, 2]
type = targetstate
trigger1 = time = 0
value = 50

type = selfstate
trigger1 = time = 0
value = ifelse(statetype = A, 50,0)
ctrl = 1


[State 4000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -30, -60
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 4000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,11
channel = 0

[State 4000, VelSet]
type = VelSet
trigger1 = AnimElem = 2,1
x = 15

[State 4000, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 4000, Hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 100,10
animtype  = Up
guardflag = M
hitflag = MAF
pausetime = 4,8
guard.pausetime = 5,10
sparkno = 3
sparkxy = -20,-80
hitsound   = S2,8
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2,-15
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-15
fall.envshake.time = 20
fall.envshake.freq = 100
fall.envshake.ampl = -3
fall.envshake.phase = 10
fall.damage = 10
fall.animtype = up
fall.recover = 0
air.juggle = 1
air.fall = 1
fall = 1
kill = 0
p2stateno = 4010

[State 4000, Hit]
type = HitDef
trigger1 = MoveHit = 0
trigger1 = MoveContact = 0
trigger1 = AnimElem = 4
attr = S, HA
damage    = 100,10
animtype  = Up
getpower  = 0
guardflag = M
hitflag = MAF
pausetime = 4,8
guard.pausetime = 5,10
sparkno = 3
sparkxy = -20,-120
hitsound   = S2,8
guardsound = S2,0
forcestand = 1
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2,-15
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-15
fall.envshake.time = 20
fall.envshake.freq = 100
fall.envshake.ampl = -3
fall.envshake.phase = 10
fall.animtype = up
fall.damage = 10
fall.recover = 0
air.juggle = 1
air.fall = 1
fall = 1
kill = 0
p2stateno = 4010

[State 4000, VelSet]
type = VelSet
trigger1 = MoveHit
x = 0

[State 4000, 5]
type = ChangeState
trigger1 = MoveHit
trigger1 = AnimElem = 5
value = 4001

[State 4000, 5]
type = ChangeState
trigger1 = MoveHit = 0
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Final Mission
[Statedef 4001]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 40

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, No Scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4000, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000, 1]
type = ChangeAnim
trigger1 = Anim = 40
trigger1 = AnimTime = 0
value = 41

[State 4000, VelSet]
type = VelSet
trigger1 = Anim = 41
x = 4
y = -20

[State 4000, VelSet]
type = VelSet
trigger1 = Time >= 20
x = 0
y = 0

[State 4000, 2]
type = Envcolor
trigger1 = Time >= 20
trigger1 = Time <= 100
value = 0,0,0
time = 1

[State 4000, 3]
type = Explod
triggerall = time > 20
triggerall = time <= 90
trigger1 = TimeMod = 5,0
trigger2 = TimeMod = 8,0
anim = F3
bindtime = -1
pos = 150, 100
postype = left
random = 100,100
ontop = 1

[State 4000, 3]
type = HitAdd
triggerall = time > 20
triggerall = time <= 90
trigger1 = TimeMod = 5,0
trigger2 = TimeMod = 8,0
value = 1

[State 4000, 3]
type = PlaySnd
triggerall = time > 20
triggerall = time <= 90
trigger1 = TimeMod = 5,0
value = 2,3

[State 4000, 3]
type = PlaySnd
triggerall = time > 20
triggerall = time <= 90
trigger1 = TimeMod = 8,0
value = 2,6

[State 4000, 5]
type = ChangeState
trigger1 = Time > 100
value = 4002

;---------------------------------------------------------------------------
; Final Mission End
[Statedef 4002]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 181

[State 4000, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4000, 4]
type = Turn
trigger1 = Time = 0

[State 4000, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10,16
channel = 0

[State 4000, 5]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1

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