[Statedef 11130]

type = S

movetype= I

physics = S

juggle = 1

velset = 0,0

ctrl = 0

anim = 11130

poweradd = -250

sprpriority = 2

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 0

value = S0,43

volume = 999

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 0

value = S0,43

volume = 999

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 0

value = S0,43

volume = 999

[State 3000, SuperPause]

type = SuperPause

trigger1 = time = 0

time = 30

movetime = 30

anim = -1

sound = -1

pos = 32,-80

darken = 0

unhittable = 1

[State 3000, VarSet]

type = Varset

trigger1 = time = 0

v = 12

value = -100

[State 3000, VarSet]

type = Varset

trigger1 = time = 30

v = 12

value = 0

[State 3000, VarAdd]

type = VarAdd

trigger1 = time >= 20 && Var(12) < 0

v = 12

value = 6

[State 3000, BGColorFX]

type = BGPalFX

trigger1 = Time > 0

time = 1

add = Var(12),Var(12),Var(12)

[State 3000, Super Charge]

type = Explod

trigger1 = Time = 0

anim = 7400

ID = 7400

pos = 1*Helper(999999),Fvar(16),-25*Helper(999999),Fvar(16)

sprpriority = 2

supermove = 1

removetime = -2

bindtime = -1

ownpal = 1

scale = .2*Helper(999999),Fvar(16),.2*Helper(999999),Fvar(16)

removeongethit = 1

ontop = 1

supermovetime = 999

ignorehitpause = 1

[State 3000, PlaySnd - Super Charge]

type = PlaySnd

trigger1 = Time = 0

value = S950,1

volume = 50

[State 0, ReversalDef]

type = ReversalDef

trigger1 = time = [30,50]

reversal.attr = SCA,NA,SA,NP,SP,NT,ST

pausetime = 0,30

sparkno = -1

hitsound = -1

p1stateno = 11131

[State 200, End]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

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

;Light laugh - counter end

[Statedef 11131]

type = S

movetype = I

physics = S

anim = 11131

velset = 0,0

ctrl = 0

poweradd = 0

juggle = 0

facep2 = 1

sprpriority = 2

;movehitpersist = 1

;[State 0, PlaySnd]

;type = PlaySnd

;trigger1 =

;value = S0,0

;volumescale = 0

;channel = -1

;lowpriority = -1

;freqmul = 1.0

;loop = 0

;pan = 0

;abspan =

;ignorehitpause =

;persistent =

[State 0, Ryuk]

type = Helper

trigger1 = time = 10

helpertype = normal

name = "Ryuk"

ID = 11132

stateno = 11132

pos = -30*Helper(999999),Fvar(16),-30*Helper(999999),Fvar(16) ;ifelse(p2bodydist x<10,-5,20)*Fvar(16),0*Fvar(16)

postype = p1

facing = 1

keyctrl = 0

ownpal = 1

supermovetime = 999 ;ifelse(numhelper(1310)=1,999,20)

ignorehitpause = 1

size.xscale = 1*Helper(999999),Fvar(16)

size.yscale = 1*Helper(999999),Fvar(16)

[State 0, ChangeAnim]

type = ChangeAnim

triggerall = time > 50 && time%42 = 0

trigger1 = numhelper(11132) = 1

value = 4000

elem = 1

[State 0, CtrlSet]

type = CtrlSet

triggerall = time > 50

trigger1 = numhelper(11132) < 1

value = 1

[State 200, End]

type = ChangeState

trigger1 = animtime = 0

value = 0

ctrl = 1

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

;Ryuk attack - start

[Statedef 11132]

type = A

movetype= A

physics = S

juggle = 1

velset = 0,0

ctrl = 0

anim = 11132

sprpriority = 4

[State 0, SuperPause]

type = SuperPause

trigger1 = time = 0

time = 40

anim = -1

sound = S10,0

pos = 0,0

movetime = 0

darken = 1

p2defmul = 1

poweradd = 0

unhittable = 1

;ignorehitpause =

;persistent =

[State 0, Turn]

type = Turn

trigger1 = facing != root,facing

[State 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = noshadow

ignorehitpause = 1

;[State 0, PlaySnd]

;type = PlaySnd

;trigger1 = time = 0

;value = S0,206

;volumescale = 175

;channel = 3

;[State 0, PlaySnd]

;type = PlaySnd

;trigger1 = time = 0

;value = S1,18

;volumescale = 150

;[State 0, Trans]

;type = Trans

;trigger1 = time < 35

;trans = addalpha

;alpha = 0+time*50,256-time*50

[State 0, VelAdd]

type = VelAdd

trigger1 = time = 10

x = 10

y = 1

;ignorehitpaaauase =

;persistent =

[State 200, 1]

type = HitDef

triggerall = !movecontact

trigger1 = 1

attr = S, NA

animtype = Light

damage = 160,80

guardflag = MA

pausetime = 0,15

guard.pausetime = 0,30

sparkno = -1

guard.sparkno = s7000

sparkxy = -8,-25

hitsound = -1

guardsound = S4,1

ground.type = High

ground.slidetime = 12

ground.hittime = 15

ground.velocity = -4,-5

air.velocity = -4,-5

guard.velocity = -2.5

Fall = 1

fall.recover = 0

sprpriority = 5

[State 0, PlaySnd]

type = PlaySnd

trigger1 = animelem = 3

value = S3,2

volumescale = 175

;[State 0, EnvShake]

;type = EnvShake

;trigger1 = animelem = 3

;time = 45

;ampl = -4

;[State 0, P2]

;type = Helper

;trigger1 = animelem = 3

;helpertype = normal

;name = "Spark"

;ID = 7010

;stateno = 7010

;pos = 18*root,fvar(16),0*root,fvar(16)

;postype = p1

;facing = 1

;ownpal = 1

;size.xscale = .75*root,fvar(16)

;size.yscale = .75*root,fvar(16)

;ignorehitpause = 0

;supermovetime = 999

[State 0, End]

type = Changestate

trigger1 = animtime = 0

;trigger2 = root, stateno != 11132

;trigger3 = root, movetype = H

value = 11133

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

;Ryuk attack - end

[Statedef 11133]

type = A

movetype= I

physics = S

juggle = 1

velset = rootdist x / 30,0

ctrl = 0

anim = 11133

sprpriority = 4

[State 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = noshadow

ignorehitpause = 1

[State 0, Trans]

type = Trans

trigger1 = time > 0

trans = addalpha

alpha = 256-time*25,0+time*25

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 0

value = S1,18

volumescale = 150

[State 0, DestroySelf]

type = DestroySelf

trigger1 = time = 10