

;---------------------------------------------------------------------------
;Razor Cape
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[state 1000, settemp]
type = varset
trigger1 = time = 0
var(7) = 0

[state 1000, settemp]
type = varset
trigger1 = var(7) = 0
var(7) = 1
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 13
value = 0, 0

[State 1000, 2]
type = PosAdd
trigger1 = time >= 12 && time < 36
trigger1 = (time - 12) % 3 != 2
x = 2

[State 1000, 2]
type = PosAdd
trigger1 = time >= 12 && time < 36
trigger1 = (time - 12) % 3 = 2
x = 4

[state 1000, settemp2]
type = varset
trigger1 = 1
var(7) = var(7) + 1

[State 1000, 3]
type = HitDef
trigger1 = var(7) = 5
attr = S, SA
animtype  = med
damage = ceil(15 * fvar(3)), ceil(3 * fvar(3))
priority  = 5, Hit
guardflag = MA
pausetime = 10,10
sparkxy = 0, -90
sparkno = S201
hitsound   = S2, ifelse(time < 20, 3, 1)
guardsound = S1,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -7,0
air.velocity = -2,-6
getpower = 0,0

[state 1005, 4]
type = varset
trigger1 = movecontact = 1 && var(7) >= 5
var(7) = 0
ignorehitpause = 1

[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Damascus Dagger
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[state 1010, ground]
type = posset
trigger1 = time = 0
y = 0

[state 1010, initialize]
type = varset
trigger1 = time = 0
var(7) = 0

[State 1010, 1]
type = PosAdd
trigger1 = time = 14
trigger2 = time = 16
trigger3 = time = 17
trigger4 = time = 19
trigger5 = time = 20
trigger6 = time = 21
x = 12

[state 1010, Transition1]
type = changestate
trigger1 = animtime = 0
value = 1011

;dagger part 2
[Statedef 1011]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1011
ctrl = 0
sprpriority = 2

[state 1011, updatecycle]
type = varset
trigger1 = animtime = 0
var(7) = var(7) + 1

[state 1011, playwiffsnd]
type = playsnd
trigger1 = animelem = 1 || animtime = 0
trigger2 = animelem = 5
value = 0,1

[state 1000, settemp]
type = varset
trigger1 = time = 0
var(18) = 0

[state 1000, settemp]
type = varset
trigger1 = var(18) = 0
var(18) = 1
ignorehitpause = 1

[state 1000, settemp2]
type = varset
trigger1 = 1
var(18) = var(18) + 1

[State 1011, Hit] ;Opponent near
type = HitDef
trigger1 = animelem = 1 || animtime = 0
attr = S, SA
animtype  = hard
damage    = ceil(7 * fvar(3))
priority  = 5, Hit
guardflag = MA
pausetime = 5,5
sparkno = S201
sparkxy = -20,-100
hitsound   = S2,ifelse(random < 500, 2, 3)
guardsound = S1,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1,0
air.velocity = -2,-12
air.fall = 1
getpower = 0,0

[State 1011, Hit2] ;Opponent near
type = HitDef
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
damage    = ceil(7 * fvar(3))
priority  = 5, Hit
guardflag = MA
pausetime = 5,5
sparkno = S201
sparkxy = -20,-100
hitsound   = S2,ifelse(random < 500, 2, 3)
guardsound = S1,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1,0
air.velocity = -2,-12
air.fall = 1
getpower = 0,0

[state 1005, 4]
type = varset
trigger1 = movecontact = 1 && var(18) >= 5
var(18) = 0
ignorehitpause = 1

[State 1011, End]
type = ChangeState
trigger1 = AnimTime = 0 && var(7) >= 6
value = 1012

;dagger end
[Statedef 1012]
type    = S
movetype= A
physics = S
anim = 1012
ctrl = 0

[State 1012, HitLast] ;Opponent near
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = ceil(7 * fvar(3))
priority  = 5, Hit
guardflag = MA
pausetime = 5,10
sparkno = S201
sparkxy = -20,-100
hitsound   = S2,3
guardsound = S1,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2,-12
air.velocity = -2,-12
fall = 1
getpower = 0,0

[State 1012, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Napalm Field
[Statedef 1020]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[state 430, dexvar]
type = varset
trigger1 = time = 0
var(4) = var(4) + 1

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 27
anim = 1025
ID = 1025
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 1
ontop = 0
removeongethit = 1

[State 1020, 6]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = ceil(40 * fvar(3)), ceil(5 * fvar(3))
getpower  = 0
priority  = 4
guardflag = MA
pausetime = 9,9
sparkno = S201
sparkxy = -20,-120
hitsound   = S2,0
guardsound = S1,0
ground.type = Trip
ground.velocity = 0,-14
air.velocity = 0,-14
airguard.velocity = 0, -11
guard.velocity = 0
ground.hittime = 25
guard.hittime = 25
fall = 1
getpower = 0,0
fall.recover = 0
down.bounce = 1
down.velocity = 0, -8

[State 1020, Sound]
type = PlaySnd
trigger1 = AnimElem = 27
value = 0, 0

[State 1020, EndMove]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Lightening Kick Start
[Statedef 1040]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1040
ctrl = 0
sprpriority = 2
poweradd = -40

[state 1040, ground]
type = posset
trigger1 = time = 0
y = 0

[State 1040, move]
type = VelSet
trigger1 = time = 15
x = 2.5
y = -8

[State 1040, bluefoot]
type = Explod
trigger1 = animelem = 16
anim = 1045
bindtime = -1
ownpal = 1
scale = const(size.xscale), const(size.yscale)
sprpriority = 3

[State 1040, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041


; Lightening Kick Dash
[Statedef 1041]
type    = A
movetype= A
physics = N
velset = 32, 1.5
anim = 1041
ctrl = 0
sprpriority = 2

[State 1041, AirExplod]
type = Explod
trigger1 = time = 0
anim = 10100
pos = -50,0
vel = 4, 0
facing = 1
ownpal = 1
scale = Const(size.xscale),Const(size.yscale)
removetime = -2
sprpriority = 5

[State 1041, BlueFoot]
type = Explod
trigger1 = time = 0
id = 1041
anim = 1046
bindtime = -1
ownpal = 1
scale = Const(size.xscale),Const(size.yscale)
sprpriority = 3

[State 1041, Sound]
type = PlaySnd
trigger1 = time = 0
value = 0, 0

[State 1041, BlueGone]
type = RemoveExplod
trigger1 = time = 13
id = 1041

[State 1041, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
priority = 4,Hit
damage = ceil(50 * fvar(3)), ceil(12.5 * fvar(3))
pausetime = 20, 30
sparkno = S201
sparkxy = 0,-30
hitsound = S2, cond(random > 500, 0, 1)
guardsound = S1, 0
ground.type = High      ;Low,Trip,None
getpower  = 0

[State 1041, gravity]
type = VarSet
trigger1 = movecontact
fv = 1
value = 0.45

[State 1041, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1042

[State 1041, Miss]
type = ChangeState
trigger1 = time = 13
value = 1044


; Lightening Kick Hit
[Statedef 1042]
type    = A
movetype = I
physics = A
velset = -1.8, -3.6
anim = 1042

[state 1042, bluefoot]
type = modifyexplod
trigger1 = time = 0
id = 1041
anim = 1047
ownpal = 1
removetime = -2

[state 1042, lightening]
type = Explod
trigger1 = time = 2
anim = 615
ID = 615
pos = 56,-14
postype = p1
removetime = -2
ownpal = 1
scale = const(size.xscale), const(size.yscale)
sprpriority = 3

[State 1042, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S3,0

[State 1042, Helper]
type = Helper
trigger1 = time = 2
name = "extra_hits"
stateno = 1048
pos = 56,-14
postype = p1
facing = 1

[state 1042, gravity]
type = veladd
trigger1 = 1
y = fvar(1) - const(movement.yaccel)

[state 1042, start_fall]
type = changestate
trigger1 = animtime = 0
value = 1043


; Lightening Kick Hit fall
[Statedef 1043]
type    = A
movetype = I
physics = A
anim = 1043
ctrl = 1

[state 1043, gravity]
type = veladd
trigger1 = 1
y = fvar(1) - const(movement.yaccel)


; Lightening Kick Miss
[Statedef 1044]
type    = A
movetype= I
physics = A
velset = 32, 1.5
anim = 1044
ctrl = 0
sprpriority = 0

[state 1044, velocity]
type = VelSet
trigger1 = time = 0
x = 3.3
y = 0

[state 1044, set_gravity]
type = varset
trigger1 = time = 0
fv = 1
value = 0.45

[state 50, gravity]
type = veladd
trigger1 = fvar(1) != 0
y = fvar(1) - const(movement.yaccel)
persistent = 1


;Lightening kick extra hits
[Statedef 1048]
type = A
movetype = A
physics = N
velset = 0, 0
anim = 1048
ctrl = 0

[state 1048, set_damage]
type = varset
trigger1 = time = 0
fv = 3
value = parent, fvar(3)

[State 1048, HitDef]
type = HitDef
trigger1 = time % 5 = 2
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = light
priority = 4,Hit
damage = ceil(10 * fvar(3)), ceil(2.5 * fvar(3))
pausetime = 0, 10
sparkno = S201
sparkxy = 0,0
hitsound = S2, cond(random > 500, 0, 1)
guardsound = S1, 0
ground.type = High      ;Low,Trip,None
fall = 1
getpower  = 0
persistent = 1
ignorehitpause = 1

[state 1048, endhit]
type = destroyself
trigger1 = time = 25






;---------------------------------------------------------------------------
; Energy Field
[statedef 1500]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1500
sprpriority = 0
poweradd = -150

[state 1500, castdelay]
type = varset
trigger1 = time = 0
var(8) = 60

[state 1500, EndCoatPal]
type = PalFX
trigger1 = var(9) && ctrl = 0 && time = 0
time = 0

[State 1500, NotHitBy]
type = NotHitBy
trigger1 = var(9) && ctrl = 0 && time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 15

[State 1500, EnergyCoatDisapate]
type = varset
trigger1 = var(9) && ctrl = 0 && time = 0
var(9) = 0

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = time = 0
value = 0
persistent = 0

[State 1500, Explod]
type = Explod
trigger1 = animelem = 9
anim = 2031
ID = 2031
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
ownpal = 1
scale = const(size.xscale), const(size.yscale)
trans = addalpha
alpha = 256,256

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 2030,0

[State 1500, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
animtype = medium          ;light,medium,hard,back,up,diagup
air.animtype = medium
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 35,15
pausetime = 10,10
;guard.pause,0
sparkno = S201
sparkxy = 0,-80
hitsound = S2,0
guardsound = S1,0
ground.type = High      ;Low,Trip,None
;air.type = High
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -20,0
air.velocity = -12,-6
air.fall = 1

[State 1500, CtrlSet]
type = CtrlSet
trigger1 = movecontact
value = 1

[state 1500, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


