;------------------------------------------------------------------------
[StateDef 1010, flame wheel]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1010
poweradd = -1000
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super"
ID = 14000
stateno = 14000
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3,2

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 50
movetime = 50
anim = -1;s15000
darken = 0
sound = s0,10000
pos = ceil((18*const(size.xscale))),-ceil((21*const(size.xscale)))
[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super fx"
ID = 15000
stateno = 15001
pos = ceil((10*const(size.xscale))),-ceil((179*const(size.xscale)))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal
name = "fire"
ID = 1011
stateno = 1011
pos = 0,-ceil((86*const(size.xscale)))
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 200, end]
type = ChangeState
trigger1 = time = 50
value = 1012
ctrl = 1

;------------------------------------------------------------------------
[StateDef 1011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1012
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
;facing = 0
pos = 0,-ceil((120*const(size.xscale)))
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 2
trans = add

[State 200, end]
type = changestate
trigger1 = parent, stateno != 1010 && parent, stateno != 1012
value = 1013

;------------------------------------------------------------------------
[StateDef 1012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1011
poweradd = 0
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = ifelse(movecontact = 1, 1,9)

[State 200, 1]
type = HitDef
trigger1 = animelem = 2 || animelem = 3
attr = S, HP
damage = 43,4
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10082)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10082)**0)
sparkxy = var(14):=(ceil((103*const(size.xscale)))), var(15):=(-ceil((153*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5.47,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.47,-1
air.hittime = 18
getpower = 0,0
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=3
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 200, end]
type = changestate
trigger1 = time >= 30
value = 51
anim = 45

;------------------------------------------------------------------------
[StateDef 1013]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7
[State 0, Trans]
type = Trans
trigger1 = time = [0,3]
trans = addalpha
alpha = 256,256
[State 0, Trans]
type = Trans
trigger1 = time = [4,7]
trans = addalpha
alpha = 196,256
[State 0, Trans]
type = Trans
trigger1 = time = [8,11]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [11,14]
trans = addalpha
alpha = 64,256
[State 0, Trans]
type = Trans
trigger1 = time >= 15
trans = addalpha
alpha = 0,256

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = !time
time = 0

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

[State 200, end]
type = destroyself
trigger1 = time = 35

;------------------------------------------------------------------------
[StateDef 1110, fire blast]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1110
poweradd = -3000
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "super"
ID = 14000
stateno = 14000
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

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

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 4
time = 50
movetime = 0
anim = -1;s15000
darken = 0
sound = s0,10000
pos = ceil((18*const(size.xscale))),-ceil((21*const(size.xscale)))
[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "super fx"
ID = 15000
stateno = 15003
pos = -ceil((7*const(size.xscale))),-ceil((232*const(size.xscale)))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "fire"
ID = 1111
stateno = 1111
pos = ceil((58*const(size.xscale))),-ceil((183*const(size.xscale)))
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 200, end]
type = ChangeState
trigger1 = time = 50
value = 0
ctrl = 1

;---------------------------------------------------------------------
[StateDef 1111]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1111
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S4,7
volume = 100

[State 3005, movehitvar]
type=varset
trigger1=movecontact&&numtarget
trigger1=!(target,ishelper)
var(3)=1
ignorehitpause=1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = ifelse(movecontact = 1, 1,9)

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(1) = 0
[State 0, VarSet]
type = Varadd
trigger1 = movecontact
var(1) = 1

[State 200, 1]
type = HitDef
trigger1 = var(1)<=5
attr = S, HP
damage = ceil(110*root, fvar(12)),11
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10082)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10082)**0)
sparkxy = var(14):=(ceil((18*const(size.xscale)))), var(15):=(-ceil((2*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5, -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5, -3
air.hittime = 20
getpower = 0
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=4
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, super hit spark]
type = Helper
triggerall = movehit && numenemy; && var(30) = 1
trigger1 = var(13) = 10082 && numhelper(10082)<= 4
helpertype = normal ;player
name = "slash spark"
ID = 10082
stateno = 10082
pos = var(14),var(15)
ownpal = 1
ignorehitpause = 1
[State 0, guard spark]
type = Helper
triggerall = moveguarded && numenemy; && var(30) = 1
trigger1 = var(13) = 10082 && numhelper(10061)<= 4
helpertype = normal ;player
name = "slash spark"
ID = 10061
stateno = 10061
pos = var(14),var(15)
ownpal = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(1112) = 0
helpertype = normal ;player
name = "fire"
ID = 1112
stateno = 1112
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(1113) = 0
helpertype = normal ;player
name = "fire"
ID = 1113
stateno = 1113
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(1114) = 0
helpertype = normal ;player
name = "fire"
ID = 1114
stateno = 1114
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(1115) = 0
helpertype = normal ;player
name = "fire"
ID = 1115
stateno = 1115
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(1116) = 0
helpertype = normal ;player
name = "fire"
ID = 1116
stateno = 1116
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 230, end]
type = destroyself
trigger1 = time = 50
trigger2 = var(1) >= 5

;---------------------------------------------------------------------
[StateDef 1112]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1112
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 90
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, pos]
type=posadd
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)-60

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 2
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent=

[State 0, Trans]
type = Trans
trigger1 = time = [0,49]
trans = add
[State 0, Trans]
type = Trans
trigger1 = time = [50,53]
trans = addalpha
alpha = 194,256
[State 0, Trans]
type = Trans
trigger1 = time = [54,57]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [58,61]
trans = addalpha
alpha = 64,256

[State 7180, end]
type=destroyself
trigger1= !animtime

;---------------------------------------------------------------------
[StateDef 1113]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1112
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 25
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, pos]
type=posadd
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)-60
[State 0, AfterImage]
type = AfterImage
trigger1 =parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 2
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =
[State 0, Trans]
type = Trans
trigger1 = time = [0,49]
trans = add
[State 0, Trans]
type = Trans
trigger1 = time = [50,53]
trans = addalpha
alpha = 194,256
[State 0, Trans]
type = Trans
trigger1 = time = [54,57]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [58,61]
trans = addalpha
alpha = 64,256

[State 7180, end]
type=destroyself
trigger1= !animtime
;---------------------------------------------------------------------
[StateDef 1114]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1112
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 155
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, pos]
type=posadd
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)-60
[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 2
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, Trans]
type = Trans
trigger1 = time = [0,49]
trans = add
[State 0, Trans]
type = Trans
trigger1 = time = [50,53]
trans = addalpha
alpha = 194,256
[State 0, Trans]
type = Trans
trigger1 = time = [54,57]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [58,61]
trans = addalpha
alpha = 64,256

[State 7180, end]
type=destroyself
trigger1= !animtime

;---------------------------------------------------------------------
[StateDef 1115]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1112
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 225
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, pos]
type=posadd
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)-60
[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 2
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, Trans]
type = Trans
trigger1 = time = [0,49]
trans = add
[State 0, Trans]
type = Trans
trigger1 = time = [50,53]
trans = addalpha
alpha = 194,256
[State 0, Trans]
type = Trans
trigger1 = time = [54,57]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [58,61]
trans = addalpha
alpha = 64,256

[State 7180, end]
type=destroyself
trigger1= !animtime

;---------------------------------------------------------------------
[StateDef 1116]
type = A
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1112
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
value = 315
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 7180, pos]
type=posadd
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)-60
[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 2
trans = add

[State 0, Trans]
type = Trans
trigger1 = time = [0,49]
trans = add
[State 0, Trans]
type = Trans
trigger1 = time = [50,53]
trans = addalpha
alpha = 194,256
[State 0, Trans]
type = Trans
trigger1 = time = [54,57]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [58,61]
trans = addalpha
alpha = 64,256

[State 7180, end]
type=destroyself
trigger1= !animtime

;------------------------------------------------------------------------
[StateDef 1210, tornado blaze kick]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1210
poweradd = -1000
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super"
ID = 14000
stateno = 14000
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3,2

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 50
movetime = 0
anim = -1;s15000
darken = 0
sound = s0,10000
pos = ceil((18*const(size.xscale))),-ceil((21*const(size.xscale)))
[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super fx"
ID = 15000
stateno = 15001
pos = -ceil((50*const(size.xscale))),-ceil((34*const(size.xscale)))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem = 10
value = S1,2
volume = 200

[State 200, 1]
type = HitDef
trigger1 = animelem = 3 || animelem = 10
attr = A, HA
damage = 18,2
animtype = Hard
guardflag = MA
hitflag = MAFD
numhits = 1
priority = 3, Hit
pausetime = 0, 4
sparkno = -1 * ((var(13):=10082)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10082)**0)
sparkxy = var(14):=(ceil((143*const(size.xscale)))), var(15):=(-ceil((142*const(size.xscale))))
hitsound = S1, 7
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5.66,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.66,-5.77
air.hittime = 18
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=2
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
fall = 1
fall.recover = 0
fall.recovertime = 4
getpower = 0
givepower = 36, 36

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "fire"
ID = 1211
stateno = 1211
pos = 0,0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "fx"
ID = 1212
stateno = 1212
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 2.5
y = -2.5

[State 200, end]
type = ChangeState
trigger1 = time = 125
value = 51
ctrl = 0
anim = 45

;------------------------------------------------------------------------
[StateDef 1211]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1211
poweradd = 0
sprpriority = 4

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

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
pos = 0,0

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"

[State 200, end]
type = destroyself
trigger1 = parent, stateno != 1210

;------------------------------------------------------------------------
[StateDef 1212]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1212
poweradd = 0
sprpriority = 4

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

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
pos = 0,0

[State 0, Trans]
type = Trans
trigger1 = time = [0,3]
trans = addalpha
alpha = 0,256
[State 0, Trans]
type = Trans
trigger1 = time = [4,7]
trans = addalpha
alpha = 64,256
[State 0, Trans]
type = Trans
trigger1 = time = [8,11]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [11,14]
trans = addalpha
alpha = 196,256
[State 0, Trans]
type = Trans
trigger1 = time >= 15
trans = addalpha
alpha = 256,256

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"

[State 200, end]
type = destroyself
trigger1 = parent, stateno != 1210

;------------------------------------------------------------------------
[StateDef 1610, overheat]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1610
poweradd = -2000
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super"
ID = 14000
stateno = 14000
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3,2

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 50
movetime = 50
anim = -1;s15000
darken = 0
sound = s0,10000
pos = ceil((18*const(size.xscale))),-ceil((21*const(size.xscale)))
[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super fx"
ID = 15000
stateno = 15002
pos = ceil((10*const(size.xscale))),-ceil((179*const(size.xscale)))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal
name = "fire"
ID = 1611
stateno = 1611
pos = 0,-ceil((86*const(size.xscale)))
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 200, 1]
type = HitDef
trigger1 = time >= 50 && animelem = 2
attr = S, HP
damage = 25,2
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 0, 4
sparkno = -1 * ((var(13):=10082)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10082)**0)
sparkxy = var(14):=(ceil(p2bodydist x+40)), var(15):=((ceil((enemynear, pos y-70))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2.47,-1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.47,-1
air.hittime = 18
getpower = 0,0
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=3
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 200, end]
type = ChangeState
trigger1 = time = 180
value = 0
ctrl = 1

;------------------------------------------------------------------------
[StateDef 1611]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1012
poweradd = 0
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !time
fv = 1
value = 1
[State 0, VarSet]
type = Varadd
trigger1 = 1
fv = 1
value = 0.01

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
;facing = 0
pos = 0,-ceil((120*const(size.xscale)))
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 4
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 3
framegap = 2
trans = add ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 200, end]
type = changestate
trigger1 = parent, stateno != 1610
value = 1613

;------------------------------------------------------------------------
[StateDef 1613]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 2,2
[State 0, Trans]
type = Trans
trigger1 = time = [0,3]
trans = addalpha
alpha = 256,256
[State 0, Trans]
type = Trans
trigger1 = time = [4,7]
trans = addalpha
alpha = 196,256
[State 0, Trans]
type = Trans
trigger1 = time = [8,11]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [11,14]
trans = addalpha
alpha = 64,256
[State 0, Trans]
type = Trans
trigger1 = time >= 15
trans = addalpha
alpha = 0,256

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = !time
time = 0

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

[State 200, end]
type = destroyself
trigger1 = time = 35

;------------------------------------------------------------------------
[StateDef 2010, dragon blaze kick]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = -1000
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super"
ID = 14000
stateno = 14000
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3,2

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 50
movetime = 0
anim = -1;s15000
darken = 0
sound = s0,10000
pos = ceil((18*const(size.xscale))),-ceil((21*const(size.xscale)))
[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super fx"
ID = 15000
stateno = 15001
pos = ceil((87*const(size.xscale))),-ceil((101*const(size.xscale)))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1,2
volume = 200
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,3
volume = 200

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "fire"
ID = 2011
stateno = 2011
pos = ceil((106*const(size.xscale))),-ceil((95*const(size.xscale)))
ownpal = 1

[State 0, VelSet]
type = Velset
trigger1 = animelem = 2
x = 13
y = 1

[State 200, 1]
type = HitDef
trigger1 = !time
attr = S, SA
damage = 253,10
animtype = Hard
guardflag = MA
hitflag = MAF
numhits = 1
priority = 3, Hit
pausetime = 4, 4
sparkno = -1 * ((var(13):=10081)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10081)**0)
sparkxy = var(14):=(ceil((163*const(size.xscale)))), var(15):=(-ceil((74*const(size.xscale))))
hitsound = S1, 5
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -3, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3, 0
air.hittime = 20
getpower = ifelse(p2movetype = H, 144, 72),36
givepower = 36, 36
fall = 1
fall.recover = 0
fall.recovertime = 4
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=3
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
anim = 44
ctrl = 1

;------------------------------------------------------------------------
[StateDef 2011]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2011
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
value = -13
[State 0, Trans]
type = Trans
trigger1 = time = 0
trans = addalpha
alpha = 64,256
[State 0, Trans]
type = Trans
trigger1 = time = 1
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = 2
trans = addalpha
alpha = 192,256
[State 0, Trans]
type = Trans
trigger1 = time >= 3
trans = addalpha
alpha = 256,256

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root, animelem = 1
time = 14
pos = ceil((29*const(size.xscale))),-ceil((129*const(size.xscale)))
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelem = 2
time = 14
pos = ceil((56*const(size.xscale))),-ceil((98*const(size.xscale)))
[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelem = 3
time = -1
pos = ceil((77*const(size.xscale))),-ceil((94*const(size.xscale)))

[State 7180, assert]
type=assertspecial
trigger1= 1
flag=noshadow
ignorehitpause=1

[State 0, AfterImage]
type =AfterImage
trigger1 = !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add

[State 200, end]
type = destroyself
trigger1 = root, animelem = 4
trigger2 = root, stateno != 2010
value = 2012

;------------------------------------------------------------------------
[StateDef 2012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 0
sprpriority = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
[State 0, Trans]
type = Trans
trigger1 = time = 1
trans = addalpha
alpha = 256,256
[State 0, Trans]
type = Trans
trigger1 = time = 2
trans = addalpha
alpha = 192,256
[State 0, Trans]
type = Trans
trigger1 = time = 3
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 64,256

[State 0, BindToRoot]
type = BindToRoot
trigger1 = root,animelem = 4
time = 14
pos = ceil((116*const(size.xscale))),-ceil((26*const(size.xscale)))
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -80

[State 0, AfterImage]
type =AfterImage
trigger1 = !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 120,120,120
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add

[State 7180, assert]
type=assertspecial
trigger1= 1
flag=noshadow
ignorehitpause=1

[State 200, end]
type = destroyself
trigger1 = time >= 5

;------------------------------------------------------------------------
[StateDef 2110, tornado blaze kick]
type = A
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2110
poweradd = -1000
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super"
ID = 14000
stateno = 14000
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3,2

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 50
movetime = 0
anim = -1;s15000
darken = 0
sound = s0,10000
pos = ceil((18*const(size.xscale))),-ceil((21*const(size.xscale)))
[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "super fx"
ID = 15000
stateno = 15001
pos = -ceil((30*const(size.xscale))),-ceil((47*const(size.xscale)))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 || animelem = 10
value = S1,2
volume = 200

[State 200, 1]
type = HitDef
trigger1 = animelem = 3 || animelem = 10
attr = A, HA
damage = 18,2
animtype = Hard
guardflag = MA
hitflag = MAFD
numhits = 1
priority = 3, Hit
pausetime = 0, 4
sparkno = -1 * ((var(13):=10082)**0);s10080;s10000 + random%8
guard.sparkno = -1 * ((var(13):=10082)**0)
sparkxy = var(14):=(ceil((143*const(size.xscale)))), var(15):=(-ceil((142*const(size.xscale))))
hitsound = S1, 7
guardsound = s0, 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -5.66,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.66,-4.77
air.hittime = 18
envshake.time = 12
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 90
sprpriority=2
palfx.time = 50
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
fall = 1
fall.recover = 0
fall.recovertime = 4
getpower = 0
givepower = 36, 36

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "fire"
ID = 2111
stateno = 2111
pos = 0,0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "fx"
ID = 2112
stateno = 2112
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = movehit && numhelper(11700) = 0
helpertype = normal ;player
name = "fire"
ID = 11700
stateno = 11700
pos = 0,0
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 2.5
y = -1.5

[State 200, end]
type = ChangeState
trigger1 = time = 125
value = 51
ctrl = 0
anim = 45

;------------------------------------------------------------------------
[StateDef 2111]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2111
poweradd = 0
sprpriority = 4

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

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
pos = 0,0

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"

[State 200, end]
type = destroyself
trigger1 = parent, stateno != 2110

;------------------------------------------------------------------------
[StateDef 2112]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1212
poweradd = 0
sprpriority = 4

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

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
pos = 0,0

[State 0, Trans]
type = Trans
trigger1 = time = [0,3]
trans = addalpha
alpha = 0,256
[State 0, Trans]
type = Trans
trigger1 = time = [4,7]
trans = addalpha
alpha = 64,256
[State 0, Trans]
type = Trans
trigger1 = time = [8,11]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [11,14]
trans = addalpha
alpha = 196,256
[State 0, Trans]
type = Trans
trigger1 = time >= 15
trans = addalpha
alpha = 256,256

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"

[State 200, end]
type = destroyself
trigger1 = parent, stateno != 2110


;------------------------------------------------------------------------
[StateDef 1212]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1212
poweradd = 0
sprpriority = 4

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

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = -1
pos = 0,0

[State 0, Trans]
type = Trans
trigger1 = time = [0,3]
trans = addalpha
alpha = 0,256
[State 0, Trans]
type = Trans
trigger1 = time = [4,7]
trans = addalpha
alpha = 64,256
[State 0, Trans]
type = Trans
trigger1 = time = [8,11]
trans = addalpha
alpha = 128,256
[State 0, Trans]
type = Trans
trigger1 = time = [11,14]
trans = addalpha
alpha = 196,256
[State 0, Trans]
type = Trans
trigger1 = time >= 15
trans = addalpha
alpha = 256,256

[State 0, AfterImage]
type = AfterImage
trigger1 = parent, var(8) && !time
time = -1
length = 8
palcolor = 256
palinvertall = 0
palbright = 0,0,0
palcontrast = 100,100,100
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.85,0.85,0.85
timegap = 1
framegap = 1
trans = add ;"none","add1","sub"

[State 200, end]
type = destroyself
trigger1 = parent, stateno != 2110


;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var(1) - StateDef 1012, 1111, -2
; Var(2) - StateDef 1200, blaze kick
; Var(3) - StateDef 1101, 1111
; Var(5) - StateDef 1400, quick attack
; Var(6) - StateDef 11600, ko fx, -2
; Var(7) - StateDef -2
; var(14) - StateDef 1001, 1101, 1111
; Var(37) - StateDef -2

;--------------------- Float Variable List ----------------------

; fVar(1) - StateDef 1611, 14000, super portrait, 15001, super fx lvl 1, 15002, super fx lvl 2, 15003, super fx lvl 3, 15004, super fx lvl 1
; fVar(2) - StateDef 901, charge helper
; fVar(8) - StateDef 1400, quick attack
; fVar(10) - StateDef -2
; fVar(11) - StateDef -2
; fVar(12) - StateDef -2
