; T.Hawk's Special States
;---------------------------------------------------------------------------
; Alpha Counter
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 20

[State 900, 1]
type = Pause
trigger1 = Anim = 900
trigger1 = AnimElem = 1
movetime = 20
time = 20

[State 900, 1]
type = PowerAdd
trigger1 = Anim = 900
trigger1 = AnimElem = 1
value = -1000

[State 900, 2]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 1
value = 4, 1



[State 900, 4]
type = Explod
trigger1 = Anim = 900
trigger1 = AnimElem = 1
anim = 910	;Counter Spark
pos = 40,-80
postype = p1
bindtime = -1
persistent = 0
pausemovetime = -1
ownpal = 1

[State 900, 5]
type = ChangeAnim
trigger1 = Anim = 900
trigger1 = AnimTime = 0
value = 251

[State 900, Width]
type = Width
trigger1 = Anim = 251
value = 20,0

[State 900, 5]
type = PlaySnd
trigger1 = Anim = 251
trigger1 = AnimElem = 2
value = 10, 8
channel = 0

[State 900, 5]
type = PlaySnd
trigger1 = Anim = 251
trigger1 = AnimElem = 2
value = 1, 3

[State 900, 6]
type = HitDef
trigger1 = Anim = 251
trigger1 = AnimElem = 2
attr = S, SA
damage = 100, 10
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -20, -70
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-10
airguard.velocity = -1,-5
air.type = High
air.velocity = -1,-10
fall.recover = 0
air.hittime = 10
p2stateno = 910
air.fall = 1
fall = 1

[State 900, 6]
type = HitDef
triggerall = MoveContact = 0
trigger1 = Anim = 251
trigger1 = AnimElem = 3
attr = S, SA
damage = 100, 10
animtype = Heavy
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -20, -100
hitsound = S2,6 ;5, 3
guardsound = S2,0 ;6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-10
airguard.velocity = -1,-5
air.type = High
air.velocity = -1,-10
fall.recover = 0
air.hittime = 10
p2stateno = 910
air.fall = 1
fall = 1

[State 900, 6]
type = Explod
triggerall = NumExplod(920) = 0
triggerall = MoveHit
trigger1 = AnimElem = 2,2
trigger2 = AnimElem = 3,2
anim = 920	;Spin Spark
id = 920
pos = 0,-20
ontop = 1
postype = p2
bindtime = -1
persistent = 0
removetime = 50
ignorehitpause = 1
ownpal = 1

[State 900, ChangeState]
type = ChangeState
trigger1 = Anim = 251
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mexican Typhoon - Attempt
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = -1
anim = 820 ;123

[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 = Var(0) = 0
trigger1 = AnimElem = 1
pos = 20, -115
anim = 100
time = 30
sprpriority = 2
darken = 1
movetime = 20
sound = S3,4 ;20, 0
poweradd = -1000


[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time < 30
value = SCA
time = 1

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

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






[State 1000, Width]
type = Width
trigger1 = 1
value = 20,0


[State 1000, Arms]
type = Explod
trigger1 = AnimElem = 4
id = 801
anim = 801
pos = 0,0
postype = p1
bindtime = -1
supermove = 1
persistent = 0
;removetime = -1
sprpriority = 5
ignorehitpause = 1
shadow = 100,100,100

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 10, 0
channel = 0

[State 1000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = -4,-6
air.velocity = -4,-6
p1facing = 1
p2facing = 1
p1stateno = 1001
p2stateno = 804123
numhits = 0
snap = 40,0
fall = 1

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mexican Typhoon Start
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1000

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000, ScreenBound]
type = null ;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElem = 1
value = 0, 2

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1000
trigger1 = AnimElem = 1
pos = 40, 0

[State 1000, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

;---------------------------------------------------------------------------
; Mexican Typhoon
[Statedef 1002]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1001

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000, ScreenBound]
type = null ;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1000, Width]
type = Width
trigger1 = 1
edge = 30,30

[State 1000, TargetState]
type = TargetState
trigger1 = Anim = 1001
trigger1 = AnimElem = 1
value = 1005

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1001
trigger1 = AnimElem = 1
value = 10, 5
channel = 0

;[State 1000, 2]
;type = VelSet
;trigger1 = Var(0) = 0
;trigger1 = Anim = 1001
;trigger1 = AnimElem = 1
;x = 1
;y = -8

[State 1000, 2]
type = VelSet
;trigger1 = Var(0) = 1
trigger1 = Anim = 1001
trigger1 = AnimElem = 1
x = 1
y = -9

;[State 1000, 2]
;type = VelSet
;trigger1 = Var(0) = 2
;trigger1 = Anim = 1001
;trigger1 = AnimElem = 1
;x = 1
;y = -10

[State 1000, 2]
type = Veladd
trigger1 = 1
y = .4

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1001
trigger1 = AnimElem = 1 >= 0
pos = 30, -80

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1001
trigger1 = AnimElem = 2 >= 0
pos = -50, -90

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1001
trigger1 = AnimElem = 3 >= 0
pos = -80, -130

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1001
trigger1 = AnimElem = 4 >= 0
pos = -20, -165

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1001
trigger1 = AnimElem = 5 >= 0
pos = 60, -155

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1001
trigger1 = AnimElem = 6 >= 0
pos = 80, -100

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1001
trigger1 = AnimElem = 6,4
pos = 30, -80

[State 1000, Anim]
type = ChangeAnim
trigger1 = Time >= 30
trigger1 = Anim = 1001
trigger1 = Vel Y > 0
value = 1002

[State 1000, Bind]
type = TargetBind
trigger1 = Time >= 30
trigger1 = Anim = 1001
trigger1 = Vel Y > 0
trigger2 = Anim = 1002
trigger2 = AnimElem = 1, >= 0
pos = -50, -160

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1002
trigger1 = AnimElem = 2, >= 0
pos = 0, -155

[State 1000, 10]
type = ChangeState
triggerall = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 5
value = 1003

;---------------------------------------------------------------------------
; Mexican Typhoon Land
[Statedef 1003]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1003



[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time < 10
value = SCA
time = 1

[State 1000, PlayerPush]
type = PlayerPush
trigger1 = Time < 10
value = 0

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = Time < 10
value = 1
movecamera = 0,0

[State 1000, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 1006

[State 1000, Bind]
type = TargetBind
trigger1 = Anim = 1003
trigger1 = AnimElem = 1
pos = 60, -10

[State 1000, TargetLifeAdd]
type = TargetLifeAdd
;trigger1 = Var(0) = 0
trigger1 = Time = 0
value = -180



[State 1000, 1]
type = PosSet
trigger1 = AnimElem = 1
y = 10

[State 1000, 6]
type = ChangeAnim
trigger1 = Anim = 1003
trigger1 = AnimTime = 0
value = 1010

[State 1000, 1]
type = VelSet
trigger1 = Time = 10
x = -2
y = -7

[State 1000, 1]
type = VelAdd
trigger1 = Time > 10
y = .4

[State 1000, 2]
type = ChangeState
trigger1 = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Condor Spire
[Statedef 1100]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 2





[State 1100, Width]
type = Width
trigger1 = Time < 5
value = 20,0

[State 1100, Width]
type = Width
trigger1 = Time >= 5
trigger1 = Time < 10
value = 30,0

[State 1100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
value = 10, 1
channel = 0

[State 1100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 1, 3

[State 1100, 1]
type = PosAdd
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
x = 30
y = 10

[State 1100, 2]
type = VelSet
trigger1 = Anim = 1100
;trigger1 = Var(0) = 0
trigger1 = AnimElem = 5
x = 4
y = -6



[State 1100, 3]
type = VelMul
trigger1 = Time > 12
x = .9

[State 1100, 4]
type = Veladd
trigger1 = Time > 10
y = .4

[State 1100, 5]
type = VelSet
trigger1 = Time > 20
trigger1 = Vel Y >= 0
x = 0

[State 1100, 6]
type = ChangeAnim
trigger1 = Anim = 1100
trigger1 = Time > 20
trigger1 = Vel Y >= 0
value = 1110

[State 1100, 7]
type = HitDef
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, SA
damage = 40, 4
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 8
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1



[State 1100, 8]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Condor Spire
[Statedef 1100123]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 2



[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "cspire_y"
v = 0
value = 1



[State 1100, Width]
type = Width
trigger1 = Time < 5
value = 20,0

[State 1100, Width]
type = Width
trigger1 = Time >= 5
trigger1 = Time < 10
value = 30,0

[State 1100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
value = 10, 1
channel = 0

[State 1100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 1, 3

[State 1100, 1]
type = PosAdd
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
x = 30
y = 10

[State 1100, 2]
type = VelSet
trigger1 = Anim = 1100
trigger1 = Var(0) = 0
trigger1 = AnimElem = 5
x = 4
y = -6

[State 1100, 2]
type = VelSet
trigger1 = Anim = 1100
trigger1 = Var(0) = 1
trigger1 = AnimElem = 5
x = 5
y = -7

[State 1100, 2]
type = VelSet
trigger1 = Anim = 1100
trigger1 = Var(0) = 2
trigger1 = AnimElem = 5
x = 6
y = -8

[State 1100, 3]
type = VelMul
trigger1 = Time > 12
x = .9

[State 1100, 4]
type = Veladd
trigger1 = Time > 10
y = .4

[State 1100, 5]
type = VelSet
trigger1 = Time > 20
trigger1 = Vel Y >= 0
x = 0

[State 1100, 6]
type = ChangeAnim
trigger1 = Anim = 1100
trigger1 = Time > 20
trigger1 = Vel Y >= 0
value = 1110

[State 1100, 7]
type = HitDef
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, SA
damage = 30, 5
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 8
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 7]
type = HitDef
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
attr = A, SA
damage = 30, 5
getpower = 60,16
givepower = 30,22
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -100
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 8]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Condor Spire
[Statedef 11001234]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
sprpriority = 2


[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = command = "cspire_z"
v = 0
value = 2

[State 1100, Width]
type = Width
trigger1 = Time < 5
value = 20,0

[State 1100, Width]
type = Width
trigger1 = Time >= 5
trigger1 = Time < 10
value = 30,0

[State 1100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 3
value = 10, 1
channel = 0

[State 1100, 0]
type = PlaySnd
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
value = 1, 3

[State 1100, 1]
type = PosAdd
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
x = 30
y = 10

[State 1100, 2]
type = VelSet
trigger1 = Anim = 1100
trigger1 = Var(0) = 0
trigger1 = AnimElem = 5
x = 4
y = -6

[State 1100, 2]
type = VelSet
trigger1 = Anim = 1100
trigger1 = Var(0) = 1
trigger1 = AnimElem = 5
x = 5
y = -7

[State 1100, 2]
type = VelSet
trigger1 = Anim = 1100
trigger1 = Var(0) = 2
trigger1 = AnimElem = 5
x = 6
y = -8

[State 1100, 3]
type = VelMul
trigger1 = Time > 12
x = .9

[State 1100, 4]
type = Veladd
trigger1 = Time > 10
y = .4

[State 1100, 5]
type = VelSet
trigger1 = Time > 20
trigger1 = Vel Y >= 0
x = 0

[State 1100, 6]
type = ChangeAnim
trigger1 = Anim = 1100
trigger1 = Time > 20
trigger1 = Vel Y >= 0
value = 1110

[State 1100, 7]
type = HitDef
trigger1 = Anim = 1100
trigger1 = AnimElem = 4
attr = A, SA
damage = 30, 6
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 8
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 7]
type = HitDef
trigger1 = Anim = 1100
trigger1 = AnimElem = 5
attr = A, SA
damage = 30, 6
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -100
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 7]
type = HitDef
trigger1 = Anim = 1100
trigger1 = AnimElem = 6
attr = A, SA
damage = 20, 6
getpower = 40,14
givepower = 20,12
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -100
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-8
air.hittime = 12
air.fall = 1
fall = 1

[State 1100, 8]
type = ChangeState
triggerall = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Condor Dive
[Statedef 1200]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
sprpriority = 2

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 9
channel = 0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 1200, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 10
y = 5

[State 1200, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 40, 4
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -6, -40
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-6
airguard.velocity = -2,-3
air.type = Low
air.velocity = -4,-6
air.hittime = 12
air.fall = 1
fall = 1

[State 1200, 4]
type = ChangeState
trigger1 = MoveContact
value = 1201

[State 1200, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1202

;---------------------------------------------------------------------------
; Condor Dive
[Statedef 1200123]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200123
sprpriority = 2

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 9
channel = 0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 1200, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 10
y = 5

[State 1200, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 56, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -6, -40
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-6
airguard.velocity = -2,-3
air.type = Low
air.velocity = -4,-6
air.hittime = 12
air.fall = 1
fall = 1

[State 1200, 4]
type = ChangeState
trigger1 = MoveContact
value = 1201

[State 1200, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1202

;---------------------------------------------------------------------------
; Condor Dive
[Statedef 12001234]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 12001234
sprpriority = 2

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10, 9
channel = 0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3

[State 1200, 2]
type = VelSet
trigger1 = AnimElem = 4
x = 10
y = 5

[State 1200, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 76, 6
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -6, -40
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-6
airguard.velocity = -2,-3
air.type = Low
air.velocity = -4,-6
air.hittime = 12
air.fall = 1
fall = 1

[State 1200, 4]
type = ChangeState
trigger1 = MoveContact
value = 1201

[State 1200, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1202

;---------------------------------------------------------------------------
; Condor Dive Hit
[Statedef 1201]
type    = A
movetype= A
physics = N
juggle  = 1
velset = -2,-7
ctrl = 0
anim = 1010
sprpriority = 2

[State 1200, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1200, 2]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Condor Dive Land
[Statedef 1202]
type    = C
movetype= I
physics = C
juggle  = 1
velset = 10,0
ctrl = 0
anim = 10
sprpriority = 2

[State 1200, 1]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 1200, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 1200, MakeDust]
type = MakeDust
trigger1 = Vel X > 0
pos = 0,0
spacing = 3

[State 1200, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 11

[State 1200, 5]
type = ChangeState
trigger1 = Time >= 20
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Tomahawk Buster
[Statedef 1300]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,-5
ctrl = 0
anim = 1300
sprpriority = 2



[State 1300, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 10
channel = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1300, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 35, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = Low
air.velocity = -8
air.hittime = 17

[State 1300, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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


;---------------------------------------------------------------------------
; Tomahawk Buster
[Statedef 1300123]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,-5
ctrl = 0
anim = 1300
sprpriority = 2

[State 1300, 0]
type = VelSet
trigger1 = Time = 0
;trigger1 = command = "tbuster_y"
x = 2.7


[State 1300, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 10
channel = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1300, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 55, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = Low
air.velocity = -8
air.hittime = 17

[State 1300, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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


;---------------------------------------------------------------------------
; Tomahawk Buster
[Statedef 13001234]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,-5
ctrl = 0
anim = 1300
sprpriority = 2

[State 1300, 0]
type = VelSet
trigger1 = Time = 0
trigger1 = command = "tbuster_z"
x = 4

[State 1300, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 10
channel = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1300, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 75, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -8
air.type = Low
air.velocity = -8
air.hittime = 17

[State 1300, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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


;---------------------------------------------------------------------------
; Tomahawk Buster
[Statedef 13400]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,-7
ctrl = 0
anim = 13400
sprpriority = 2

[State 1300, 0]
type = VelSet
trigger1 = Time = 0
x = 2

[State 1300, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1300, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 38, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -10
air.type = Low
air.velocity = -6
air.hittime = 17
air.fall =1

[State 1300, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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


;---------------------------------------------------------------------------
; Tomahawk Buster
[Statedef 13400123]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,-7
ctrl = 0
anim = 13400
sprpriority = 2

[State 1300, 0]
type = VelSet
trigger1 = Time = 0
;trigger1 = command = "tbuster_yb"
x = 3.4


[State 1300, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1300, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 58, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -12
air.type = Low
air.velocity = -6
air.hittime = 17
air.fall =1

[State 1300, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

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


;---------------------------------------------------------------------------
; Tomahawk Buster
[Statedef 134001234]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,-7
ctrl = 0
anim = 13400
sprpriority = 2

[State 1300, 0]
type = VelSet
trigger1 = Time = 0
trigger1 = command = "tbuster_zc"
x = 5

[State 1300, 1]
type = VelAdd
trigger1 = Time > 0
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 14
channel = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 1300, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 78, 5
getpower = 90,60
givepower = 60,44
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -13
air.type = Low
air.velocity = -6
air.hittime = 17
air.fall =1

[State 1300, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
