;---------------------------------------------------------------------------
[Statedef 4004]
type     = A
physics  = N
movetype = H
ID = 9
ctrl = 0

[State 7000, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 70004, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 70004, 1]
type = Velset
trigger1 = P2BodyDist X < 200
x = -7

[State 4002,1]
type = RemoveExplod
trigger1 = IsHelper = 1
trigger1 = time = 0

[State 4002, 7]
type = DestroySelf
trigger1 = IsHelper = 1
Trigger1 = Time = 0

[State 4002, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 5006

[State 4000, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = -1
y = 0

[State 4002, 1]
type = VelAdd
trigger1 = 30
y = .45

[State 4002, 2]
type = ChangeState
trigger1 = Pos Y >= -10
value = 4005

;---------------------------------------------------------------------------
[Statedef 4005]
type     = S
physics  = S
movetype = H
ID = 9
ctrl = 0

[State 7000, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 4005, 1]
type = Velset
trigger1 = time < 50
trigger1 = P2BodyDist X < 140
x = -7

[State 70004, muteki]
type = NotHitBy
trigger1 = time = [0,140]
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 4005, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1

[State 4005, 1]
type = screenbound
trigger1 = Vel X != 0
trigger1 = 1
value = 1
movecamera = 1,1

[State 4005, 1]
type = screenbound
trigger1 = Vel X = 0
trigger1 = 1
value = 0
movecamera = 0,0

[State 4005, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4005, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 5006

[State 4005, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4005, 3]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 4005, 1]
type = Lifeadd
triggerall = time >= 1
triggerall = life > 1
trigger1 = timemod = 3,0
value = -2



[State 4005, 1]
type = SelfState
trigger1 = time = 310
value = 5001
ctrl = 0

;---------------------------------------------------------------------------
; Blank
; Type Of Move: ICE
[Statedef 2225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
SprPriority = 10
anim = 2225

[State 8031, portrait]
type = explod
trigger1 = Time = 1
anim = 34653
ID = 34653
postype = p2
pos = 0,10
;under = 1
bindtime = 20
scale = 1.3, 1.3
sprpriority = 10

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 34653
scale = .1+(.04*time),.1+(.04*time)

[State 8031, portrait]
type = explod
trigger1 = Time = 1
anim = 34655
ID = 34655
postype = p2
pos = 0,10
;under = 1
bindtime = 20
scale = 1.3, 1.3
sprpriority = -10

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 34655
scale = .1+(.04*time),.1+(.04*time)

[State 8031, portrait]
type = explod
trigger1 = Time = 1
anim = 7011
ID = 7011
postype = p2
pos = 0,0
;under = 1
bindtime = -1
scale = 1.3, 1.3
sprpriority = 90

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 7011
scale = .1+(.04*time),.1+(.04*time)

[State -1]
Type = Helper
Trigger1 = time = 0
StateNo = 2226
ID = 2226
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 700, 5]
type = DESTROYSELF
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
; Blank
; Type Of Move: ICE
[Statedef 2226]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
SprPriority = 10
anim = 2226

[State 0, 1]
type = HitDef
trigger1 = time = 193
attr = S,sa
hitflag = MAFD
guardflag = HAFD
animtype = Up
priority = 5,Hit
damage = 20
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-50
hitsound = s3000,6
guardsound = s120,0
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
;guard.ctrltime = 0
;guard.dist =
yaccel = 0.4
ground.velocity = 0,-10
guard.velocity = -6
air.velocity = -1,-10
airguard.velocity = -3,-3
fall = 1
fall.recover = 0
getpower = 40,20
givepower = 10,40
envshake.time = 10
fall.envshake.time = 10

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 9, 5
anim = 8150
pos = -81,-30
random = 50,50
sprpriority = 10+var(9)
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 8, 5
anim = 8150
pos = -63,-69
random = 50,50
sprpriority = 10+var(9)
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 8, 5
anim = 8150
pos = -22,-22
random = 50,50
sprpriority = 15
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 15, 5
anim = 8150
pos = -10,-10
random = 50,50
sprpriority = 15
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34654
pos = 0,-100
postype = P1
name = "Spining circle"
stateno = 34654
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34654
pos = -23,-57
postype = P1
name = "Spining circle"
stateno = 34654
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34656
pos = 24,-60
postype = P1
name = "Spining circle"
stateno = 34656
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34656
pos = -54,-30
postype = P1
name = "Spining circle"
stateno = 34656
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34658
pos = -17,-70
postype = P1
name = "Spining circle"
stateno = 34656
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 193
value = S3000,12
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 193
value = S2000,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 120
trigger1 = Timemod = 5, 2
value = 7000,0+random%6
volume = 200

[State 700, 5]
type = DESTROYSELF
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
; Blank
; Type Of Move: ICE
[Statedef 2227]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
SprPriority = 10
anim = 2227

[State 8031, portrait]
type = explod
trigger1 = Time = 1
anim = 35000
ID = 35000
postype = p2
pos = 0,-35
;under = 1
bindtime = 20
scale = 1.3, 1.3
sprpriority = 10

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 35000
scale = .1+(.04*time),.1+(.04*time)

[State 8031, portrait]
type = explod
trigger1 = Time = 1
anim = 35001
ID = 35001
postype = p2
pos = 0,-35
;under = 1
bindtime = 20
scale = 1.3, 1.3
sprpriority = -10

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 35001
scale = .1+(.04*time),.1+(.04*time)

[State 8031, portrait]
type = explod
trigger1 = Time = 1
anim = 35005
ID = 35005
postype = p2
pos = 0,-35
;under = 1
bindtime = -1
scale = 1.3, 1.3
sprpriority = 90

[State 3100, modifica]
type = modifyexplod
trigger1 = Time > 0
ID = 35005
scale = .1+(.04*time),.1+(.04*time)

[State -1]
Type = Helper
Trigger1 = time = 0
StateNo = 2228
ID = 2228
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 700, 5]
type = DESTROYSELF
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Blank
; Type Of Move: ICE
[Statedef 2228]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
SprPriority = 10
anim = 2228

[State 0, 1]
type = HitDef
trigger1 = time = 193
attr = S,sa
hitflag = MAFD
guardflag = HAFD
animtype = Up
priority = 5,Hit
damage = 20
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-50
hitsound = s3000,6
guardsound = s120,0
ground.type = High
air.type = High
ground.slidetime = 30
guard.slidetime = 30
ground.hittime = 30
guard.hittime = 15
air.hittime = 30
yaccel = 0.4
ground.velocity = 0,-10
guard.velocity = -6
air.velocity = -1,-10
airguard.velocity = -3,-3
fall = 1
fall.recover = 0
getpower = 40,20
givepower = 10,40
envshake.time = 10
fall.envshake.time = 10

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1
[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 9, 5
anim = 8150
pos = -81,-30
random = 50,50
sprpriority = 10+var(9)
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 8, 5
anim = 8150
pos = -63,-69
random = 50,50
sprpriority = 10+var(9)
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 8, 5
anim = 8150
pos = -22,-22
random = 50,50
sprpriority = 15
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2

[State 1200, Flames]
type = Explod
trigger1 = 1
trigger1 = Timemod = 15, 5
anim = 8150
pos = -10,-10
random = 50,50
sprpriority = 15
postype = p2  ;p2,front,back,left,right
Ownpal = 1
accel = -0.2,-0.05
velocity = 3,-2
Scale = -1,-1

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34654
pos = 0,-35
postype = P2
name = "Spining circle"
stateno = 34654
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34655
pos = 0,-35
postype = P2
name = "Spining circle"
stateno = 34654
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 3000, Super]
type = Helper
trigger1 = Time = 193
id = 34655
pos = 0,-35
postype = P2
name = "Spining circle"
stateno = 34658
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
bindtime = 99999999
size.xscale = 1.3
size.yscale = 1.3
supermovetime = 99999999
pausemovetime = 99999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time >= 120
trigger1 = Timemod = 5, 2
value = 7000,0+random%6
volume = 200

[State 700, 5]
type = DESTROYSELF
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------


;------------------------------ Spining Ice shards ----------------
[Statedef 34654]
type    = A
movetype= I
physics = N
anim = 34654
velset = 0,0
ctrl = 0
sprpriority = 15

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,6
volume = 255

[State 5035, 1]
type = Trans
trigger1 = 1
trans = addalpha
alpha=0+(time*50),256

[State 8500, scale]
type=angledraw
trigger1=1
scale=1,1;.8-(time*.016),.8-(time*.016)

[State 8500, Rotate]
type=angleset
trigger1= !time
value=1*(random%1)

[State 8500, Rotate]
type=angleadd
trigger1= 1
value= -1

[State 0, Trans]
type = Trans
trigger1 = time >= 60
trans = add1
alpha = 240-var(7)

[State 8500, Rotate]
type=angleset
trigger1= time = 900
value=-0

[State 3, RemoveExplod]
type = RemoveExplod
trigger1 = time > 56

[State 1150, ChangeState]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------ Spining Ice shards 2 ----------------
[Statedef 34656]
type    = A
movetype= I
physics = N
anim = 34656
velset = 0,0
ctrl = 0
sprpriority = 15

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,6
volume = 255

[State 5035, 1]
type = Trans
trigger1 = 1
trans = addalpha
alpha=0+(time*50),256

[State 8500, scale]
type=angledraw
trigger1=1
scale=1,1;.8-(time*.016),.8-(time*.016)

[State 8500, Rotate]
type=angleset
trigger1= !time
value=1*(random%1)

[State 8500, Rotate]
type=angleadd
trigger1= 1
value= 1

[State 0, Trans]
type = Trans
trigger1 = time >= 60
trans = add1
alpha = 240-var(7)

[State 8500, Rotate]
type=angleset
trigger1= time = 900
value=-0

[State 3, RemoveExplod]
type = RemoveExplod
trigger1 = time > 56

[State 1150, ChangeState]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------ Spining Ice shards 3 ----------------
[Statedef 34657]
type    = A
movetype= I
physics = N
anim = 34657
velset = 0,-1
ctrl = 0
sprpriority = 15

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,4
volume = 255

[State 5035, 1]
type = Trans
trigger1 = 1
trans = addalpha
alpha=0+(time*50),256

[State 8500, scale]
type=angledraw
trigger1=1
scale=1,1;.8-(time*.016),.8-(time*.016)

[State 8500, Rotate]
type=angleset
trigger1= !time
value=1*(random%1)

[State 8500, Rotate]
type=angleadd
trigger1= 1
value= 2

[State 0, Trans]
type = Trans
trigger1 = time >= 60
trans = add1
alpha = 240-var(7)

[State 8500, Rotate]
type=angleset
trigger1= time = 900
value=-0

[State 3, RemoveExplod]
type = RemoveExplod
trigger1 = time > 56

[State 1150, ChangeState]
type = DestroySelf
trigger1 = animtime = 0

;------------------------------ Spining Ice shards 4 ----------------
[Statedef 34658]
type    = A
movetype= I
physics = N
anim = 34658
velset = 0,0
ctrl = 0
sprpriority = 15

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,4
volume = 255

[State 5035, 1]
type = Trans
trigger1 = 1
trans = addalpha
alpha=0+(time*50),256

[State 8500, scale]
type=angledraw
trigger1=1
scale=1,1;.8-(time*.016),.8-(time*.016)

[State 8500, Rotate]
type=angleset
trigger1= !time
value=1*(random%1)

[State 8500, Rotate]
type=angleadd
trigger1= 1
value= -1

[State 0, Trans]
type = Trans
trigger1 = time >= 60
trans = add1
alpha = 240-var(7)

[State 8500, Rotate]
type=angleset
trigger1= time = 900
value=-0

[State 3, RemoveExplod]
type = RemoveExplod
trigger1 = time > 56

[State 1150, ChangeState]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Portrait_Normal
; CNS difficulty: Normal
[Statedef 1107]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9000
poweradd = 0
sprpriority = -1

[State 0, VarSet]
type = VarSet
trigger1 = !time
fv = 7    ;fv = 10
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time >= 35
v = 7    ;fv =
value = 6

[State 0, VelSet]
type = VelSet
trigger1 = time < 35
x = 6.7

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 145-ceil(screenpos Y)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Trans]
type = Trans
trigger1 = time >= 35
trans = add1
alpha = 240-var(7)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 35
scale = fvar(8),fvar(8)

[State 0, VarSet]
type = VarSet
trigger1 = !time
fv = 8    ;fv = 10
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time >= 35
fv = 8    ;fv =
value = 0.5

[State 0, VelSet]
type = VelSet
trigger1 =  time >= 35
x = 2
y = 4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 67

;---------------------------------------------------------------------------
; Portrait_Normal
; CNS difficulty: Normal
[Statedef 9100]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9100
poweradd = 0
sprpriority = -1

[State 0, VarSet]
type = VarSet
trigger1 = !time
fv = 7    ;fv = 10
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time >= 35
v = 7    ;fv =
value = 6

[State 0, VelSet]
type = VelSet
trigger1 = time < 35
x = 6.7

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 145-ceil(screenpos Y)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Trans]
type = Trans
trigger1 = time >= 35
trans = add1
alpha = 240-var(7)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 35
scale = fvar(8),fvar(8)

[State 0, VarSet]
type = VarSet
trigger1 = !time
fv = 8    ;fv = 10
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time >= 35
fv = 8    ;fv =
value = 0.5

[State 0, VelSet]
type = VelSet
trigger1 =  time >= 35
x = 2
y = 4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 67

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

; Perfect! Win
[Statedef 30000]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Trigger1 = TeamMode = Single || TeamMode = Turns
Value = s30000, 0

[State -1]
Type = VarAdd
Trigger1 = Time = [2,31]
FV = 1
Value = 0.005

[State -1]
Type = VarAdd
Trigger1 = Time = [3,42]
V = 1
Value = 5

[State -1]
Type = VarAdd
Trigger1 = Time = [71,80]
FV = 2
Value = 0.095

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 210-Var(1),210-Var(1),210-Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30000) = 0
Anim = 30000
PosType = Left
Pos = 160, 110
BindTime = -1
RemoveTime = 80
Scale = 1.15,1.15
Ownpal = 0
SprPriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30000

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30005) = 0
Anim = 30005
PosType = Left
Pos = 160, 110
BindTime = -1
RemoveTime = 80
Scale = 1.15,1.15
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
ID = 30005

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30000
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30000
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30005
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30005
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[Statedef 30005]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0
Anim = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = DestroySelf
Trigger1 = RoundState = 4
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
; Soul Heat!
[Statedef 30003]
Type = A
Physics = N
Velset = 0,0
SprPriority = 0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = PlaySnd
Trigger1 = Time = 1
Trigger1 = TeamMode = Single || TeamMode = Turns
Value = s7000, 4

[State -1]
Type = VarAdd
Trigger1 = Time = [2,31]
FV = 1
Value = 0.005

[State -1]
Type = VarAdd
Trigger1 = Time = [3,42]
V = 1
Value = 5

[State -1]
Type = VarAdd
Trigger1 = Time = [71,80]
FV = 2
Value = 0.095

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 210-Var(1),210-Var(1),210-Var(1)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = Explod
Trigger1 = Time = 1
Trigger1 = NumExplod(30003) = 0
Anim = 30003
PosType = Left
Pos = 160, 80
BindTime = -1
RemoveTime = 80
Scale = 1.15,1.15
Ownpal = 0
SprPriority = 7
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 99999
PauseMoveTime = 99999
OnTop = 1
ID = 30003

[State -1]
Type = ModifyExplod
Trigger1 = Time = [2,31]
ID = 30003
Scale = 1.15-FVar(1),1.15-FVar(1)

[State -1]
Type = ModifyExplod
Trigger1 = Time = [71,80]
ID = 30003
Scale = 1.0+FVar(2)*2,1.0-FVar(2)

[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Invisible
Flag2 = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;--------------------------------------------------------------------------
; Flame Particles, All Credit go's to P.O.T.S for this code
[Statedef 8150]
type=A
velset=0,0
anim=8155

[State 8150, player]
type=varset
trigger1= !time
var(0)=parent,var(40)

[State 8150, Pos]
type=posset
trigger1= playerIDexist(var(0))
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) + (playerID(var(0)), const(size.mid.pos.y))

[State 8150, Pos]
type=posset
trigger1= playerIDexist(var(0))
trigger1= playerID(var(0)),statetype=L
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) - 20

[State 8150, facing]
type=turn
trigger1= playerIDexist(var(0))
trigger1= facing != (playerID(var(0)),facing)

[State 8150, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=8150
sprpriority=3
postype=p1
random=40,40
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
ownpal=1

[State 8150, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=8150
sprpriority=3
postype=p1
random=60,60
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
ownpal=1

[State 8150, End]
type=destroyself
trigger1= time >= 600
trigger2= !playerIDexist(var(0))

[State 8150, End]
type=destroyself
triggerall= playerIDexist(var(0))
trigger1= playerID(var(0)),ctrl
trigger2= playerID(var(0)),movetype!=H || playerID(var(0)),stateno=5300
trigger3= playerID(var(0)),statetype=L && playerID(var(0)),stateno!=5080
;--------------------------------------------------------------------------
; Flame Particles, All Credit go's to P.O.T.S for this code
[Statedef 8155]
type=A
velset=0,0
anim=8155

[State 8155, player]
type=varset
trigger1= !time
var(0)=parent,var(40)

[State 8155, Pos]
type=posset
trigger1= playerIDexist(var(0))
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) + (playerID(var(0)), const(size.mid.pos.y))

[State 8155, Pos]
type=posset
trigger1= playerIDexist(var(0))
trigger1= playerID(var(0)),statetype=L
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) - 20

[State 8155, facing]
type=turn
trigger1= playerIDexist(var(0))
trigger1= facing != (playerID(var(0)),facing)

[State 8155, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=8155
sprpriority=3
postype=p1
random=40,40
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
ownpal=1

[State 8155, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=8156
sprpriority=3
postype=p1
random=60,60
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
scale = .4,.4
ownpal=1

[State 8155, End]
type=destroyself
trigger1= time >= 600
trigger2= !playerIDexist(var(0))

[State 8155, End]
type=destroyself
triggerall= playerIDexist(var(0))
trigger1= playerID(var(0)),ctrl
trigger2= playerID(var(0)),movetype!=H || playerID(var(0)),stateno=5300
trigger3= playerID(var(0)),statetype=L && playerID(var(0)),stateno!=5080
;--------------------------------------------------------------------------
; Flame Particles, All Credit go's to P.O.T.S for this code
[Statedef 8151]
type=A
velset=0,0
anim=8155

[State 8151, player]
type=varset
trigger1= !time
var(0)=parent,var(40)

[State 8151, Pos]
type=posset
trigger1= playerIDexist(var(0))
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) + (playerID(var(0)), const(size.mid.pos.y))

[State 8151, Pos]
type=posset
trigger1= playerIDexist(var(0))
trigger1= playerID(var(0)),statetype=L
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) - 20

[State 8151, facing]
type=turn
trigger1= playerIDexist(var(0))
trigger1= facing != (playerID(var(0)),facing)

[State 8151, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=8151
sprpriority=3
postype=p1
random=40,40
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
ownpal=1

[State 8155, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=8151
sprpriority=3
postype=p1
random=60,60
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
scale = .4,.4
ownpal=1

[State 8151, End]
type=destroyself
trigger1= time >= 600
trigger2= !playerIDexist(var(0))

[State 8151, End]
type=destroyself
triggerall= playerIDexist(var(0))
trigger1= playerID(var(0)),ctrl
trigger2= playerID(var(0)),movetype!=H || playerID(var(0)),stateno=5300
trigger3= playerID(var(0)),statetype=L && playerID(var(0)),stateno!=5080
;--------------------------------------------------------------------------
; Flame Particles, All Credit go's to P.O.T.S for this code
[Statedef 1520]
type=A
velset=0,0
anim=1520

[State 8150, player]
type=varset
trigger1= !time
var(0)=parent,var(40)

[State 8150, Pos]
type=posset
trigger1= playerIDexist(var(0))
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) + (playerID(var(0)), const(size.mid.pos.y))

[State 8150, Pos]
type=posset
trigger1= playerIDexist(var(0))
trigger1= playerID(var(0)),statetype=L
x= ceil(playerID(var(0)), pos x)
y= ceil(playerID(var(0)), pos y) - 20

[State 8150, facing]
type=turn
trigger1= playerIDexist(var(0))
trigger1= facing != (playerID(var(0)),facing)

[State 8150, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=1520
sprpriority=3
postype=p1
random=40,40
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
ownpal=1

[State 8150, flames]
type=explod
trigger1= playerIDexist(var(0))
anim=1520
sprpriority=3
postype=p1
random=60,60
vel= (random/2000.0), -.5-(random/2000.0)
facing= ifelse(random<500, -1, 1)
vfacing= ifelse(random<500, -1, 1)
ownpal=1

[State 8150, End]
type=destroyself
trigger1= time >= 600
trigger2= !playerIDexist(var(0))

[State 8150, End]
type=destroyself
triggerall= playerIDexist(var(0))
trigger1= playerID(var(0)),ctrl
trigger2= playerID(var(0)),movetype!=H || playerID(var(0)),stateno=5300
trigger3= playerID(var(0)),statetype=L && playerID(var(0)),stateno!=5080
;-------------------------------------------------------------------

;ヒットエフェクト赤

[Statedef 6003]
type = A
movetype = I
physics = N
sprpriority = 4
anim = 10020

[State -2]
Type = helper
Trigger1 = time = 0
trigger1 = numhelper(10026) < 2
StateNo = 10026
ID = 10026
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
persistent = 0

[state -2]
type = posadd
trigger1 = time = 0
y = 0+random%5
x = 0+random%5
IgnoreHitPause = 1

[State 1000]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = 0.3
IgnoreHitPause = 1

[State 6000]
type = AngleAdd
trigger1 = time = 0
value = 360/(random%19)
IgnoreHitPause = 1

[state 6020]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256
IgnoreHitPause = 1

[state 6020]
type = angledraw
trigger1 = 1
scale = fvar(1),3.8
IgnoreHitPause = 1

[State 1000]
Type = VarAdd
Trigger1 = Time > 0
FV = 1
Value = -0.02
IgnoreHitPause = 1

[state 6020]
type = AssertSpecial
trigger1 = 1
flag = noshadow
IgnoreHitPause = 1

[state 6030]
type = Helper
trigger1 = time <= 2
id = 10020
name = "ball"
sprpriority = 2
postype = p1
stateno = 10026
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 920, 0]
type = destroyself
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;エフェクト光の玉赤

[Statedef 10026]
type = A
movetype = I
physics = N
sprpriority = 5
anim = 10020

[state 6035]
type = AssertSpecial
trigger1 = 1
flag = noshadow
IgnoreHitPause = 1

[state 6035]
type = varRandom
trigger1 = time = 0
v = 1
range = 2,10
IgnoreHitPause = 1

[state 6035]
type = varadd
trigger1 = 1
v = 1
value = 1
IgnoreHitPause = 1

[state 6035]
type = velset
trigger1 = time = 0
x = -10+(Random%200)/10
y = -10+(Random%200)/10
IgnoreHitPause = 1

[state 6035]
type = VelMul
trigger1 = 1
x = 0.95
y = 0.95
IgnoreHitPause = 1

[state 6035]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256
IgnoreHitPause = 1

[state 6035]
type = angledraw
trigger1 = 1
scale = 0.5-var(1)*0.02,0.5-var(1)*0.02
IgnoreHitPause = 1

[state 6035]
type = destroyself
trigger1 = var(1) >= 20
IgnoreHitPause = 1

;-------------------------------------------------------------------
;------------------------------Spining circle ----------------
[Statedef 8515]
type    = A
movetype= I
physics = N
anim = 7009
velset = 0,0
ctrl = 0
sprpriority = 4

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3,1
volume = 255

[State 5035, 1]
type = Trans
trigger1 = 1
trans = addalpha
alpha=0+(time*50),256

[State 8500, scale]
type=angledraw
trigger1=1
scale=1,1;.8-(time*.016),.8-(time*.016)

[State 8500, Rotate]
type=angleset
trigger1= !time
value=1*(random%1)

[State 8500, Rotate]
type=angleadd
trigger1= 1
value=-7

[State 8500, Rotate]
type=angleset
trigger1= time = 50
value=-0

[State 3, RemoveExplod]
type = RemoveExplod
trigger1 = time > 56

[State 1150, ChangeState]
type = DestroySelf
trigger1 = time > 56

;---------------------------------------------------------------------------
; Blue FX
[Statedef 6010]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6010
poweradd = 0
sprpriority = 5

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 710, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S8,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3000,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,0
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S7000,1
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S7000,2
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 7
value = S7000,3
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 9
value = S7000,4
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 11
value = S7000,5
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =13
value = S7000,6
volume = 255

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 25
scale = fvar(9),fvar(9)

[State 0, VarSet]
type = VarSet
trigger1 = !time
fv = 9    ;fv = 10
value = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = time >= 25
fv = 9    ;fv =
value = 0.2

[State 200, 5]
type = DestroySelf
trigger1 = time = 120

[State 0, VelSet]
type = VelSet
trigger1 = time >= 25
y = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 100
flag = globalnoshadow
flag2 = Invisible

;---------------------------------------------------------------------------
[Statedef 4007]
type     = A
physics  = N
movetype = H
ID = 10
ctrl = 0

[State 7000, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 70004, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 70004, 1]
type = Velset
trigger1 = P2BodyDist X < 200
x = 0

[State 4002,1]
type = RemoveExplod
trigger1 = IsHelper = 1
trigger1 = time = 0

[State 4002, 7]
type = DestroySelf
trigger1 = IsHelper = 1
Trigger1 = Time = 0

[State 4002, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 5006

[State 4000, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 0
y = 0

[State 4002, 1]
type = VelAdd
trigger1 = 30
y = .45

[State 4005, 1]
type = screenbound
trigger1 = Vel X != 0
trigger1 = 1
value = 1
movecamera = 1,1

[State 4005, 1]
type = screenbound
trigger1 = Vel X = 0
trigger1 = 1
value = 0
movecamera = 0,0

[State 4002, 2]
type = ChangeState
trigger1 = Pos Y >= -10
value = 4008

;---------------------------------------------------------------------------
[Statedef 4008]
type     = S
physics  = S
movetype = H
ID = 10
ctrl = 0

[State 7000, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 4005, 1]
type = Velset
trigger1 = time < 50
trigger1 = P2BodyDist X < 140
x = 0

[State 70004, muteki]
type = NotHitBy
trigger1 = time = [0,197]
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 1

[State 4005, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1

[State 4005, 1]
type = screenbound
trigger1 = Vel X != 0
trigger1 = 1
value = 1
movecamera = 1,1

[State 4005, 1]
type = screenbound
trigger1 = Vel X = 0
trigger1 = 1
value = 0
movecamera = 0,0

[State 4005, Velocity]
type = VelSet
trigger1 = Time = 0
y = 0

[State 4005, 0]
type = ChangeAnim2
trigger1 = Time = 0
value = 5006

[State 4005, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4005, 3]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 4005, 1]
type = Lifeadd
triggerall = time >= 1
triggerall = life > 1
trigger1 = timemod = 3,0
value = -1

[State 4005, 1]
type = SelfState
trigger1 = time = 200
value = 5001
ctrl = 0


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



