 ;Gauge Charge
[Statedef 3002]
type = S
movetype = I
physics = S
velset = 0, 0
ctrl = 0

[State 0, chargepose]
type = ChangeAnim
trigger1 = !time
value = 30000
elem = ifelse(var(20) = 1,1,ifelse(var(20) = 2,7,12))

[State 706, 0]
type = PlaySnd
trigger1 = time = 10
value = S14,2
volume = -255
channel = 3

[State 706, 0]
type = PlaySnd
trigger1 = time = 15 && random >= 750
value = 3,var(5)

[State 706, 1]
type = PowerAdd
trigger1 = time >= 15
value = 5

[State 706, 1]
type = PowerAdd
trigger1 = time >= 60
value = 6

[State 706, 2]
type = Explod
trigger1 = timemod = 12, 0
id = 3006
anim = 3006
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1

[State 706, 3]
type = RemoveExplod
trigger1 = command != "hold_z" || command != "hold_c"
id = 3005

[State 706, 3]
type = ChangeState
trigger1 = command != "hold_z" || command != "hold_c"
trigger2 = power = 9000
triggerall = var(55) = 0
value = 3003

[State 706, AItermina]
type = ChangeState
trigger1 = p2bodydist X != [100,200]
trigger2 = power > 2990 && power < 3010
trigger3 = power > 4990 && power < 5010
value = 3003
triggerall = var(55) = 1

;Stop Charging
[Statedef 3003]
type = S
movetype = I
physics = S
ctrl = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = !time
channel = 3

[State 0, stop]
type = ChangeAnim
trigger1 = !time
value = 3005
elem = ifelse(var(20) = 1,1,6)

[State 707, 1]
type = RemoveExplod
trigger1 = NumExplod(3005) != 0
id = 3006

[State 707, 2]
type = ChangeState
trigger1 = Animelem = 5
trigger2 = Animelem = 9
trigger3 = Animelem = 15
value = 0
ctrl = 1

;========================================================
;=========================================
;Dodge
[Statedef 3006]
type = S
movetype = I
physics = N
anim = 3008
poweradd = 0
sprpriority = -1
velset = 0,0
ctrl = 0

[State 3006, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 17
length = 10
palbright = 60,60,60
palpostbright = 0,0,0

[State 702, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,10
volume = 0
channel = 0

[State 702, 2]
type = HitBy
trigger1 = time <= 36
value = SCA, NT, ST, HT

[State 702, 4]
type = SprPriority
trigger1 = Time = 8
value = -1

[State 702, 5]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 702, 7]
type = ChangeState
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "a"
trigger4 = Command = "b"
trigger1= animelem = 2, > 11
value = 208

[State 702, 9]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;========================================================
;Roll (forwards)
[Statedef 3007]
type = S
movetype = I
physics = N
anim = 3008
poweradd = 0
velset = 0,0
ctrl = 0

[State 702, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,10
volume = 0
channel = 0

[State 700, 2]
type = HitBy
trigger1 = AnimElem = 6, <=2
value = SCA, NT, ST, HT

[State 700, AFTER]
type = AfterImage
trigger1 = animelem = 2
time = 10
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 12
palbright = 80,80,80
palpostbright = 0,0,0

[State 700, 5]
type = SprPriority
trigger1 = Time = 8
value = -1

[State 700, 6]
type = VelSet
trigger1 = AnimElem = 3
x = 5.7

[State 700, 7]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 7, < 0
x = -.10

[State 700, 8]
type = VelSet
trigger1 = AnimElem = 7,>=0
x = 0

[State 700, 9]
type = PlayerPush
trigger1 = Time < 25
value = 0

[State 700, 10]
type = PlayerPush
trigger1 = Time >= 25
value = 1

[State 700, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Roll (BAck)
[Statedef 3008]
type = S
movetype = I
physics = N
anim = 3010
poweradd = 0
velset = 0,0
ctrl = 0

[State 702, 1]
type = PlaySnd
trigger1 = Time = 2
value = 2,10
volume = 0
channel = 0

[State 701, 2]
type = HitBy
trigger1 = AnimElem = 6, <=2
value = SCA, NT, ST, HT

[State 701, 3]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 701, AFTER]
type = AfterImage
trigger1 = animelem = 2
time = 10
PalAdd = 0, 0, 0
PalMul = 1,1,1
Length = 12
palbright = 80,80,80
palpostbright = 0,0,0

[State 701, 5]
type = SprPriority
trigger1 = Time = 8
value = -1

[State 700, 6]
type = VelSet
trigger1 = AnimElem = 3
x = -5.7

[State 700, 7]
type = VelAdd
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 7, < 0
x = .10

[State 700, 8]
type = VelSet
trigger1 = AnimElem = 7,>=0
x = 0

[State 701, 9]
type = PlayerPush
trigger1 = Time < 25
value = 0

[State 701, 10]
type = PlayerPush
trigger1 = Time >= 25
value = 1

[State 701, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===================================================
;Roll (BAck) COUNTER
[Statedef 3009]
type = S
movetype = I
physics = N
anim = 3010
velset = 0,0
ctrl = 0

[State 710, 1]
type = SuperPause
trigger1 = !Time
persistent = 1
ignorehitpause
time = 10
pos = -7,-90
poweradd = -1000
movetime = 1
darken = 1
anim = 3002

[State 710, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,10
volume = 0
channel = 0

[State 710, 2]
type = HitBy
trigger1 = AnimElem = 9, <=5
value = SCA, NT, ST, HT

[State 710, AFTER]
type = AfterImage
trigger1 = Time = 3
time = 30
trans = add1
timegap = 2
framegap = 1
length = 4

[State 710, 5]
type = SprPriority
trigger1 = Time = 8
value = -1

[State 700, 6]
type = VelSet
trigger1 = AnimElem = 4
x = -9.7

[State 700, 7]
type = VelAdd
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
x = .10

[State 700, 8]
type = VelSet
trigger1 = AnimElem = 8,>=0
x = 0

[State 710, 9]
type = PlayerPush
trigger1 = Time < 25
value = 0

[State 710, 10]
type = PlayerPush
trigger1 = Time >= 25
value = 1

[State 710, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Roll (forwards) COUNTER
[Statedef 3010]
type = S
movetype = I
physics = N
anim = 3010
velset = 0,0
ctrl = 0

[State 711, SP]
type = SuperPause
trigger1 = !Time
persistent = 1
ignorehitpause
time = 10
pos = -7,-90
poweradd = -1000
movetime = 1
darken = 1
anim = 3002

[State 711, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,10
volume = 0
channel = 0

[State 711, 2]
type = HitBy
trigger1 = animelem = 10, <=4
value = SCA, NT, ST, HT

[State 701, AFTER]
type = AfterImage
trigger1 = Time = 3
time = 30
trans = add1
timegap = 2
framegap = 1
length = 4

[State 711, 5]
type = SprPriority
trigger1 = Time = 8
value = -1

[State 700, 6]
type = VelSet
trigger1 = AnimElem = 4
x = 11.7

[State 700, 7]
type = VelAdd
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 8, < 0
x = -.10

[State 711, 8]
type = VelSet
trigger1 = AnimElem = 8,>=0
x = 0

[State 711, 9]
type = PlayerPush
trigger1 = Time < 0
value = 0

[State 711, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


