;=========================================================
;=========================================================================
;==============================================================================
;IS_TIME_TO_STOP
[Statedef 99999]
type    = S
movetype= A
physics = S
juggle  = 4
;poweradd= -5000
;LifeAdd = 100
ctrl = 0
velset = 0,0
anim = 99999
sprpriority = -1

;is_time_to_stop
[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,0

;is_time_to_stop
[State 220, voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,0

;is_time_to_stop
[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 5
pos = 23, -58
movetime = 299
time = 300
sound = S2019, 3

;is_time_to_stop
[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;==========================================================================

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

;POWERADD INICIO
[Statedef 91110]
poweradd= 1000 
type = S
movetype = I
physics = S
anim = 91110
velset = 0
ctrl = 0

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

[State 301, snd] ;OPCIONAL
type = PlaySnd
trigger1 = AnimElem = 1
value = s4511,4
channel = 9

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

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 91111

;POWERADD CONSTANTE
[Statedef 91111]
type = S
movetype = I
physics = S
anim = 91111

[State 705, 2]
type = Explod
trigger1 = time = 0
anim = 91113
ID = 91111
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 = 91112

[State 910, ChangeState]
type = ChangeState
triggerall = var(50) != 0
trigger1 = p2movetype != H
value = 91112

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

[State 735, 2]
type = ChangeState
trigger1 = Power >= 5000
value = 91113

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 91111

;POWERADD FINAL
[Statedef 91112]
type = S
movetype = I
physics = S
anim = 91112

[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 = 91111

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

;POWERADD MAX
[Statedef 91113]
type = S
movetype = I
physics = S
anim = 91112

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 91111

[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 = 91114
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 = 91110

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

;==========================================================================;


;---------------------------------------------------------------------------
;HYPER_KAMEHA_KFM
[Statedef 13000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 11000
sprpriority = 2

[State 13000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 5, -45
anim = 100
sound = 20, 0
poweradd = -1000
time = 35

[State 1200, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
value = 100,0

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 3

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S5, 0

[State 230, 2]
type = projectile
trigger1 = animelem = 3
attr = S, HA
animtype  = Medium
damage    = 350,85
getpower = 0
guardflag = MAF
hitflag = MAF
pausetime = 12,12
sparkno = 11
sparkxy = 3,-25
hitsound   = 5,4
guardsound = 6,0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
fall = 1
air.fall = 1
projanim = 11060
projid = 11060
projremovetime = 150
offset = 45,-30
velocity = 7.5,0
projscale = 2.50,2.50

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------

;----------------------------------------------------------------------------
;kameha_kfm
[Statedef 11000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 150
ctrl = 0
velset = 0,0
anim = 11000
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 3

[State 11200, Width]
type = Width
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 4, < 0
value = 100,0

[State 230, 2]
type = projectile
trigger1 = animelem = 3
attr = S, HA
animtype  = Medium
damage    = 59
guardflag = MAF
hitflag = MAF
pausetime = 12,12
sparkno = 11
sparkxy = 3,-25
hitsound   = 5,1
guardsound = 6,0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
fall = 1
air.fall = 1
projanim = 11050
projid = 11050
projremovetime = 150
offset = 45,-30
velocity = 4,0
projscale = 1.50,1.50

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
;patadas_multiples
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 150
velset = 3,-3
anim = 2000
ctrl = 0
sprpriority = 2

;patadas_multiples
[State 1050, 1]
type = Statetypeset
trigger1 = movetype = H
;value = A

;patadas_multiples
[State 1100, CS]
type = ChangeState
trigger1 = AnimTime = 0
value = 2050
;----------------------------------------------------------------------------
; continue point
[Statedef 2050]
type    = A
movetype= A
physics = N
anim = 2050

[State 1050, 1]
type = Statetypeset
trigger1 = movetype = H
;value = A

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,14

[State 1200, vel1]
type = VelSet
trigger1 = 1
x = 5.5
y = 2.5

[State 1200, vel2]
type = VelSet
trigger1 = animelemtime(-1) < 0
y = 0

[State 1200, vel2]
type = Gravity
trigger1 = animelemtime(-1) >= 0

[State 1220, 1]
type = PlaySnd
trigger1 = time = 1
value = S0, 4

[State 1100, 2]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3 
trigger3 = animelem = 4
attr = A, SA
animtype  = Back
damage    = 25, 10
priority  = 5
guardflag = MA
pausetime = 5,10
sparkxy = -10,-10
sparkno = 11
guard.sparkno = s4100
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -6
guard.velocity = -3
air.velocity = -2,-2
airguard.velocity = -3,-1
fall.recovertime = 40
yaccel = .4
air.juggle = 15
fall = 1

[State 1100, 5]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------


