;   =============================================
;   =                ESPECIAL CNS               =
;   = ------------------------------------------=

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


;(Lançando o freeze)

[Statedef 1000]
type = S
movetype = A
physics = N
poweradd = 100
velset = 0,0
ctrl = 0
anim = 1000
sprpriority = 2

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 7002
pos = 0,0
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1


[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
ID = 1
name = "freeze"
postype = p1
pos = 10,-10
stateno = 1002
ownpal = 1
keyctrl = 0

[State 1000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1003
ctrl = 1

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

;( O Projetil )

[Statedef 1002]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 1005
sprpriority = 5

[State 9000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 1002, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1002, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1002, 2]
type = VelSet
trigger1 = 1
x = 7


[State 1002, 1]
type = HitDef
trigger1 = p2stateno != 001
trigger1 = p2stateno != 002
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 = 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 = 001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1002, 1]
type = HitDef
trigger1 = p2stateno = 001
trigger1 = p2stateno != 002
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1, 9
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,-9
p2stateno = 002
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1002, ChangeState]
type = DestroySelf
trigger1 = movecontact || Time > 30

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

;( Terminando a animação de Lançar o projetil )

[Statedef 1003]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1001
sprpriority = 5

[State 1003, 2]
type = ChangeState
trigger1 = time = 12
ctrl = 1
value = 0

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


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

;( Congelado 1ª vez )

[Statedef 001]
movetype= H
velset = 0,0
ctrl = 0

[State 001, treme]
type = PosAdd
trigger1 = time >= 90
x = 1-2*(time%2)

[State 001, 3]
type = PosFreeze
trigger1 = 1
trigger1 = time > 1
value = 1

[State 001, 2]
type = changeanim
trigger1 = 1
value = (anim)
elem = (animelemno(0))

[State 001, 3]
type = PalFX
trigger1 = time != 0
add = 0,156,198
mul = 13,179,199
time = 1

[State 001, Cair no Ar]
type = HitOverride
trigger1 = p2stateno = 001
forceair = 1 
time = -1 
attr = SCA

[State 001, 1]
type = HitOverride
trigger1 = Pos Y < 0
time = 130
attr = SCA,AA, AT, NP
forceair = 1

[State 001, CS]
type = SelfState
trigger1 = time = 100
ctrl = 1
value = 0

[State 001, 3]
type = SelfState
trigger1 = time = 99
trigger1 = Pos Y < 0
ctrl = 1
value = 5050


;( congelado 2ª vez )

[Statedef 002]
movetype= H
velset = 0,0
ctrl = 0

[State 002, 3]
type = PalFX
trigger1 = time = 0
add = 74,198,222 
mul = 140,222,239
time = 1

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y >= 0
ctrl = 1
value = 5000

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y < 0
ctrl = 1
value = 5050


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


;===========
;AIR FREEZE |
;===========


;(Lançando o projetil)

[Statedef 1010]
type = A
movetype = A
physics = N
poweradd = 100
velset = 0,0
ctrl = 0
anim = 1010
sprpriority = 2

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7002
pos = 20,-30
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 4
name ="AirFreeze"
ID = 2
helpertype = Normal
postype = p1
pos = 0,-35
stateno = 1012
ownpal = 1
keyctrl = 0

[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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

;( O Projetil )

[Statedef 1012]
type = S
movetype = A
physics = N
poweradd = 0
juggle = 0
ctrl = 0
anim = 1005
sprpriority = 5

[State 1012, SND]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 1012, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1012, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1012, 2]
type = VelSet
trigger1 = 1
x = 7
y = 0

[State 1012, 1]
type = HitDef
trigger1 = p2stateno != 001
trigger1 = p2stateno != 002
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 = 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 = 001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1012, 1]
type = HitDef
trigger1 = p2stateno = 001
trigger1 = p2stateno != 002
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
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,-9
p2stateno = 002
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1012, ChangeState]
type = DestroySelf
trigger1 = movecontact || Time > 30


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

;( Terminando a animação de Lançar o projetil )

[Statedef 1013]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1011
sprpriority = 5

[State 1013, 2]
type = ChangeState
trigger1 = time = 12
ctrl = 1
value = 50

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


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

;(Lançando o projetil)

[Statedef 1005]
type = S
movetype = A
physics = N
poweradd = 100
velset = 0,0
ctrl = 0
anim = 1025
sprpriority = 2

[State 1005, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 7003
pos = 0,0
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 1005, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 3
Name = "FreezeD"
helpertype = Normal
postype = p1
pos = 50,-80
stateno = 1017
ownpal = 1
keyctrl = 0

[State 1005, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;( O Projetil )

[Statedef 1017]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 1009
sprpriority = 5

[State 1017, SND]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 1017, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1017, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1017, 2]
type = VelSet
trigger1 = 1
x = 7
y = -4

[State 1017, 1]
type = HitDef
trigger1 = p2stateno != 001
trigger1 = p2stateno != 002
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1, 10
sparkno = S7017
guard.sparkno = s7017
sparkxy = 0,-90
pausetime = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.animtype = Back
ground.velocity = 0, 0
air.velocity = 0, 0
p2stateno = 001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1017, 1]
type = HitDef
trigger1 = p2stateno = 001
trigger1 = p2stateno != 002
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
sparkno = S7017
guard.sparkno = s7017
sparkxy = 0,-90
pausetime = 0, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
air.animtype = Back
ground.velocity = 0, 0
air.velocity = 0,-9
p2stateno = 002
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1002, DestroySelf]
type = DestroySelf
trigger1 = movecontact || Time > 30


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


;=====================
;AIR FREEZE DIAGONAL  |
;=====================


;(Lançando o projetil)

[Statedef 1020]
type = A
movetype = A
physics = N
poweradd = 70
velset = 0,0
ctrl = 0
anim = 1015
sprpriority = 2


[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7004
pos = 25,-25
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1


[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 4
ID = 4
helpertype = Normal
postype = p1
pos = 75,-70
stateno = 1022
ownpal = 1
keyctrl = 0

[State 1020, 2]
type = ChangeState
trigger1 = Time = 25
value = 50
ctrl = 1

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

;( O Projetil )

[Statedef 1022]
type = A
movetype = A
physics = N
poweradd = 0
juggle = 0
ctrl = 0
anim = 1008
sprpriority = 5

[State 1022, SND]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 1022, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1022, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 1022, 2]
type = VelSet
trigger1 = 1
x = 7
y = 5

[State 1022, 1]
type = HitDef
trigger1 = p2stateno != 001
trigger1 = p2stateno != 002
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
hitsound = S1, 10
sparkno = S7016
guard.sparkno = s7016
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 = 001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1022, 1]
type = HitDef
trigger1 = p2stateno = 001
trigger1 = p2stateno != 002
trigger1 = AnimElem >= 1
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
guardflag = MF
sparkno = S7016
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,-9
p2stateno = 002
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 1002, ChangeState]
type = destroySelf
trigger1 = movecontact || Time > 30


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

[Statedef 1015]
type    = S
movetype = I
physics = N
ctrl = 0
anim = 43
sprpriority = 2

[State 1015, Agora cai ]
type = HitOverride
trigger1 = 1 ; pra funcionar o tempo todo no state
forceair = 1 ; isso faz ele fingir que esteja num physics = A, ou seja, ele cai, se acertado
time = -1 ; Faz durar o tempo tudo, emboa o trigger colocado ja seja suficiente
attr = SCA, NA, NP, SA, SP, HA, HP ; Os tipos q ele pode ser substituido..ou entaum, apenas SCA.. 
[State 1015, 1]
type = VelSet
trigger1 = Time = 0
y = 1

[State 1015, 2]
type = veladd
trigger1 = 1
y = 0.4

[State 1015, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52



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


;=======
;SLIDE |
;=======

[Statedef 2000]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd = 70
velset = 0,0
ctrl = 0
anim = 2000
sprpriority = 2

[State 2000, 2]
type = PlaySnd
trigger1 = Time = 3
value = 2,4

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7008
pos = -30,0
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 2000, 2]
type = VelSet
trigger1 = Time = 13 
x = 5

[State 2000, 2]
type = VelAdd
trigger1 = Time = 13
x = 10

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 4
animtype = diagup
attr = S, SA
damage    = 50,20
guardflag = HA
priority = 4
pausetime = 4,4
sparkno = -1
sparkxy = -1
hitsound   = s200,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1, -9.5
air.velocity = -3,-4
fall = 1
fall.recover = 0
p1stateno = 2001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 

[State 2000, 2]
type = ChangeState
trigger1 = AnimTime = 0 || MoveContact || FrontEdgeBodyDist < 45
value = 2001
ctrl = 1

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

[Statedef 2001]
type    = S
movetype= I
velset = 0,0,0
physics = N
ctrl = 0
anim = 2001
sprpriority = 2

[State 2001, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;========================
;CLONE DE GELO AGACHADO |
;========================

; ( Deixando o Clone )

[Statedef 2500]
type = C
movetype = A
physics = N
poweradd = 100
velset = 0,0
Anim = 1016
ctrl = 0
sprpriority = 0

[State 2500, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,0
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = -15
y = 0

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4  
x = -15
y = -7

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = -13
y = 7


[State 2500, Helper Agachado]
type = Helper
trigger1 = AnimElem = 1
trigger1 = statetype = C
trigger1 = statetype != S
trigger1 = statetype != A
helpertype = Normal
ID = 5
name = "Clone1"
postype = p1
pos = 0,0
stateno = 2501
ownpal = 1
keyctrl = 0

[State 2500, 2]
type = ChangeState
trigger1 = Animtime = 0
ctrl = 1
value = 10


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

;( O Clone de Gelo )

[Statedef 2501]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
Anim = 1020
ctrl = 0
sprpriority = 0

[State 2501, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2501, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 2501, treme]
type = PosAdd
trigger1 = time >= 85
x = 1-2*(time%2)

[State 2501, 1]
type = HitDef
trigger1 = p2stateno != 001
trigger1 = p2stateno != 002
trigger1 = AnimTime >= 7
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
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 = 001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 2501, 1]
type = HitDef
trigger1 = p2stateno = 001
trigger1 = p2stateno != 002
trigger1 = AnimTime >= 7
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
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,-9
p2stateno = 002
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 2500, Explod]
type = Explod
trigger1 = movecontact || Time = 87
anim = 7001
pos = 0,0
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1


[State 2500, ChangeState]
type = destroyself
trigger1 = movehit || movecontact || time = 100
value = 7001

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

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

;( Congelado 1ª vez )

[Statedef 001]
Type = A
movetype= H
velset = 0,0
ctrl = 0

[State 001, treme]
type = PosAdd
trigger1 = time >= 90
x = 1-2*(time%2)

[State 001, 3]
type = PosFreeze
trigger1 = 1
trigger1 = time > 1
value = 1

[State 001, 2]
type = changeanim
trigger1 = 1
value = (anim)
elem = (animelemno(0))

[State 001, 3]
type = PalFX
trigger1 = time != 0
add = 0,156,198
mul = 13,179,199
time = 1

[State 001, CS]
type = SelfState
trigger1 = time = 100
ctrl = 1
value = 0

[State 001, 3]
type = SelfState
trigger1 = time = 99
trigger1 = Pos Y < 0
ctrl = 1
value = 5050

;( Cair se acertado enquanto congelado no ar )

[State 001, 1]
type = HitOverride
trigger1 = Pos Y < 0
time = 100
attr = SCA, AA, AT, NP
slot = 0
stateno = 5050
forceair = 1

;( congelado 2ª vez )

[Statedef 002]
movetype= H
velset = 0,0
ctrl = 0

[State 002, 3]
type = PalFX
trigger1 = time = 0
add = 74,198,222 
mul = 140,222,239
time = 1

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y >= 0
ctrl = 1
value = 5000

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y < 0
ctrl = 1
value = 5050


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

;========================
; CLONE DE GELO DE PÉ   |
;========================

; ( Deixando o Clone )

[Statedef 2505]
type = C
movetype = A
physics = N
poweradd = 100
velset = 0,0
Anim = 1016
ctrl = 0
sprpriority = 0


[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 1
x = -15
y = 0

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4  
x = -15
y = -7

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = -13
y = 7

[State 2505, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-20
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 2505, Helper de Pé]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
postype = p1
pos = 0,0
stateno = 2506
ownpal = 1
keyctrl = 0

[State 2500, 2]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 10
;------------------------------------

;( O Clone de Gelo )

[Statedef 2506]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
Anim = 1021
ctrl = 0
sprpriority = 0

[State 2506, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2506, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 2006, treme]
type = PosAdd
trigger1 = time >= 85
x = 1-2*(time%2)
[State 2506, 1]
type = HitDef
trigger1 = p2stateno != 001
trigger1 = p2stateno != 002
trigger1 = AnimTime >= 7
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
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 = 001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 2506, 1]
type = HitDef
trigger1 = p2stateno = 001
trigger1 = p2stateno != 002
trigger1 = AnimTime >= 7
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
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,-9
p2stateno = 002

[State 2506, Explod]
type = Explod
trigger1 = movecontact || Time = 87
anim = 7001
pos = 0,-20
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 2506, ChangeState]
type = destroyself
trigger1 = movehit || movecontact || time = 100
value = 7001


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

;====================
; P2 Custom Stats   *
;====================

;( Congelado 1ª vez )

[Statedef 001]
Type = A
movetype= H
velset = 0,0
ctrl = 0

[State 001, treme]
type = PosAdd
trigger1 = time >= 90
x = 1-2*(time%2)

[State 001, 3]
type = PosFreeze
trigger1 = 1
trigger1 = time > 1
value = 1

[State 001, 2]
type = changeanim
trigger1 = 1
value = (anim)
elem = (animelemno(0))

[State 001, 3]
type = PalFX
trigger1 = time != 0
add = 0,156,198
mul = 13,179,199
time = 1

[State 001, CS]
type = SelfState
trigger1 = time = 100
ctrl = 1
value = 0

[State 001, 3]
type = SelfState
trigger1 = time = 99
trigger1 = Pos Y < 0
ctrl = 1
value = 5050

;( Cair se acertado enquanto congelado no ar )

[State 001, 1]
type = HitOverride
trigger1 = Pos Y < 0
time = 100
attr = SCA, AA, AT, NP
slot = 0
stateno = 5050
forceair = 1

;( congelado 2ª vez )

[Statedef 002]
movetype= H
velset = 0,0
ctrl = 0

[State 002, 3]
type = PalFX
trigger1 = time = 0
add = 74,198,222 
mul = 140,222,239
time = 1

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y >= 0
ctrl = 1
value = 5000

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y < 0
ctrl = 1
value = 5050



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

;========================
;  CLONE DE GELO NO AR  |
;========================

; ( Deixando o Clone )

[Statedef 2510]
type = C
movetype = A
physics = N
poweradd = 100
velset = 0,0
Anim = 1016
ctrl = 0
sprpriority = 0

[State 2500, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 5,0
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 2510, Helper]
type = Helper
trigger1 = AnimElem = 1
Helpertype = Normal
trigger1 = statetype = C
trigger1 = statetype != S
trigger1 = statetype != A
helpertype = Normal
postype = p1
pos = -10,8
stateno = 2511
ownpal = 1
keyctrl = 0

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5
x = -10
y = - 3

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 6 || AnimElem = 7 
x = -10
y = 1

[State 2510, 1]
type = PosAdd
trigger1 = AnimElem = 8
x = -10
y = 2

[State 2500, 2]
type = ChangeState
trigger1 = Animtime = 0
ctrl = 1
value = 50

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

;( O Clone de Gelo )
[Statedef 2511]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
Anim = 1022
ctrl = 0
sprpriority = 0

[State 2511, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2511, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 2511, treme]
type = PosAdd
trigger1 = time >= 85
x = 1-2*(time%2)

[State 2511, 1]
type = HitDef
trigger1 = p2stateno != 001
trigger1 = p2stateno != 002
trigger1 = AnimTime >= 7
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
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 = 001
kill = !var(58) || 1*p2stateno = 003 ; evita que o P2 morra antes do Finish Him 


[State 2511, 1]
type = HitDef
trigger1 = p2stateno = 001
trigger1 = p2stateno != 002
trigger1 = AnimTime >= 7
attr = S,SP
animtype = Hard
damage  = 0,0
getpower = 30
givepower = 30
hitflag = MAF
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,-9
p2stateno = 002

[State 2511, Explod]
type = Explod
trigger1 = movecontact || Time = 87
anim = 7001
pos = 5,-10
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1

[State 2500, ChangeState]
type = destroyself
trigger1 = movehit || movecontact || time = 100
value = 7001

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

; ( Fim dA Animação d Pulo )

[Statedef 2513]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
sprpriority = 5

[State 2513, Agora cai Z]
type = HitOverride
trigger1 = 1 
forceair = 1 
time = -1 
attr = SCA, NA, NP, SA, SP, HA, HP 

[State 2513, 3]
type = ChangeState
trigger1 = AnimTime = 0 
ctrl = 1
value = 52

;====================
; P2 Custom Stats   *
;====================

;( Congelado 1ª vez )

[Statedef 001]
Type = A
movetype= H
velset = 0,0
ctrl = 0

[State 001, treme]
type = PosAdd
trigger1 = time >= 90
x = 1-2*(time%2)

[State 001, 3]
type = PosFreeze
trigger1 = 1
trigger1 = time > 1
value = 1

[State 001, 2]
type = changeanim
trigger1 = 1
value = (anim)
elem = (animelemno(0))

[State 001, 3]
type = PalFX
trigger1 = time != 0
add = 0,156,198
mul = 13,179,199
time = 1

[State 001, CS]
type = SelfState
trigger1 = time = 100
ctrl = 1
value = 0

[State 001, 3]
type = SelfState
trigger1 = time = 99
trigger1 = Pos Y < 0
ctrl = 1
value = 5050

;( Cair se acertado enquanto congelado no ar )

[State 001, 1]
type = HitOverride
trigger1 = Pos Y < 0
time = 100
attr = SCA, AA, AT, NP
slot = 0
stateno = 5050
forceair = 1

;( congelado 2ª vez )

[Statedef 002]
movetype= H
velset = 0,0
ctrl = 0

[State 002, 3]
type = PalFX
trigger1 = time = 0
add = 74,198,222 
mul = 140,222,239
time = 1

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y >= 0
ctrl = 1
value = 5000

[State 002, 3]
type = SelfState
trigger1 = time = 1
trigger1 = Pos Y < 0
ctrl = 1
value = 5050


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


;===========
;ICED FLOOR |
;===========

;(Lançando o Gelo)

[Statedef 2600]
type = S
movetype = A
physics = N
poweradd = 100
velset = 0,0
ctrl = 0
anim = 2500

[State 2600, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7004
pos = 0,0
postype = P1
supermovetime = -1
facing = 1
sprpriority = 3
removeongethit = 1


[State 2600, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
postype = p1
pos = 0,0
stateno = 2601
ownpal = 1
keyctrl = 0

[State 2600, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
postype = p1
pos = 0,0
stateno = 2602
Id = 2602
name = "Iced floor"
ownpal = 1
keyctrl = 0
sprpriority = -5

[State 2600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;( O Projetil )

[Statedef 2601]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 2550
sprpriority = 1

[State 1000, SND]
type = PlaySnd
trigger1 = Time = 1
value = 1,8

[State 2601, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2601, ChangeAnim]
type = DestroySelf
trigger1 =  AnimTime = 0

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

[Statedef 2602]
type = S
movetype = A
poweradd = 0
physics = N
juggle = 0
ctrl = 0
anim = 2600


[State 2602, Assertspecial]
type = Assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2602, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 2602, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 0,0
getpower = 0,0
givepower = 0,0
hitflag = MAF
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
hitsound   = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0,0
air.hittime = 0   
air.fall = 0
numhits = 1
p2stateno = 006
kill = !var(58) || 1*p2stateno = 003

[State 2602, 3]
type = Sprpriority
trigger1 = movehit
value = -9999

[State 2602, Destroy]
type = DestroySelf
trigger1 =  AnimTime = 0

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

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

; P2 sendo puxado
[Statedef 006]
movetype = H
velset = 0,0
ctrl = 0
anim = 5012
sprpriority = 2

[State 006, 3]
type = VelSet
trigger1 = time <= 89
x = 0.6
y = 0

[State 006, 3]
type = SelfState
trigger1 = Time = 95
ctrl = 1
value = 0
