[State 0, Run]
type = ChangeState
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x > 100
trigger1 = numhelper(2760) = 0
trigger1 = random < 50
trigger2 = numhelper(2760) = 1
trigger2 = p2bodydist x > 400
trigger2 = power >= 2500
trigger2 = random < 55
value = 60
[State 0, Run back]
type = ChangeState
triggerall = backedgebodydist > 50
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
trigger1 = p2bodydist x < 100
trigger1 = random < (ailevel * 900)/2
trigger2 = power < powermax*0.5
trigger2 = p2bodydist y > 20
trigger2 = random < 40
value = 70
[State 0, Power Charge]
type = ChangeState
Triggerall = var(2) = 0
triggerall = power < 3000
triggerall = ailevel > 0
triggerall = ctrl
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
trigger1 = p2bodydist x > 150
trigger1 = random < (ailevel * 100)/3
trigger2 = p2bodydist x > 250
trigger2 = random < (ailevel * 100)/2
trigger4 = prevstateno = 400 || prevstateno = 3100 || prevstateno = 1400 || prevstateno = 2400 || prevstateno = 30400
trigger4 = abs(p2bodydist x) > 100
trigger4 = p2movetype = H || (p2stateno = 5120 || p2stateno = 5150 || p2stateno = 5201 || p2stateno = 5210)
trigger4 = random < 400
value = 500
[State 0, Power Charge End]
type = ChangeState
triggerall = time >= 12
Triggerall = var(2) = 0
triggerall = power = 3000
triggerall = stateno = 500
triggerall = ailevel > 0
triggerall = statetype != A
trigger1 = (p2bodydist x < 50) || (enemy,numproj > 0 && enemy,movetype = A && abs(enemy,pos x - pos x) < 150)
trigger2 = power >= 3000
trigger2 = random < (power-3000)/10
trigger3 = roundstate > 2
value = 501
; Power Charge:
[Statedef 500]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 500+var(11)
sprpriority = 2
[State 0, Viento]
type = Explod
triggerall = root,pos y >= 0
trigger1 = time%10 = 0
anim = 7022
ID = 550
pos = 3,-5
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -2
priority = -2
scale = .15,.2
vel = -2,0
ontop = 0
ownpal = 1
removeongethit = 1
[State 1, Viento]
type = Explod
triggerall = root,pos y >= 0
trigger1 = time%10 = 0
anim = 7022
ID = 550
pos = -3,5
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 2
priority = -2
scale = .15,.2
vel = 2,0
ontop = 1
ownpal = 1
removeongethit = 1
[State 0, PowerAdd]
type = PowerAdd
triggerall = time >= 7
trigger1 = 1
value = 10
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,69
volume = 999
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,69
volume = 999
channel = 3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,69
volume = 999
channel = 4
[State 0, Aura]
type = Helper
trigger1 = time = 7
helpertype = normal
name = "Aura"
ID = 550
stateno = 550
pos = 0,0
postype = p1
ownpal = 1
size.xscale = .5
size.yscale = .5
[State 0, Aura]
type = Helper
trigger1 = time = 7
helpertype = normal
name = "Aura"
ID = 551
stateno = 551
pos = 0,0
postype = p1
ownpal = 1
size.xscale = .5
size.yscale = .5
[State 200, End]
type = ChangeState
Triggerall = ailevel = 0
triggerall = time >= 12
trigger1 = command != "hold_s"
trigger2 = power = 3000
value = 501
[State 200, End]
type = ChangeState
triggerall = time >= 12
triggerall = ailevel > 0
triggerall = power >= 3000
trigger1 = p2bodydist x < 100
trigger1 = random < (ailevel * 110)
trigger2 = p2movetype = A
trigger2 = random < (ailevel * 110)
value = 501
;-------------------------------------------------------------------------------
; Power Charge - Fin
[Statedef 501]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 501+var(11)
sprpriority = 2
[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(pos y < 0,50,0)
ctrl = 1