;   =============================================
;   =               SUPERS CNS                  =
;   = ------------------------------------------=



;=============================
;         SUPER FREEZE       |
;=============================


;(Lançando o Super freeze)

[Statedef 3000]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1000
poweradd = -1000
sprpriority = 2

[State 3000, Vel]
type = VelAdd
trigger1 = AnimElem = 4 || AnimElem = 5 
X = -0.3

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7034
pos = 5,-45
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7038
pos = 5,-45
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1


[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
size.yscale = 1.2
size.xscale = 1.2
ID = 1
name = "Superfreeze"
postype = p1
pos = 20,-60
stateno = 3002
ownpal = 1
keyctrl = 0

[State 3000, 0]
type = SuperPause
trigger1 = AnimElem = 3
Time = 25
Anim = -1

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3003
ctrl = 1

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

;( O Projetil )

[Statedef 3002]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 7010
sprpriority = 5

[State 3002, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 3002, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 3002, 2]
type = VelSet
trigger1 = 1
x = 7


[State 3002, 1]
type = HitDef
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1,10
sparkno = S7015
guard.sparkno = -1
sparkxy = 0,40
pausetime = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.animtype = Back
ground.velocity = 0, 0
air.velocity = 0, 0
p2stateno = 008
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 3002, Explod]
type = Explod
trigger1 = MoveGuarded || MoveHit
anim = 7015
pos = 70,0
postype = P1
supermovetime = -1
sprpriority = 3


[State 3002, ChangeState]
type = DestroySelf
trigger1 = P2StateNo = 009 || FrontEdgeBodyDist < 10 || MoveGuarded



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

;( Terminando a animação de Lançar o projetil )

[Statedef 3003]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1001
sprpriority = 5

[State 3003, 2]
type = ChangeState
trigger1 = time = 12
ctrl = 1
value = 0



;====================
; P2 Custom States  *
;====================


[Statedef 008]
movetype= H
velset = 0,0
ctrl = 0

[State 3002, 2]
type = VelSet
trigger1 = 1
x = -7

[State 008, Hit wall]
type = ChangeAnim
trigger1 = 1
value = 5007

[State 008, 3]
type = PalFX
trigger1 = time != 0
add = 0,156,198
mul = 13,179,199
time = 5

[State 252, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 009

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

[Statedef 009]
type    = A
movetype= H
physics = N

[State 009, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)


[State 009, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 009, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 009, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 009, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 5010

[State 009, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 98765

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

[Statedef 98765]
type    = A
movetype= H
physics = N

[State 98765, 1]
type = NotHitBy
trigger1 = 1
value = , NP

[State 98765, perdendo life]
type = LifeAdd
triggerall = Roundno = 1
trigger1 = Time = 0
kill = 1
value = -250

[State 98765, perdendo life]
type = LifeAdd
triggerall = Roundno != 1
trigger1 = Time = 0
kill = 0
value = -250

[State 98765, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 98765, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6


[State 98765, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 98765, Anim 5050] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 98765, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 98765, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 98765, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 98765, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

;=============================
;      SUPER FREEZE NO AR     |
;=============================


;(Lançando o Super freeze)

[Statedef 3010]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1010
Poweradd = -1000
sprpriority = 2

[State 3010, Vel]
type = VelAdd
trigger1 = AnimElem = 4 
X = -4


[State 3010, Explod 01]
type = Explod
trigger1 = AnimElem = 2
anim = 7034
pos = 30,-80
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removetime = -2
removeongethit = 1

[State 3010, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7038
pos = 30,-80
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1


[State 3010, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
size.yscale = 1.2
size.xscale = 1.2
ID = 1
name = "SuperfreezeAereo"
postype = p1
pos = 30,-100
stateno = 3012
ownpal = 1
keyctrl = 0

[State 3010, 0]
type = SuperPause
trigger1 = AnimElem = 2
Time = 25
Anim = -1

[State 3010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

;( O Projetil )

[Statedef 3012]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 7010
sprpriority = 5

[State 3012, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 3012, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3012, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 3012, 2]
type = VelSet
trigger1 = 1
x = 7

[State 3012, 1]
type = HitDef
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1, 9
sparkno = S6006
guard.sparkno = s900
sparkxy = 0,-20
pausetime = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.animtype = Back
ground.velocity = 0, 0
air.velocity = 0, 0
p2stateno = 008
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 3012, Explod]
type = Explod
trigger1 = MoveGuarded || MoveHit
anim = 7015
pos = 70,0
postype = P1
supermovetime = -1
sprpriority = 3

[State 3012, ChangeState]
type = DestroySelf
trigger1 = P2StateNo = 009 || FrontEdgeBodyDist < 10 || MoveGuarded


;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

;=============================
;    SUPER FREEZE DIAGONAL   |
;=============================


;(Lançando o Super freeze)

[Statedef 3020]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1025
Poweradd = -1000
sprpriority = 2

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7034
pos = 5,-45
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7038
pos = 5,-45
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 3020, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
size.yscale = 1.2
size.xscale = 1.2
ID = 1
name = "SuperfreezeDiagonal"
postype = p1
pos = 30,-80
stateno = 3022
ownpal = 1
keyctrl = 0

[State 3020, 0]
type = SuperPause
trigger1 = AnimElem = 3
Time = 25
Anim = -1

[State 3020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3023
ctrl = 1

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

;( O Projetil )

[Statedef 3022]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 7011
sprpriority = 5

[State 3022, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 3022, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3022, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 3022, 2]
type = VelSet
trigger1 = 1
x = 6
y = -4.5

[State 3022, 1]
type = HitDef
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1, 9
sparkno = S6006
guard.sparkno = s900
sparkxy = 0,-20
pausetime = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.animtype = Back
ground.velocity = 0, 0
air.velocity = 0, 0
p2stateno = 50000
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 

[State 3012, Explod]
type = Explod
trigger1 = MoveGuarded || MoveHit
anim = 7017
pos = 40,-25
postype = P1
supermovetime = -1
sprpriority = 3

[State 3022, ChangeState]
type = DestroySelf
trigger1 = P2StateNo = 50001 || FrontEdgeBodyDist < 10 || Moveguarded

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

;( Terminando a animação de Lançar o projetil )

[Statedef 3023]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1001
sprpriority = 5

[State 3023, 2]
type = ChangeState
trigger1 = time = 12
ctrl = 1
value = 0

;====================
; P2 Custom States  *
;====================


[Statedef 50000]
movetype= H
velset = 0,0
ctrl = 0

[State 50000, 2]
type = VelSet
trigger1 = 1
x = -6
y = -4.5

[State 50000, Hit wall]
type = ChangeAnim
trigger1 = 1
value = 5007

[State 50000, 3]
type = PalFX
trigger1 = time != 0
add = 0,156,198
mul = 13,179,199
time = 5

[State 50000, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 50001

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

[Statedef 50001]
type    = A
movetype= H
physics = N

[State 50001, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 50001, perdendo life]
type = LifeAdd
trigger1 = Time = 0
kill = 0
value = -250

[State 50001, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 50001, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 50001, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 50001, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 5010

[State 50001, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 50002

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

[Statedef 50002]
type    = A
movetype= H
physics = N

[State 50002, 1]
type = NotHitBy
trigger1 = 1
value = , NP

[State 50002, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 50002, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6


[State 50002, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 50002, Anim 5050] 
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 50002, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 50002, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 50002, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 50002, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

;==========================
;   ESPINHOS CONGELADOS    |
;==========================


;(Executando)

[Statedef 3030]
type = S
movetype = A
physics = N
poweradd = -1000
velset = 0,0
ctrl = 0
anim = 7027
sprpriority = 0

[State 3030, SP]
type = SuperPause
trigger1 = AnimElem = 2
darken = 1
Time = 22
Anim = -1

[State 3030, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7034
pos = 5,-55
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 3030, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
ID = 3030
name = "Espinhos"
postype = p1
pos = 0,0
stateno = 3031
ownpal = 1
keyctrl = 0

[State 3030, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;( Os Espinhos )

[Statedef 3031]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 7025
sprpriority = 999

[State 3031, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3031, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 3031, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 7026
pos = 0,0
postype = P1
supermovetime = -2
facing = 1
sprpriority = -1
removeongethit = 1

[State 3031, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1, 10
sparkno = S7015
guard.sparkno = s7015
sparkxy = 0,-50
pausetime = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.animtype = Back
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 50020
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 

[State 3031, Helper]
type = Helper
trigger1 = Movehit
trigger1 = NumHelper(3032) = 0
helpertype = player
ID = 3032
name = "Geladex"
postype = p2
pos = 0,0
stateno = 3032
ownpal = 1
keyctrl = 0

[State 3031, ChangeState]
type = DestroySelf
trigger1 = AnimTime = 0

;--------------------------
[Statedef 3032]
movetype = A
velset = 0,0
Anim = 7028
ctrl = 0

[State 3032, vs1]
type = VelSet
trigger1 = AnimElem = 1
x = -4.5
y = -4.5

[State 3032, vs1]
type = VelSet
trigger1 = AnimElem = 2
x = -4.5
y = -4.5

[State 3032, vs1]
type = VelSet
trigger1 = AnimElem = 3
x = -5.0
y = 0

[State 3032, vs1]
type = VelSet
trigger1 = AnimElem = 5
x = -4.5
y = 4.0

[State 3032, vs1]
type = VelSet
trigger1 = AnimElem = 6
x = -4.5
y = 4.0

[State 3032, vs1]
type = VelSet
trigger1 = AnimElem = 7
x = -4.0
y = 4.5

[State 3032, Explod 01]
type = Explod
trigger1 = AnimTime = 0
anim = 7029
pos = 0,-30
postype = p2
supermovetime = -2
facing = 1
sprpriority = 5
removeongethit = 1

[State 3032, Explod 02]
type = Explod
trigger1 = AnimTime = 0
anim = 7030
pos = 0,-30
postype = p2
supermovetime = -2
facing = 1
sprpriority = 5
removeongethit = 1

[State 3032, ChangeState]
type = DestroySelf
trigger1 = AnimTime = 0


;====================
; P2 Custom States  *
;====================

;( Efeito )

[Statedef 50020]
movetype= H
velset = 0,0
ctrl = 0

[State 50020, 2]
type = PosSet
trigger1 = time = 0
y = 9999

[State 3031, Explod]
type = Explod
trigger1 = P2stateno = 5050
anim = 7029
pos = 0,0
postype = p2
supermovetime = -2
facing = 1
sprpriority = 5
removeongethit = 1


[State 50020, 2]
type = PosAdd
trigger1 = Time >= 20
x = -10
y = 0

[State 50020, perdendo life]
type = LifeAdd
triggerall = Roundno = 1
trigger1 = time = 40
kill = 1
value = -250

[State 50020, perdendo life]
type = LifeAdd
triggerall = Roundno != 1
trigger1 = time = 40
kill = 0
value = -250



[State 50020, CS]
type = SelfState
trigger1 = Time >= 40
ctrl = 1
value = 5050

;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


;==========================
;       Big Towers        ;
;==========================


;(Executando)

[Statedef 3500]
type = S
movetype = A
physics = N
poweradd = -2000
velset = 0,0
ctrl = 0
anim = 7031
sprpriority = 0

[State 3500, SP]
type = SuperPause
trigger1 = AnimElem = 2
darken = 1
Time = 22
Anim = -1

[State 3500, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7034
pos = 5,-55
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 3500, Helper]
type = Helper
trigger1 = Time = 9
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 0,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 20
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 50,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 100,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 40
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 150,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 50
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 200,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 60
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 250,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 70
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 300,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 80
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 350,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 90
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 400,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 100
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 450,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 110
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 500,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, Helper]
type = Helper
trigger1 = Time = 120
helpertype = Normal
ID = 3030
name = "Espinho"
postype = p1
pos = 550,5
stateno = 3501
ownpal = 1
keyctrl = 0

[State 3500, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;( O Gelo )

[Statedef 3501]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 7035
sprpriority = 999

[State 3501, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 3501, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1, 10
sparkno = S7015
guard.sparkno = s7015
sparkxy = 0,-50
pausetime = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.animtype = Back
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 50029
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 

[State 3501, Helper]
type = Helper
trigger1 = Movehit
trigger1 = NumHelper(3502) = 0
helpertype = player
ID = 3502
name = "Gelex"
postype = p2
pos = 0,0
stateno = 3502
ownpal = 1
keyctrl = 0

[State 3501, ChangeState]
type = DestroySelf
trigger1 = AnimTime = 0

;--------------------------
[Statedef 3502]
movetype = A
velset = 0,0
Anim = 7018
ctrl = 0

[State 3502, vs1]
type = VelSet
trigger1 = Time > 0
x = -2.0
y = -10

[State 3502, vs1]
type = VelSet
trigger1 = Time > 10
x = -2.0
y = -8

[State 3502, vs1]
type = VelSet
trigger1 = Time > 20
x = -4.0
y = -4

[State 3502, vs1]
type = VelSet
trigger1 = Time > 30
x = -4.0
y = -4

[State 3502, vs1]
type = VelSet
trigger1 = Time > 40
x = -4.0
y = 6

[State 3502, vs1]
type = VelSet
trigger1 = Time > 50
x = -4.0
y = 7

[State 3502, vs1]
type = VelSet
trigger1 = Time > 60
x = -2.0
y = 11

[State 3502, vs1]
type = VelSet
trigger1 = Time > 70
x = -2.0
y = 11


[State 3032, Explod 01]
type = Explod
trigger1 = Time >= 70 
anim = 7029
pos = 0,-30
postype = p2
supermovetime = -2
facing = 1
sprpriority = 5
removeongethit = 1

[State 3032, Explod 02]
type = Explod
trigger1 = Time >= 70 
anim = 7030
pos = 0,-30
postype = p2
supermovetime = -2
facing = 1
sprpriority = 5
removeongethit = 1

[State 3032, ChangeState]
type = DestroySelf
trigger1 = Time >= 75 && Pos y >= 1


;====================
; P2 Custom States  *
;====================

;( Efeito )

[Statedef 50029]
movetype= H
velset = 0,0
ctrl = 0

[State 50029, 2]
type = PosSet
trigger1 = time = 0
y = 9999

[State 50029, Explod]
type = Explod
trigger1 = P2stateno = 5050
anim = 7029
pos = 0,0
postype = p2
supermovetime = -2
facing = 1
sprpriority = 5
removeongethit = 1


[State 50029, 2]
type = PosAdd
Triggerall =  NumHelper(3502)= 0
trigger1 = Time >= 60 
x = -120
y = 0

[State 50029, perdendo life]
type = LifeAdd
triggerall = Roundno = 1
trigger1 = time = 70
kill = 1
value = -350

[State 50029, perdendo life]
type = LifeAdd
triggerall = Roundno != 1
trigger1 = time = 70
kill = 0
value = -350



[State 50029, CS]
type = SelfState
Triggerall =  NumHelper(3502)= 0
trigger1 = Time >= 75 
ctrl = 1
value = 5050



