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

;---------------------------------------------------------------------------
; Ice Storm
[Statedef 31142]
type    = S
movetype= A     
physics = S   
juggle  = 1     
ctrl = 0  
anim = 31142
poweradd= -2000

[State 9009, Flash]
type = Explod
trigger1 = Time = 0
anim = 20000
pos         = 0,0
postype     = back
sprpriority = -3
supermove = 1
bindtime = 2

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 35
time = 35
pos = 21, -92
anim = 101

[State 3200, flash]
type = explod
trigger1 = time = 10
anim = 1050
postype = p1
pos = 21,-92
sprpriority = 2
ignorehitpause = 1
removetime = 26
removeongethit = 1
ownpal = 1
supermove = 1
scale = 0.80,0.80

;Zoom - Part One
[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 3
anim        = 709
pos         = 0,90
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.1,0.1

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 4
anim        = 709
pos         = 0,80
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.2,0.2

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 5
anim        = 709
pos         = 0,70
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.3,0.3

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 6
anim        = 709
pos         = 0,60
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.4,0.4

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 7
anim        = 709
pos         = 0,50
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.5,0.5

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 8
anim        = 709
pos         = 0,40
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.6,0.6

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 9
anim        = 709
pos         = 0,30
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.7,0.7

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 10
anim        = 709
pos         = 0,20
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.8,0.8

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 11
anim        = 709
pos         = 0,10
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
scale = 0.9,0.9

[State 3201, BizzFace]
type        = explod
triggerall  = var(3) != 0
trigger1    = Time = 12
anim        = 7006
pos         = 0,0
postype     = back
sprpriority = -2
bindtime    = 100
ownpal      = 1
supermove   = 1
;end Zoom - Part One

[State 405, 6]
type = PlaySnd
trigger1 = Time = 0
value = 0,43

[State 405, 6]
type = PlaySnd
trigger1 = Time = 2
value = 0,40

[State 405, 6]
type = PlaySnd
trigger1 = Time = 3
value = 0,68

[State 405, 6]
type = PlaySnd
trigger1 = Time = 35
value = 0,54

[State 405, 6]
type = PlaySnd
trigger1 = Time = 45
value = 0,54

[State 405, 6]
type = PlaySnd
trigger1 = Time = 55
value = 0,54

[State 1610, 1]
type = Velset
trigger1 = Time = 35
x = -1

[State 9009, Wave]
type = Explod
trigger1 = Time = 35
anim = 31141
pos = 0,90
postype = p1
sprpriority = 2
supermove = 1
bindtime = 25
scale = 2,2

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 40,29
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 9,-2.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 10,2
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 10,-2
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 30,14
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 11,-1.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 25,10
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 12,-1
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 40,10
trigger1 = Time >= 35 
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 13,-0.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 20,19
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 13,0
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 30,19
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 13,0.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1     

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 30,5
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 12,1
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 40,10
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 11,1.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 20,19
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 10,2
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 25,9
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 9,2.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 20,9
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 8,0
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 20,19
trigger1 = Time >= 35 
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 15,3
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 20,9
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 13,-3
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 20,19
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 12,3.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3700, 2]
type = Projectile
trigger1 = TimeMod = 20,9
trigger1 = Time >= 35
projanim = 31143
projremanim = -1
projhitanim = 31024
projscale = 0.75,0.75
offset = 26,-92
velocity = 11,-3.5
;projremovetime = 30
projhits = 1
projpriority = 1
numhits = 1
attr = S, SA
damage   = 7,3
guardflag = MA
animtype = Heavy
pausetime = 0,9
sparkno = -1
sparkxy = -5,-10
hitsound   = S0,28
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-1
airguard.velocity = -0.5     
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 49,173,231 
Palfx.mul = 13,179,199
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

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