;-----------------------
**ANIMACIONES EXPLODS**
;-----------------------

;POWERADD
[Begin Action 11113]
11111,0, -48,-102, 2,, A
11111,1, -48,-102, 2,, A
11111,2, -48,-102, 2,, A
11111,3, -48,-99, 2,, A
11111,4, -44,-102, 2,, A
11111,5, -48,-102, 2,, A

;POWERADD MAX
[Begin Action 11114]
11111,6, -48,-93, 3
11111,7, -52,-95, 3
11111,8, -55,-96, 3
11111,9, -60,-97, 3
11111,10, -66,-99, 3
11111,11, -70,-100, 3
11111,12, -72,-100, 3
11111,13, -73,-99, 3

;--------------------
**ANIMACIONES CHAR**
;--------------------

;POWERADD INICIO
[Begin Action 11110]
Clsn2Default: 1
  Clsn2[0] = -16, -105, 14, 2
3100,12, 0,0, 3
3100,11, 0,0, 3

;POWERADD CONSTANTE
[Begin Action 11111]
Clsn2Default: 1
  Clsn2[0] = -18, -87, 17, 2
3100,7, 0,0, 3
3100,8, 0,0, 3
3100,9, 0,0, 3

;POWERADD FINAL
[Begin Action 11112]
Clsn2Default: 1
  Clsn2[0] = -16, -105, 14, 2
3100,11, 0,0, 3
3100,12, 0,0, 3


;---------------------------
**AGREGAR EN EL CNS NORMAL**
;---------------------------

;POWERADD INICIO
[Statedef 11110]
type = S
movetype = I
physics = S
anim = 11110
velset = 0
ctrl = 0

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s11111,0
channel = 11

[State 301, snd] ;OPCIONAL
type = Null;PlaySnd
trigger1 = AnimElem = 1
value = s182,3
channel = 9

[State 910, ChangeState]
type = ChangeState
triggerall = var(50) != 0
trigger1 = !time
value = 1000

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 11111

;POWERADD CONSTANTE
[Statedef 11111]
type = S
movetype = I
physics = S
anim = 11111

[State 705, 2]
type = Explod
trigger1 = time = 0
anim = 11113
ID = 11111
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1

[State 735, 1]
type = ChangeState
trigger1 = command != "hold_a"
trigger2 = command != "hold_y"
value = 11112

[State 910, ChangeState]
type = ChangeState
triggerall = var(50) != 0
trigger1 = p2movetype != H
value = 11112

[State 911, 2]
type = PowerAdd
trigger1 = gameTime%1 = 0
value = 14

[State 735, 2]
type = ChangeState
trigger1 = Power >= 5000
value = 11113

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11111

;POWERADD FINAL
[Statedef 11112]
type = S
movetype = I
physics = S
anim = 11112

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 11

[State 912, StopSnd] ;OPCIONAL
type = null;StopSnd
trigger1 = animtime = 0
channel = 9

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 11111

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;POWERADD MAX
[Statedef 11113]
type = S
movetype = I
physics = S
anim = 11112

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 11111

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 11

[State 912, StopSnd] ;OPCIONAL
type = StopSnd
trigger1 = animtime = 0
channel = 9

[State 313, Explod]
type = Explod
trigger1 = time = 0
anim = 11114
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
freq = 90
ampl = -5
phase = 90

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 11111,1

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 11110

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;-------------------------------------
**EN EL CMD, EN LA PARTE DE LOS HOLD**
;-------------------------------------

[Command]
name = "hold_a"
command = /$a
time = 1

[Command]
name = "hold_y"
command = /$y
time = 1

;--------------------------------
**EN EL CMD, EN EL STATEDEF -1**
;--------------------------------

[State -1]
type = ChangeState
value = 11110
triggerall = statetype = S
triggerall = Power < 5000
triggerall = ctrl = 1
trigger1 = command = "hold_a"
trigger1 = command = "hold_y"
triggerall = var(50) = 0






