; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = -1			;Default hit spark number for HitDefs
guard.sparkno = -1	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 255			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 8		;Player width (back, air)
air.front = 14		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 122		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -84	;Approximate position of head
mid.pos = -5, -56		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.8		;Walk forward
walk.back = -1.8		;Walk backward
run.fwd  = 6.5, 0		;Run forward (x, y)
run.back = -4.5,-4	;Hop backward (x, y)
jump.neu = 0,-10		;Neutral jumping velocity (x, y)
jump.back = -2.55		;Jump back Speed (x, y)
jump.fwd = 2.5		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4.5,-8.1	;.
airjump.neu = 0,-8.1	;.		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
yaccel = .5		;Vertical acceleration
stand.friction = .90	;Friction coefficient when standing
crouch.friction = .88	;Friction coefficient when crouching

[Quotes]
Victory1 = "Yay, I won, you know!? Alright, even without Hisui-chan I won't lose~!"
Victory2 = "Not too bad. Alright, I will train even harder to control---uh, I mean, protect Akiha-sama and Shiki-san!"
Victory3 = "Are you surprised? Servants of the Tohno family have at least this much skill."
Victory4 = "Was that enough for you? Huhu, next time I will up the dosage."
Victory5 = "Oh my, what a fuss. We should just throw such dangerous things away. Like this!"
Victory6 = "Fighting is bad, we should be friends. I'll have tea for you when you open your eyes, so please try to sleep for awhile?"
Victory7 = "Good medicine tastes bad, they say. Please learn from this and improve your manners, okay?"
Victory8 = "I have finished caring for your injuries. When you are all better, please come back to play again."
Victory9 = "Next time, please use the main entrance. You will be greeted with great hospitality if you do."
Victory10 = "Cleaning is all finished. I know how energetic you are, but please do not pull off any pranks, okay?"
Victory11 = "I'm sorry for being a little rough, Shiki-san. As my apology, please accept the feast which awaits in the dining room."
Victory12 = "Huhuhu, I win, Akiha-sama. Please up the magnification of the surveillance cameras and the fees for Shiki-san's medicine, just like you promised."
Victory13 = "Well, I won, Hisui-chan. Then, just like you promised, please leave the cleaning of the mansion to me~"
Victory14 = "Not quite there yet. Maybe I should have installed some cooperation software?"
Victory15 = "Huhuhu, I won, Len-san. Now I get half of Shiki-san's treasured strawberry pie~"
Victory16 = "W-wonderful, Yumizuka-san! Such superb reflexes! I'm scouting you for the Tohno mansion's underground kingdom!"

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 170, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 171
ID = 171
pos = 0,0
postype = p1
bindtime = 1
removetime = -1
scale = 1,1
sprpriority = 4

[State 170, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S170,0
Channel = 0

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
velset = 0,0

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 180+Random%2

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [1,180]
flag = RoundNotOver

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S180,0+Random%6

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Time = 0
value = 193

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElem = 8, >=0
flag = NoShadow

[State 191, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S190,0+Random%4

[State 191, Helper]
type = Helper
trigger1 = AnimElem = 7
StateNo = 192
ID = 192
Name = "Molotov"
postype = P1
pos = 18,-65
ownpal = 1
scale = 1,1
sprPriority = 3
ignorehitpause = 1
persistent = 0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,4

[State 191, Explod]
type = Explod
trigger1 = AnimElem = 9
anim = 191
ID = 191
posType = P1
pos = 0,0
ownpal = 1
scale = 1,1
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 191, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[StateDef 192]
Type = A
MoveType = A
Physics = N
SprPriority = 4
Anim = 193

[State 192, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 192, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 1.4

[State 192, VelSet]
type = VelSet
trigger1 = Time = 2
x = 0
y = 1.6

[State 192, VelSet]
type = VelSet
trigger1 = Time = 4
x = 0
y = 1.8

[State 192, VelSet]
type = VelSet
trigger1 = Time = 6
x = 0
y = 2

[State 192, VelSet]
type = VelSet
trigger1 = Time = 8
x = 0
y = 2.2

[State 192, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0
y = 2.4

[State 192, VelSet]
type = VelSet
trigger1 = Time = 12
x = 0
y = 2.6

[State 192, VelSet]
type = VelSet
trigger1 = Time = 14
x = 0
y = 2.8

[State 192, VelSet]
type = VelSet
trigger1 = Time = 16
x = 0
y = 3

[State 192, Explod]
type = Explod
trigger1 = Time = 0
anim = 192
ID = 192
posType = P1
pos = 0,0
ownpal = 1
sprPriority = 5
ignoreHitPause = 0
bindtime = -1
removetime = 30

[State 192, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 1
trigger1 = Pos Y >= -20
ID = 191
ignorehitpause = 0
removetime = 1

[State 192, DestroySelf]
type = DestroySelf
trigger1 = Time > 1
trigger1 = Pos Y >= -20

[StateDef 193]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag = Intro

[State 193, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = s191, 0
Channel = 0

[State 193, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S195,0
Channel = 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 200, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 12,IfElse(var(45) > 0,2,0)
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,0
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4.5,0
guard.velocity = -6
air.velocity = -1.6,-2
getpower = 20
givepower = 15
yaccel = 0.35

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type = S
movetype= A
physics = S
poweradd = 35
ctrl = 0
velset = 0,0
anim = 210

[State 210, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%4
channel = 0

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animType = Medium
damage = 29,IfElse(var(45) > 0,4,0)
guardFlag = M
priority = 2, Hit
pauseTime = 8,9
guard.PauseTime = 8,8
hitSound = S200,1
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.Type = High
ground.SlideTime = 15
ground.HitTime  = 15
ground.Velocity = -4
guard.Velocity = -4.5
air.Velocity = -1.6,3.6
down.Velocity = -3.2,-2.5
ground.CornerPush.VelOff = -5
air.CornerPush.VelOff = -2.6
down.CornerPush.VelOff = -5.2
yaccel = .48
fall = 0
air.Fall = 1
fall.RecoverTime = 23
getPower = 30,20
givePower = 18,9
envshake.time = 9
envshake.ampl = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd = 45
ctrl = 0
velset = 0,0
anim = 220

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,8+random%4
channel = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

[State 220, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 221
ID = 221
pos = 0,1
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 42,IfElse(var(45) > 0,6,0)
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
airguard.ctrltime = 2
guard.velocity = -5
air.velocity = -3.5,-5
getpower = 20
givepower = 15
envshake.time = 9
envshake.ampl = 3
yaccel = 0.35

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 15
ctrl = 0
velset = 0,0
anim = 230

[State 230, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,0

[State 230, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,NA
damage = 16,IfElse(var(45) > 0,2,0)
guardflag = M
hitflag = MAF
priority = 3,Hit
pausetime = 9,12
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
hitsound = S200,0
guardsound = S300,0
animtype = light
ground.type = low
air.type = low
ground.slidetime = 12
ground.hittime = 12
air.hittime = 10
ground.velocity = -7
air.velocity = -2.5,-3.5
yaccel=.5
getpower = 30,15
givepower = 35,35
fall = 0
fall.recover = 1
fall.recovertime = 40

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 235]
type    = S
movetype= A
physics = S
poweradd = 15
ctrl = 0
velset = 0,0
anim = 235

[State 235, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 235, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 235, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 14,IfElse(var(45) > 0,2,0)
priority = 3,Hit
animtype = hard
hitflag = M
guardflag = L
hitflag = MAF
pausetime = 7,8
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
pausetime = 8,9
hitsound = S200,2
guardsound = S300,0
ground.type = trip
ground.slidetime = 13
ground.hittime = 16
ground.velocity = -1.5,0
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-7
down.velocity = -3,-3
air.hittime = 26
fall = 1
fall.recovertime = 42

[State 235, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd= 35
ctrl = 0
velset = 0,0
anim = 240

[State 240, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%4
channel = 0

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,1

[State 240, HitDef]
type = hitdef
trigger1 = AnimElem = 3
attr = S,NA
damage = 34,IfElse(var(45) > 0,4,0)
guardflag = MA
hitflag = MAF
priority = 4,Hit
pausetime = 10,13
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,1
guardsound = S300,0
animtype = medium
ground.type = low
air.type = low
ground.slidetime = 14
ground.hittime = 14
air.hittime = 50
ground.velocity = -8
air.velocity = -3.5,-6.5
yaccel = 0.5
getpower= 35,30
givepower= 25,15
fall = 0
fall.recover = 1
fall.recovertime = 48
envshake.time = 9
envshake.ampl = 2

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 45
ctrl = 0
velset = 0,0
anim = 250

[State 250, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,8+random%3
channel = 0

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 250, PosAdd]
Type = PosAdd
trigger1 = AnimElem = 4
X = 20

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animType = Hard
damage = 49,IfElse(var(45) > 0,5,0)
guardFlag = M
priority = 3, Hit
pauseTime = 10,10
guard.PauseTime = 10,10
hitSound = S200,2
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
ground.Type = High
ground.SlideTime = 16
ground.HitTime = 16
ground.Velocity = -3.5
air.Velocity = -1.5,-5.8
down.Velocity = -3,-2.5
ground.CornerPush.VelOff = -6.5
air.CornerPush.VelOff = -2.5
down.CornerPush.VelOff = -5
yaccel = .48
Air.Fall = 1
fall.recoverTime = 26
getPower = 30
givePower = 15
envshake.time = 9
envshake.ampl = 3

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 251

[Statedef 251]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 251

[State 251, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
value = S100,0

[State 251, PosAdd]
Type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
x = 5

[State 251, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animType = Hard
damage = 8,IfElse(var(45) > 0,1,0)
guardFlag = MA
priority = 3, Hit
pauseTime = 3,3
guard.PauseTime = 3,3
hitSound = S200,0
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
ground.Type = Low
ground.SlideTime = 16
ground.HitTime = 16
ground.Velocity = -5
guard.Velocity = -7
air.Velocity = -1.2,-5.2
airGuard.Velocity = -3,-1.4
down.Velocity = -4,-2.5
ground.CornerPush.VelOff = -6
air.CornerPush.VelOff = -3
down.CornerPush.VelOff = -6
yaccel = .48
air.fall = 1
fall.recoverTime = 20
getPower = 20
givePower = 15
envshake.time = 9
envshake.ampl = 1

[State 251, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animType = Hard
damage = 8,IfElse(var(45) > 0,1,0)
guardFlag = MA
priority = 3, Hit
pauseTime = 3,3
guard.PauseTime = 3,3
hitSound = S200,0
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.Type = Low
ground.SlideTime = 16
ground.HitTime = 16
ground.Velocity = -5
guard.Velocity = -7
air.Velocity = -1.2,-5.2
airGuard.Velocity = -3,-1.4
down.Velocity = -4.4,-2.5
ground.CornerPush.VelOff = -6
air.CornerPush.VelOff = -3.2
down.CornerPush.VelOff = -6.4
yaccel = .48
air.fall = 1
fall.recoverTime = 20
getPower = 10
givePower = 15
envshake.time = 9
envshake.ampl = 1

[State 251, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animType = Hard
damage = 8,IfElse(var(45) > 0,1,0)
guardFlag = MA
priority = 3, Hit
pauseTime = 3,3
guard.PauseTime = 3,3
hitSound = S200,0
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
ground.Type = Low
ground.SlideTime = 16
ground.HitTime  = 16
ground.Velocity = -5
guard.Velocity = -7
air.Velocity = -1.2,-5.2
airGuard.Velocity = -3,-1.4
down.Velocity = -4.4,-2.5
ground.CornerPush.VelOff = -6
air.CornerPush.VelOff = -3.2
down.CornerPush.VelOff = -6.4
yaccel = .48
air.fall = 1
fall.recoverTime = 20
getPower = 10
givePower = 15
envshake.time = 9
envshake.ampl = 1

[State 251, HitDef]
Type = HitDef
trigger1 = P2StateType = A
trigger1 = AnimElem = 5
attr = S, NA
animType  = Hard
damage = 32,IfElse(var(45) > 0,3,0)
hitFlag = MAFD
guardFlag = MA
priority = 3, Hit
pauseTime = 10,10
guard.PauseTime = 10,10
hitSound = S200,2
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.Type = High
ground.SlideTime = 16
ground.HitTime = 16
ground.Velocity = 0,-8.2
guard.Velocity = -9
air.Velocity = -5,-7
airGuard.Velocity = -4,-1.4
down.Velocity = -5,-2.5
ground.CornerPush.VelOff = 0
guard.CornerPush.VelOff = -10
air.CornerPush.VelOff = -8
down.CornerPush.VelOff = -5
yaccel = .44
fall = 1
air.fall = 1
fall.recoverTime = 38
getPower = 12
givePower = 15
envshake.time = 9
envshake.ampl = 3

[State 251, HitDef]
type = HitDef
trigger1 = P2StateType != A
trigger1 = AnimElem = 5
attr = S, NA
animType = Up
damage = 43,IfElse(var(45) > 0,4,0)
hitFlag = MAFD
guardFlag = MA
priority = 3, Hit
pauseTime = 10,10
guard.PauseTime = 10,10
hitSound = S200,2
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.Type = High
ground.SlideTime = 16
ground.HitTime = 16
ground.Velocity = 0,-8.2
guard.Velocity = -9
air.Velocity = -0.6,-5.2
airGuard.Velocity = -4,-1.4
down.Velocity = -5,-2.5
ground.CornerPush.VelOff = 0
guard.CornerPush.VelOff = -10
air.CornerPush.VelOff = -8
down.CornerPush.VelOff = -5
yaccel = .44
fall = 1
air.fall = 1
fall.recoverTime = 34
getPower = 12
givePower = 15
envshake.time = 9
envshake.ampl = 3

[State 251, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type = C
movetype= A
physics = C
poweradd= 15
ctrl = 0
anim = 400
VelSet = 0,0

[State 400, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 16,IfElse(var(45) > 0,2,0)
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,0
guardsound = S300,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -1.6,-2
getpower = 20
givepower = 15
yaccel = 0.35

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd= 40
ctrl = 0
anim = 410
VelSet = 0,0

[State 410, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%4
channel = 0

[State 410, PosAdd]
Type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 5

[State 410, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
x = 5

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
value = S100,1

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 35,IfElse(var(45) > 0,4,0)
animtype = Medium
hitflag = MAF
guardflag = M
priority = 1, Hit
pausetime = 6,6
guard.pauseTime = 6,6
hitsound = S200,1
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
ground.type = Low
ground.slideTime = 13
ground.hitTime  = 13
ground.velocity = -5.6
guard.velocity = -8
air.velocity = -2,-5.6
down.velocity = -4,-2.5
ground.cornerPush.VelOff = -6.6
air.cornerPush.VelOff = -3
down.cornerPush.VelOff = -6
yaccel = .48
air.fall = 1
fall.recoverTime = 21
getpower = 28
givepower = 15
envshake.time = 9
envshake.ampl = 2

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = C, NA
damage = 35,IfElse(var(45) > 0,5,0)
animType = Medium
hitFlag = MAF
guardFlag = M
priority = 1, Hit
pauseTime = 8,8
guard.pausetime = 8,8
hitsound = S200,1
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
ground.type = Low
ground.slideTime = 13
ground.hitTime = 13
ground.velocity = -5.6
guard.velocity = -8
air.velocity = -2,-5.6
down.velocity = -4,-2.5
ground.cornerPush.VelOff = -6.6
air.cornerPush.VelOff = -3
down.cornerPush.VelOff = -6
yaccel = .48
air.fall = 1
fall.recoverTime = 21
getpower = 22
givepower = 15
envshake.time = 9
envshake.ampl = 2

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
poweradd = 40
ctrl = 0
anim = 420
VelSet = 0,0

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,8+random%3
channel = 0

[State 420, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 5

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C,NA
damage = 50,IfElse(var(45) > 0,5,0)
animtype = hard
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -10,0
air.velocity = -3,-1
air.fall = 1
fall.recover = 0
getpower = 30
givepower = 15
envshake.time = 9
envshake.ampl = 3
yaccel = 0.35

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
poweradd = 22
ctrl = 0
anim = 430
VelSet = 0,0

[State 430, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 430, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 16,IfElse(var(45) > 0,2,0)
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,0
guardsound = S300,0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -1.6,-2
getpower = 30
givepower = 15
yaccel = 0.35

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
poweradd= 22
ctrl = 0
anim = 440
VelSet = 0,0

[State 440, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%4
channel = 0

[State 440, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 36,IfElse(var(45) > 0,4,0)
animtype = medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,1
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,0
air.velocity = -2,-2.8
getpower = 20
givepower = 15
yaccel = 0.35
envshake.time = 9
envshake.ampl = 2

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[Statedef 450]
type    = C
movetype= A
physics = C
poweradd= 50
ctrl = 0
anim = 450
VelSet = 0,0

[State 450, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,8+random%3
channel = 0

[State 450, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 450, VelSet]
type = VelSet
trigger1 = Time = [0,5]
x = 1.5

[State 450, VelSet]
type = VelSet
trigger1 = Time = 6
x = 0

[State 450, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 58,IfElse(var(45) > 0,6,0)
animtype = Hard
hitflag = MAF
guardflag = L
priority = 2, Hit
pauseTime = 10,10
guard.pausetime = 10,10
hitSound = S200,2
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
guardSound = S300,0
ground.Type = trip
ground.SlideTime = 16
ground.HitTime  = 16
ground.Velocity = 0,-3
guard.Velocity = -9
air.Velocity = -4,-2.6
down.Velocity = -4,-2.5
ground.CornerPush.VelOff = -5
guard.CornerPush.VelOff = -10
air.CornerPush.VelOff = -6
airGuard.CornerPush.VelOff = -5
down.CornerPush.VelOff = -5
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
getpower = 40
givepower = 15
envshake.time = 9
envshake.ampl = 3

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 11
ctrl = 0
anim = 600

[State 600, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,0

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 17,IfElse(var(45) > 0,2,0)
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7,7
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,0
guardsound = S300,0
ground.type = High
airguard.ctrltime = 2
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,0
air.velocity = -2,-2.2
getpower = 24
givepower = 15
yaccel = 0.35

[State 600, 5]
type = CtrlSet
trigger1 = Time >= 24
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 35
ctrl = 0
anim = 610

[State 610, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%4
channel = 0

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

[State 610, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 611
ID = 611
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 42,IfElse(var(45) > 0,4,0)
animtype = hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,1
guardsound = S300,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
airguard.ctrltime = 2
ground.velocity = -8,0
air.velocity = -3,-2.4
getpower = 20
givepower = 15
yaccel = 0.35
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time >= 31
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd= 50
ctrl = 0
anim = 620

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,8+random%3
channel = 0

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 64,IfElse(var(45) > 0,6,0)
guardFlag = HA
priority = 3, Hit
pauseTime = 10,10
guard.PauseTime = 8,8
hitSound = S200,2
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
animtype = Heavy
ground.type = High
ground.slideTime = 11
ground.hitTime = 11
ground.velocity = -5
guard.velocity = -7
air.velocity = -1.2,-5.4
airguard.velocity = -3,-1.4
down.velocity = -2.4,-2.5
ground.cornerPush.VelOff = -6
air.cornerPush.VelOff = -2.2
down.cornerPush.VelOff = -4.4
yaccel = .48
air.fall = 1
fall.recoverTime = 25
getpower = 30
givepower = 15
envshake.time = 9
envshake.ampl = 3

[State 620, 5]
type = CtrlSet
trigger1 = Time >= 28
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
poweradd= 10
ctrl = 0
anim = 630

[State 630, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,0

[State 630, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 18,IfElse(var(45) > 0,2,0)
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,0
guardsound = S300,0
ground.type = High
airguard.ctrltime = 2
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -5,0
air.velocity = -2.2,-2.4
getpower = 24
givepower = 15
yaccel = 0.35

[State 630, 5]
type = CtrlSet
trigger1 = Time >= 22
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
poweradd= 35
ctrl = 0
anim = 640

[State 640, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%4
channel = 0

[State 640, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

[State 640, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 611
ID = 641
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 42,IfElse(var(45) > 0,5,0)
animtype = hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,1
guardsound = S300,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
airguard.ctrltime = 2
ground.velocity = -8,0
air.velocity = -3,-2.4
getpower = 30
givepower = 15
yaccel = 0.35
envshake.time = 9
envshake.ampl = 2

[State 640, 5]
type = CtrlSet
trigger1 = Time >= 31
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
poweradd= 50
ctrl = 0
anim = 650

[State 650, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,8+random%3
channel = 0

[State 650, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 650, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 63,IfElse(var(45) > 0,6,0)
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 10,10
guard.pauseTime = 10,10
hitsound = S200,2
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -25))
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4.2
guard.velocity = -8.5
air.velocity = -8,10
airGuard.velocity = -4,-1.4
down.velocity = -6,-2.5
ground.cornerPush.VelOff = -5.2
air.cornerPush.VelOff = -4
down.cornerPush.VelOff = -7
yaccel = .48
air.fall = 1
fall.recoverTime = 27
getpower = 40
givepower = 36
envshake.time = 9
envshake.ampl = 3

[State 650, 5]
type = CtrlSet
trigger1 = Time >= 40
value = 1

[StateDef 700]
type = S
physics = N
movetype = I
anim = 700
ctrl = 0
velset = 0,0
sprpriority = -1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S40,3

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,14
Channel = 0

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,2

[State 700, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 6.5

[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 700, HitBy]
type = HitBy
trigger1 = time <= 22
value = SCA, NT,ST,HT

[State 700, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(5) > 0
value = 0

[State 700, AfterImage]
type = Afterimage
trigger1 = AnimElem = 6
time = 15
timega p= 1
framegap = 4
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
trans = add1

[State 700, Explod]
type = Explod
trigger1 = animtime = 0
anim = 99999
ID = 700
removetime = 5
supermovetime = 0
pausemovetime = 9999
removeongethit = 1
ignorehitpause = 1

[State 700, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 701]
type = S
physics = N
movetype = I
anim = 700
ctrl = 0
velset = 0,0
sprpriority = -1

[State 701, Turn]
type = Turn
trigger1 = time = 0

[State 701, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S40,3

[State 701, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,14
Channel = 0

[State 701, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,2

[State 701, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 701, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 6.5

[State 701, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 701, HitBy]
type = HitBy
trigger1 = time <= 22
value = SCA, NT,ST,HT

[State 701, Push]
type = PlayerPush
trigger1 = AnimElemTime(5) > 0
value = 0

[State 701, AfterImage]
type = Afterimage
trigger1 = AnimElem = 6
time = 15
timega p= 1
framegap = 4
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
trans = add1

[State 701, Explod]
type = Explod
trigger1 = animtime = 0
anim = 99999
ID = 700
removetime = 5
supermovetime = 0
pausemovetime = 9999
removeongethit = 1
ignorehitpause = 1

[State 701, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 750]
type = S
physics = S
movetype = I
anim = 750
ctrl = 0
velset = 0,0
sprpriority = -1

[State 750, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S410,3
channel = 0

[State 750, PosSet]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 750, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 750, HitBy]
type = HitBy
trigger1 = Time = 0
value = SCA, NT,ST,HT
time = 15

[State 750, AfterImage]
type = Afterimage
trigger1 = AnimElem = 1
time = 20
timegap = 1
framegap = 4
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
trans = add1

[State 750, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 3
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
hitsound = S800,2
p1facing = ifelse (command = "holdfwd", 1, -1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S800,1
Channel = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[StateDef 810]
type = S
moveType= A
physics = N
velSet = 0,0
anim = 810

[State 810, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, TargetBind]
type = TargetBind
trigger1 = Time <= 18
pos = 34, 0

[State 810, Width]
type = Width
trigger1 = 1
edge = 30,0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S800,0
Channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S200,9

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 9
helpertype = normal
stateno = 8052
ID = 8052
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = IfElse(var(45) > 0,-125,-100)

[State 810, TargetState]
type = TargetState
trigger1 = Time <= 29
value = 820
ignoreHitPause = 1
superMoveTime = 9999
pauseMoveTime = 9999

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 9
value = 821

[State 810, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[StateDef 820]
type = A
movetype = H
physics = N

[State 820, ChangeAnim2]
type = ChangeAnim2
trigger1 = 1
value = 820

[State 820, SelfState]
type = SelfState
trigger1 = Time >= 10
trigger1 = P2MoveType != A
value = 5035

;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[StateDef 821]
Type = A
MoveType= H
Physics = N
VelSet = -1.4,-6.2

[State 821, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30
ignorehitpause = 1
persistent = 1
supermovetime = 9999
pausemovetime = 9999

[State 821, ChangeAnim]
Type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 0
value = 5061

[State 821, ChangeAnim]
type = ChangeAnim
triggerAll =! SelfAnimExist(5061)
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 821, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 821, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 821, VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 821, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 850]
type = S
movetype = I
physics = S
anim = 850
velset = 0,0
ctrl = 0
sprpriority = 2
facep2 = 1
poweradd = 75

[State 850, ChangeAnim]
type = changeanim
value = 853
trigger1 = Time = 10

[State 850, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 850, Pause]
type = Pause
trigger1 = Time = 0
time = 20
movetime = 20

[State 850, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 850, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 850 PlaySnd]
type = playsnd
value = S850,0
trigger1 = !time

[State 850, Explod]
type = Explod
ID = 855
anim = 860
pos = 24,-67
sprpriority = 3
ownpal = 1
bindtime = -1
removetime = -2
scale = .5,.5
trigger1 = !time
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 850, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoStandGuard
flag3 = NoCrouchGuard

[State 850, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 851]
type = C
movetype = I
physics = C
anim = 851
velset = 0,0
ctrl = 0
sprpriority = 2
facep2 = 1
poweradd = 75

[State 851, ChangeAnim]
type = changeanim
value = 854
trigger1 = Time = 10

[State 851, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 851, Pause]
type = Pause
trigger1 = Time = 0
time = 20
movetime = 20

[State 851, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 851, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 851, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 16

[State 851 PlaySnd]
type = playsnd
value = S850,0
trigger1 = !time

[State 851, Explod]
type = Explod
ID = 855
anim = 860
pos = 20,-47
sprpriority = 3
ownpal = 1
bindtime = -1
removetime = -2
scale = .5,.5
trigger1 = !time
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 851, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoStandGuard
flag3 = NoCrouchGuard

[State 851, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[StateDef 852]
type = A
movetype = I
physics = N
anim = 852
velset = 0,0
ctrl = 0
sprpriority = 2
facep2 = 1
poweradd = 75

[State 852, ChangeAnim]
type = changeanim
value = 855
trigger1 = Time = 10

[State 852, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 852, Pause]
type = Pause
trigger1 = Time = 0
time = 20
movetime = 20

[State 852, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 852, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 852, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 16

[State 852 PlaySnd]
type = playsnd
value = S850,0
trigger1 = !time

[State 852, Explod]
type = Explod
ID = 855
anim = 860
pos = 24,-70
sprpriority = 3
ownpal = 1
bindtime = -1
removetime = -2
scale = .5,.5
trigger1 = !time
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 852, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoStandGuard
flag3 = NoCrouchGuard

[State 852, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 853

[StateDef 853]
type = A
physics = N
ctrl = 1
anim = 48

[State 853, Gravity]
type = Gravity
trigger1 = 1

[State 853, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

[StateDef 854]
type = A
physics = N
movetype = I
anim = IfElse(Root,StateType = C,857,IfElse(Root,StateType = A,856,858))
velset = 0,0
ctrl = 0

[State 854, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 854, BindToRoot]
type = BindToRoot
trigger1 = 1
time = -1

[State 854, ChangeAnim]
type = ChangeAnim
triggerall = !time
trigger1 = Root,Command = "down"
value = 857

[State 854, ChangeAnim]
type = ChangeAnim
triggerall = !time
trigger1 = Root,Command = "fwd"
value = ifelse((Root,Statetype = A),858,856)

[State 854, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 856 || Anim = 858
value = IfElse((Root,StateType = A),858,856)

[State 854, VarSet]
type = VarSet
trigger1 = time >= IfElse((Root,StateType = A),7,8)
trigger2 = facing != (Root,facing)
var(0) = 1

[State 854, VarSet]
type = varset
trigger1 = (Root,Command = "holdback")
trigger2 = time < 4 && (Root,Command = "holdfwd" + Root,Command = "holddown") > 1
trigger3 = time >= 4 && (Root,Command = "holdfwd" || Root,Command = "holddown")
trigger4 = time >= 1 && (((Anim = 856 || Anim = 858) && Root,Command = "fwd") || (Anim = 857 && Root,Command = "down"))
var(0) = 1

[State 854, disable]
type = ChangeAnim
trigger1 = var(0) = 1
value = 99999

[State 854, ReversalDef]
type = ReversalDef
trigger1= !var(0) && (Anim = 856 || Anim = 858)
reversal.attr = SCA,AA
p1stateno = 855
pausetime = 0,0
sparkno = -1
numhits = 0

[State 854, ReversalDef]
type = ReversalDef
trigger1 = !var(0) && Anim = 857
reversal.attr = SC,AA
p1stateno = 855
pausetime = 0,0
sparkno = -1
numhits = 0

[State 854, ReversalDef]
type = ReversalDef
trigger1 = var(0) = 1
reversal.attr =
pausetime = 0,0
sparkno = -1
numhits = 0

[State 854, DestroySelf]
type = DestroySelf
trigger1 = time >= 18
trigger2 = (Root,MoveType != I)
trigger3 = !(Root,Ctrl) && (Root,StateNo != [850,852])
trigger4 = (Root,StateNo = [850,852]) && (Root,time <= 1)

[StateDef 855]
movetype = I
ctrl = 0

[State 855, VarSet]
type = varset
trigger1 = 1
var(0) = 1

[State 855, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo = [850,852]
trigger2 = time >= 2

[StateDef 900]
type = S
physics = S
movetype = I
anim = 900
velset = 0,0
ctrl = 0

[State 900, PowerAdd]
type = PowerAdd
triggerall = power < const(data.power) && power < powermax
trigger1 = (command = "hold_b" && command = "hold_y")
value = 2 + ifelse(time < 60, 0, (time-60)/12)

[State 900, PlaySnd]
type = PlaySnd
trigger1= !time
value = S410,19
channel = 0

[State 900, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 75+ceil(sin(time/6.0*pi)*75), 25+ceil(sin(time/6.0*pi)*25), 0

[State 900, Helper]
type = Helper
trigger1 = !NumHelper(902)
helpertype = normal
stateno = 902
ID = 902
name ="Power_Charge"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 900, Helper]
type = Helper
trigger1 = !numhelper(903)
helpertype = normal
stateno = 903
ID = 903
name="Particles"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 900, ChangeState]
type = ChangeState
trigger1 = power >= const(data.power) || power >= powermax || roundstate != 2
trigger2 = (command != "hold_b" || command != "hold_y")
value = 901
ctrl = 1

[StateDef 901]
type = S
physics = S
movetype = I
anim = 901
velset = 0,0
ctrl = 1

[State 901, StopSnd]
type = StopSnd
trigger1 = !time
channel = 0

[State 901, PlaySnd]
type = PlaySnd
trigger1 = !time && power >= const(data.power)
value = S410,32
channel = 0

[State 901, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 902]
type = A
physics = N
movetype = I
anim = 99999
ctrl = 0
velset = 0,0

[State 902, BindtoRoot]
type = BindtoRoot
trigger1 = (root,stateno = 900)
pos = 4,0

[State 902, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S100,14
Channel = 1

[State 902, Explod]
type = Explod
trigger1 = !numexplod(902)
ID = 902
anim = 902
sprpriority = 3
postype = p1
bindtime = -1
removetime = -1
scale = .5,.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 902, Explod]
type = Explod
trigger1 = !(time%6)
anim = 904
sprpriority = -3
postype = p1
pos = 0,-ceil(pos y)
scale = .5,.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 902, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(902) && root,power < 3000
ID = 902
scale = .5, .1 + .4*(root,power/3000.0)

[State 902, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(902) && root,power >= 3000
ID = 902
scale = .5, .5

[State 902, PlaySnd]
type = Stopsnd
trigger1 = Root,StateNo != 900
channel = 1

[State 902, RemoveExplod]
type = RemoveExplod
trigger1 = Root,StateNo != 900

[State 902, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 900

[StateDef 903]
type = A
physics = N
movetype = I
anim = 99999
ctrl = 0
velset = 0,0

[State 903, BindtoRoot]
type = BindtoRoot
trigger1 = !(time%8)
pos = ceil(-153+(random/3.125)),ceil(82-(random/3.125))

[State 903, Explod]
type = Explod
trigger1 = (time%8) = 1
anim = 903
sprpriority = ifelse(random < 750,5,-1)
postype = p1
vel = ((rootdist x-7)/32.0), ((rootdist y-78)/32.0)
scale = ifelse(random < 500,.5,-.5), ifelse(random < 500,.5,-.5)
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 903, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Stateno != 900

[State 903, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 900

[StateDef 950]
Type = S
MoveType = A
Physics = N
VelSet = 0,0
Anim = 950
ctrl = 0

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S410,1
Channel = 0

[State 950, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = IfElse(Var(45) > 0,0,-1000)

[State 950, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 0,0
p2defmul = 1
poweradd = 0
darken = 0
unhittable = 1

[State 950, Helper]
type = Helper
trigger1 = Time = 0
Helpertype = normal
StateNo = 951
ID = 951
name = "Guard_Counter"
postype = p1
pos = ceil(5 * const(size.xscale)), ceil(-53 * const(size.yscale))
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 950, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 953
ID = 953
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,9

[State 950, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,3

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S100,10

[State 950, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[state 950, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 950, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S,SA
animtype = Hard
damage = 100
hitflag = MAF
guardflag =
priority = 4, Hit
pausetime = 10,10
guard.pausetime = 10,10
hitsound = S200,5
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
ground.type = High
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -10,-6
air.velocity = -10,-6
down.velocity = -4,-2
yaccel = .54
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3
envshake.freq = 90
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 950, Helper]
type = Helper
trigger1 = AnimElemTime(2) > 0
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 950, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 951]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 951, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 951, Explod]
type = Explod
trigger1 = Time = 0
Anim = 951
ID = 951
sprpriority = 3
postype = p1
removetime = 16
supermovetime = -1
ownpal = 1

[State 951, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(951)
ID = 951
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 951, Explod]
type = Explod
trigger1 = time = 0
anim = 952
ID = 952
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
supermovetime = -1
ownpal = 1

[State 951, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 1000]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
sprpriority = 2
velset = 0,0
Poweradd = 75

[State 1000, VelMul]
type = Velmul
trigger1 = time > 0
x = 0.90

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 75,8
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = low
air.type = trip
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-10)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = -7.85
air.velocity = -0.5,-4
down.velocity = -3 ,-3.5
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 47
getpower = 80
ground.cornerpush.veloff = -11.5
air.cornerpush.veloff = -11.5
guard.cornerpush.veloff  = -12
airguard.cornerpush.veloff= -12
envshake.time = 10
envshake.ampl = 3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,1
Channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,10

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1001
ID = 1001
sprpriority = 5
ownpal = 1
Ignorehitpause = 0
removeongethit = 1

[State 1000, ChangeState]
type = ChangeState
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(14) < 0
trigger2 = movehit
trigger2 = animelemtime(8) >= 0
trigger2 = animelemtime(14) < 0
value = 1030
ctrl = 0

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

[StateDef 1010]
type = S
movetype = A
physics = N
anim = 1010
ctrl = 0
sprpriority = 2
velset = 0,0
Poweradd = 75

[State 1010, VelMul]
type = Velmul
trigger1 = time > 0
x = 0.90

[State 1010, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 75,8
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = low
air.type = trip
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-70)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = -7.85
air.velocity = -0.5,-4
down.velocity = -3 ,-3.5
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 47
getpower = 80
ground.cornerpush.veloff = -11.5
air.cornerpush.veloff = -11.5
guard.cornerpush.veloff  = -12
airguard.cornerpush.veloff= -12
envshake.time = 10
envshake.ampl = 3

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,1
Channel = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,9

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,10

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1011
ID = 1011
Postype = P1
pos = 60,0
sprpriority = 5
ownpal = 1
Ignorehitpause = 0
removeongethit = 1

[State 1010, ChangeState]
type = ChangeState
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(14) < 0
trigger2 = movehit
trigger2 = animelemtime(8) >= 0
trigger2 = animelemtime(14) < 0
value = 1030
ctrl = 0

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

[StateDef 1020]
type = S
movetype = A
physics = N
anim = 1020
ctrl = 0
sprpriority = 2
velset = 0,0
Poweradd = 75

[State 1020, VelMul]
type = Velmul
trigger1 = time > 0
x = 0.90

[State 1020, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 80,10
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 10,12
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-70)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 20
ground.hittime = 20
airguard.ctrltime = 20
ground.velocity = -2.4,-9.5
air.velocity = -2.4,-9.5
down.velocity = -3 ,-3.5
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 1
air.fall = 1
fall.recover = 0
getpower = 80
ground.cornerpush.veloff = -1
air.cornerpush.veloff = -1
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff= -13
envshake.time = 10
envshake.ampl = 3

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,1
Channel = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,9

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,10

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1011
ID = 1021
Postype = P1
pos = 60,0
sprpriority = 5
ownpal = 1
Ignorehitpause = 0
removeongethit = 1

[State 1020, ChangeState]
type = ChangeState
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = animelemtime(10) >= 0
trigger1 = animelemtime(14) < 0
trigger2 = movehit
trigger2 = animelemtime(8) >= 0
trigger2 = animelemtime(14) < 0
value = 1030
ctrl = 0

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1030]
type = S
movetype = A
physics = N
VelSet = 0,0
Ctrl = 0
Poweradd = 50
Anim = 1030

[State 1030, VelMul]
type = Velmul
trigger1 = time > 0
x = 0.90

[State 1030, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
x = 5

[State 1030, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 40,8
guardflag = M
hitflag = MAF
priority = 4,hit
animtype = up
ground.type = High
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-80)))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = 0,-11
air.velocity = 0,-11
down.velocity = -3 ,-3.5
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 1
air.fall = 1
fall.recover = 0
getpower = 60
envshake.time = 10
envshake.ampl = 3

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,2+Random%2
Channel = 0

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,10

[State 1030, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1040]
type = S
movetype = A
physics = N
anim = 1040
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1040, VarSet]
type = VarSet
triggerall = NumTarget
triggerall = MoveHit && !MoveReversed  && !EnemyNear,MoveReversed
trigger1 = Target,IsHelper = 0
var(0) = Target,ID
ignorehitpause = 1

[State 1040, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1040, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1040, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(-5 * const(size.xscale)), ceil(-45 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1040, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = IfElse(Var(45) > 0,0,-500)

[State 1040, VelMul]
type = Velmul
trigger1 = time > 0
x = 0.90

[State 1040, NotHitBy]
type = NotHitBy
trigger1 = time <= 10
value = SCA

[State 1040, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 0,1
guardflag = M
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = low
pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-10
hitsound = -1
guardsound = S300,0
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = -7.85
air.velocity = -0.5,-6
down.velocity = -3 ,-3.5
fall.yvelocity = -1
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 0
air.fall = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.85
airguard.cornerpush.veloff= -7.85
ID = 1040
numhits = 0
snap = 120,0
getpower = 0,0

[State 1040 PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,8+random%2
Channel = 0

[State 1040 PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,11

[State 1040 PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,9

[State 1040 PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 25
value = S100,10

[State 1040, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1001
ID = 1041
sprpriority = 5
ownpal = 1

[State 1040, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - -10)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1040, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit && !MoveReversed  && !EnemyNear,MoveReversed
trigger1 = Target,IsHelper = 0
value = 1043
ignorehitpause = 1

[State 1040, ChangeState]
type = ChangeState
triggerall = NumTarget
triggerall = MoveHit && !MoveReversed  && !EnemyNear,MoveReversed
trigger1 = Target,IsHelper = 0
value = 1041
ignorehitpause = 1

[State 1040, ChangeSTate]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 1041]
type = S
movetype = A
Physics = N
ctrl = 0
velset = 0,0
Anim = 1041

[State 1041, VarSet]
type = VarSet
trigger1 = time = 0 && !var(0)
var(0) = IfElse(teamside = 1,33,32)

[State 1041, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 1041, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1041, ScreenBound]
type = ScreenBound
trigger1 = AnimElemTime(18) <= 0
time = 1
value = 0
ignorehitpause = 1

[State 1041, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S100,10

[State 1041, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 120,0

[State 1041, Helper]
type = Helper
trigger1 = Animelem = 16
name = "EX_Draw"
ID = 1042
stateno = 1042

[State 1041, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 1042]
type = A
movetype= A
physics = N
ctrl = 0
anim = 1042

[State 1042, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 1042, PosSet]
type = PosSet
trigger1 = time = 0
x = PlayerID(root,var(0)),pos x
y = 0

[State 1042, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 70)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1042, HitDef]
type = HitDef
trigger1 = 1
attr = S, SA
damage = ceil(120*(root,fvar(1)*root,fvar(2)))
animtype = hard
guardflag = -1
hitflag = MAFD+
priority = 7, hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -70
hitsound = S200,4
ground.velocity = 0,-12
yaccel = 0.50
fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 1044
envshake.time = 10
envshake.ampl = 3

[State 1042, DestroySelf]
type = DestroySelf
trigger1 = time >= 10

[StateDef 1043]
type = U
movetype = H
physics = U
velset = 0,0

[State 1043, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5010
ignorehitpause = 1

[State 1043, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 1043, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT

[state 1043, SelfState]
type = SelfState
trigger1 = time >= 100
value = 5001

[StateDef 1044]
type = A
movetype = H
physics = N
velset = 0,0

[State 1044, ChangeAnim]
type = ChangeAnim
trigger1 = time < 10
value = 5010

[State 1044, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5051)
trigger1 = time = 10
value = 5051

[State 1044, ChangeAnim]
type = ChangeAnim
triggerall = !SelfAnimExist(5051)
trigger1 = time = 10
value = 5050

[State 1044, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
triggerall = SelfAnimExist(5051)
trigger1 = Vel Y >= -2
trigger1 = time > 11
value = 5061
persistent = 0

[State 1044, ChangeAnim]
type = ChangeAnim
triggerall = Vel Y >= 1
trigger1 = !SelfAnimExist(5061)
trigger1 = SelfAnimExist(5060)
trigger1 = time > 11
value = 5060
persistent = 0

[State 1040, VelSet]
type = VelSet
trigger1 = time =10
y = -12
x = 0

[State 1040, NotHitBy]
type = NotHitBy
trigger1 = time <= 30
value = SCA
time = 1
ignorehitpause =1

[State 1040, VelAdd]
type = VelAdd
trigger1 = time > 10
y = 0.75

[state 1040, SelfState]
type = SelfState
trigger1 = pos y >= -20 && vel y > 0
value = 5100

[StateDef 1100]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1100
SprPriority = 2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S100,10

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,30
channel = 0

[State 1100, Helper]
type = Helper
trigger1 = AnimElem = 6
StateNo = 1101
ID = 1101
Name = "Air_Blast"
postype = P1
pos = 20,0
ownpal = 1
sprpriority = 5

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1101]
Type = A
MoveType = A
Physics = N
Anim = 1101
SprPriority = 5

[State 1101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 7, < 0
x = 8

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1101, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
Anim = 1102
ID = 1102
postype = P1
pos = 30,-5
ownpal = 1
SprPriority = 3
IgnoreHitPause = 1

[State 1101, HitDef]
type = HitDef
triggerall = IsHelper(1101)
trigger1 =! MoveContact
trigger1 =! MoveReversed
trigger1 = Time >= 1
attr = S, SP
damage = ceil(62*(root,fvar(1)*root,fvar(2))),8
animtype  = Hard
hitflag = MAF
guardflag = MA
priority  = 4,Dodge
pausetime = 1,10
guard.pausetime = 1,10
hitsound = S200,5
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
ground.slidetime = 16
ground.hittime  = 16
airguard.ctrltime = 7
ground.velocity = -0.5,-3.4
guard.velocity = -8.5
air.velocity = -0.5,-3.4
airguard.velocity = -3,-1
down.velocity = -3,-2
sprpriority = 5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 30
getpower = 30

[State 1101, HitDef]
type = HitDef
triggerall = IsHelper(1140)
trigger1 =! MoveContact
trigger1 =! MoveReversed
trigger1 = Time >= 1
attr = S, SP
damage = ceil(42*(root,fvar(1)*root,fvar(2))),8
animtype  = Hard
hitflag = MAF
guardflag = MA
priority  = 4,Dodge
pausetime = 1,10
guard.pausetime = 1,10
hitsound = S200,5
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
ground.slidetime = 16
ground.hittime  = 16
airguard.ctrltime = 7
ground.velocity = -0.5,-4.4
guard.velocity = -8.5
air.velocity = -0.5,-4.4
airguard.velocity = -3,-1
down.velocity = -3,-2
sprpriority = 5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0

[State 1101, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1101, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1101, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

[StateDef 1110]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1110
SprPriority = 2

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S100,10

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,30
channel = 0

[State 1110, Helper]
type = Helper
trigger1 = AnimElem = 6
StateNo = 1111
ID = 1111
Name = "Air_Blast"
postype = P1
pos = 20,0
ownpal = 1
sprpriority = 5

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1111]
Type = A
MoveType = A
Physics = N
Anim = 1111
SprPriority = 5

[State 1111, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1111, VelSet]
type = VelSet
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 7, < 0
x = 11

[State 1111, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1111, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
Anim = 1102
ID = 1102
postype = P1
pos = 30,-5
ownpal = 1
SprPriority = 3
IgnoreHitPause = 1

[State 1111, HitDef]
type = HitDef
triggerall = IsHelper(1111)
trigger1 =! MoveContact
trigger1 =! MoveReversed
trigger1 = Time >= 1
attr = S, SP
damage = ceil(62*(root,fvar(1)*root,fvar(2))),8
animtype  = Hard
hitflag = MAF
guardflag = MA
priority  = 4,Dodge
pausetime = 1,10
guard.pausetime = 1,10
hitsound = S200,5
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
ground.slidetime = 16
ground.hittime  = 16
airguard.ctrltime = 7
ground.velocity = -0.5,-3.4
guard.velocity = -8.5
air.velocity = -0.5,-3.4
airguard.velocity = -3,-1
down.velocity = -3,-2
sprpriority = 5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 30
getpower = 30

[State 1111, HitDef]
type = HitDef
triggerall = IsHelper(1141)
trigger1 =! MoveContact
trigger1 =! MoveReversed
trigger1 = Time >= 1
attr = S, SP
damage = ceil(42*(root,fvar(1)*root,fvar(2))),8
animtype  = Hard
hitflag = MAF
guardflag = MA
priority  = 4,Dodge
pausetime = 1,10
guard.pausetime = 1,10
hitsound = S200,5
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
ground.slidetime = 16
ground.hittime  = 16
airguard.ctrltime = 7
ground.velocity = -0.5,-3.4
guard.velocity = -8.5
air.velocity = -0.5,-3.4
airguard.velocity = -3,-1
down.velocity = -3,-2
sprpriority = 5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0

[State 1111, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1111, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1111, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

[StateDef 1120]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1120
SprPriority = 2

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,0

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S100,10

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,30
channel = 0

[State 1120, Helper]
type = Helper
trigger1 = AnimElem = 6
StateNo = 1121
ID = 1121
Name = "Air_Blast"
postype = P1
pos = 20,0
ownpal = 1
sprpriority = 5

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1121]
Type = A
MoveType = A
Physics = N
Anim = 1121
SprPriority = 5

[State 1121, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1121, VelSet]
type = VelSet
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 7, < 0
x = 7
y = -4

[State 1121, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0
y = 0

[State 1121, Explod]
type = Explod
trigger1 = AnimElem = 3
Anim = 1102
ID = 1102
postype = P1
pos = 30,8
ownpal = 1
SprPriority = 3
IgnoreHitPause = 1

[State 1121, HitDef]
type = HitDef
trigger1 =! MoveContact
trigger1 =! MoveReversed
trigger1 = Time >= 3
attr = S, SP
damage = ceil(62*(root,fvar(1)*root,fvar(2))),8
animtype  = Hard
hitflag = MAF
guardflag = MA
priority  = 4,Dodge
pausetime = 1,10
guard.pausetime = 1,10
hitsound = S200,5
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
ground.slidetime = 16
ground.hittime  = 16
airguard.ctrltime = 7
ground.velocity = -1.4,-8.2
guard.velocity = -8.5
air.velocity = -1.4,-8.2
airguard.velocity = -3,-1
down.velocity = -2.8,-2
sprpriority = 5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 30
getpower = 30

[State 1121, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 70)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1121, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1121, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

[StateDef 1130]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1100
SprPriority = 2

[State 1130, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 1130, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1130, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(-5 * const(size.xscale)), ceil(-45 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1130, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,11

[State 1130, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -500

[State 1130, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,0

[State 1130, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S100,10

[State 1130, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,31
channel = 0

[State 1130, Helper]
type = Helper
trigger1 = AnimElem = 6
StateNo = 1131
ID = 1131
Name = "Air_Blast"
postype = P1
pos = 20,0
ownpal = 1
sprpriority = 5

[State 1130, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1131]
Type = A
MoveType = A
Physics = N
Anim = 1131
SprPriority = 5

[State 1131, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1131, VelSet]
type = VelSet
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 7, < 0
x = 12.5

[State 1131, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.18,1.35

[State 1131, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1131, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1131, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
Anim = 1102
ID = 1102
postype = P1
pos = 30,-5
ownpal = 1
SprPriority = 3
IgnoreHitPause = 1

[State 1131, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S, SP
damage = ceil(32*(root,fvar(1)*root,fvar(2))),3
animtype  = Hard
hitflag = MAF
guardflag = MA
priority  = 4,Dodge
pausetime = 1,8
guard.pausetime = 1,8
hitsound = S200,5
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
ground.slidetime = 16
ground.hittime  = 16
airguard.ctrltime = 7
ground.velocity = -8.5
guard.velocity = -8.5
air.velocity = -1.5,-8
airguard.velocity = -3,-1
down.velocity = -3,-2
sprpriority = 5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 30
getpower = 0

[State 1131, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1131, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1131, DestroySelf]
Type = DestroySelf
Trigger1 = AnimTime = 0

[StateDef 1140]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1140
SprPriority = 2

[State 1140, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 1140, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1140, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1140, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(-5 * const(size.xscale)), ceil(-45 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1140, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,11

[State 1140, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
value = S100,9

[State 1140, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S400,5
channel = 0

[State 1140, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S400,6
channel = 0

[State 1140, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 23
value = S100,0

[State 1140, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 23
value = S410,15
channel = 0

[State 1140, Helper]
type = Helper
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
StateNo = 1101
ID = 1140
Name = "Air_Blast"
postype = P1
pos = 20,0
ownpal = 1
sprpriority = 5

[State 1140, Helper]
type = Helper
trigger1 = AnimElem = 23
StateNo = 1111
ID = 1141
Name = "Air_Blast"
postype = P1
pos = 20,0
ownpal = 1
sprpriority = 5

[State 1140, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1200]
type = S
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1200
sprpriority = 2

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S400,4
Channel = 0

[State 1200, HitBy]
type = HitBy
trigger1 = AnimElem = 3
value = ,NT,ST,HT

[State 1200, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1202
ID = 1202
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removetime = -2
removeongethit = 1
ignorehitpause = 0

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SA, NA, SA, HA
pausetime = 10,40
attr = S, SA
sparkno = -1
hitsound = S100,13
sprpriority = -1
p1stateno = 1201
getpower = 90

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1201]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1201

[State 1201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,15+Random%4
Channel = 0

[State 1201, Explod]
type = Explod
trigger1 = AnimElem = 6
Anim = 1204
ID = 1204
postype = Back
pos = 0,32+Ceil(ScreenPos Y)
ownpal = 1
bindtime = -1
removeongethit = 1
sprpriority = -5
ignorehitpause = 1
persistent = 0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,9

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = Animtime = 0
value = S100,10

[State 1201, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1203
ID = 1203
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 1201, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 110, 10
animtype = hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,5
guardsound = S300,0
ground.type = Hard
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-2
guard.velocity = -8
air.velocity = -8,-2
airguard.ctrltime = 2
fall = 1
fall.recover = 0
getpower = 30
givepower = 15
envshake.time = 10
envshake.ampl = 3
yaccel = 0.35

[State 1201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1210]
type = S
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1210
sprpriority = 2

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S400,4
Channel = 0

[State 1210, HitBy]
type = HitBy
trigger1 = AnimElem = 3
value = ,NT,ST,HT

[State 1210, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1202
ID = 1202
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removetime = -2
removeongethit = 1
ignorehitpause = 0

[State 1210, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SA, NA, SA, HA
pausetime = 10,40
attr = S, SA
sparkno = -1
hitsound = S100,13
sprpriority = -1
p1stateno = 1201
getpower = 90

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1220]
type = S
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1220
sprpriority = 2

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S400,4
Channel = 0

[State 1220, HitBy]
type = HitBy
trigger1 = AnimElem = 3
value = ,NT,ST,HT

[State 1220, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1202
ID = 1202
pos = 60,32
postype = p1
sprpriority = 4
bindtime = -1
facing = -1
ownpal = 1
removetime = -2
removeongethit = 1
ignorehitpause = 0

[State 1220, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SC, NA, SA, HA
pausetime = 10,40
attr = S, SA
sparkno = -1
hitsound = S100,13
sprpriority = -1
p1stateno = 1221
getpower = 90

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1221]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1221

[State 1221, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,15+Random%4
Channel = 0

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,9

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = Animtime = 0
value = S100,10

[State 1221, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1203
ID = 1203
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 1221, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 110, 10
animtype = hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,5
guardsound = S300,0
ground.type = Hard
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-2
guard.velocity = -8
air.velocity = -8,-2
airguard.ctrltime = 2
fall = 1
fall.recover = 0
getpower = 30
givepower = 15
envshake.time = 10
envshake.ampl = 3
yaccel = 0.35

[State 1221, Explod]
type = Explod
trigger1 = AnimElem = 5
Anim = 1204
ID = 1204
postype = Back
pos = 0,32+Ceil(ScreenPos Y)
ownpal = 1
bindtime = -1
removeongetHit = 1
sprpriority = -5
ignorehitpause = 1
persistent = 0

[State 1221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1230]
type = S
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1230
sprpriority = 2

[State 1230, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 4

[State 1230, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1230, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1230, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-55 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1230, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = IfElse(Var(45) > 0,0,-500)

[State 1230 PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,11

[State 1230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S400,4
Channel = 0

[State 1230, HitBy]
type = HitBy
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
value = ,NT,ST,HT

[State 1230, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1202
ID = 1202
pos = 60,32
postype = p1
sprpriority = 4
bindtime = -1
facing = -1
ownpal = 1
removetime = -2
removeongethit = 1
ignorehitpause = 0

[State 1230, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
reversal.attr = SCA, NA, SA, HA
pausetime = 10,40
attr = S, SA
sparkno = -1
hitsound = S100,13
sprpriority = -1
p1stateno = 1231
getpower = 0

[State 1230, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1231]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1221

[State 1231, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1231, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,15+Random%4
Channel = 0

[State 1231, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,9

[State 1231, PlaySnd]
type = PlaySnd
trigger1 = Animtime = 0
value = S100,10

[State 1231, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1203
ID = 1203
pos = 0,0
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 1231, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 110, 10
animtype = hard
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,5
guardsound = S300,0
ground.type = Hard
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-2
guard.velocity = -8
air.velocity = -8,-2
airguard.ctrltime = 2
fall = 1
fall.recover = 0
getpower = 0
givepower = 15
envshake.time = 10
envshake.ampl = 3
yaccel = 0.35
p2stateno = 3002

[State 1231, Explod]
type = Explod
trigger1 = AnimElem = 5
Anim = 1204
ID = 1204
postype = Back
pos = 0,32+Ceil(ScreenPos Y)
ownpal = 1
bindtime = -1
removeongetHit = 1
sprpriority = -5
ignorehitpause = 1
persistent = 0

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1300]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1300
SprPriority = 2

[State 1300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1300, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
Physics = N

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,2

[State 1300, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 8010
ID = 8010
name = "Jump Dust"
postype = p1
ownpal = 1

[State 1300, VelSet]
Type = VelSet
trigger1 = Time = 3
x = 2.5
y = -10

[State 1300, VelSet]
Type = VelSet
Trigger1 = Pos Y <= -80
X = 3.2
Y = 0

[State 1300, ChangeState]
Type = ChangeState
triggerall = !(NumHelper(1303) || NumHelper(1331))
triggerall = Time = [16,39]
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
value = 1301

[State 1300, ChangeState]
type = ChangeState
trigger1 = Time = 40
value = 1302

[StateDef 1301]
Type = A
MoveType = I
Physics = N
Juggle  = 0
Ctrl = 0
VelSet = 0,0
Anim = 1301
SprPriority = 2

[State 1301, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,26+Random%2
channel = 0

[State 1301, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3.2
y = 0

[State 1301, Helper]
Type = Helper
trigger1 = AnimElem = 2
StateNo = 1303
ID = 1303
Name = "Molotov"
postype = P1
pos = 2,-38
ownpal = 1
scale = 1,1
sprpriority = 4
BindTime = 1
IgnoreHitPause = 0
Persistent = 0

[State 1301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1302

[StateDef 1302]
Type = A
MoveType = I
Physics = N
Ctrl = 0
VelSet = 0,0
Anim = 1302
SprPriority = 2

[State 1302, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3
y = -2.5

[State 1302, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.5

[State 1302, Turn]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = AnimElem = 4

[State 1302, Turn]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = AnimElem = 22

[State 1302, ChangeState]
Type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
Value = 52

[StateDef 1303]
Type = A
Physics = N
SprPriority = 4
Anim = 193

[State 1303, VelSet]
type = VelSet
trigger1 = Time = 0
y = -1.6

[State 1303, VelAdd]
type = VelAdd
trigger1 = Time >= 1
y = .3

[State 1303, Explod]
type = Explod
trigger1 = Time = 0
anim = 192
ID = 192
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 5
ignorehitpause = 0
bindtime = -1
removetime = -1

[State 1303, ModifyExplod]
Type = ModifyExplod
trigger1 = Time > 1
trigger1 = Pos Y >= 0
ID = 192
IgnoreHitPause = 0
RemoveTime = 1

[State 1303, ChangeState]
type = ChangeState
trigger1 = Time > 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1304
IgnoreHitPause = 0

[StateDef 1304]
Type = A
MoveType = A
Physics = N
SprPriority = 4
Anim = 1303
VelSet = 0,0

[State 1304, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100,22

[State 1304, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100,23

[State 1304, HitDef]
Type = HitDef
Trigger1 = Time >= 1
trigger1 = !MoveContact
Attr = A, SP
Damage = ceil(60*(root,fvar(1)*root,fvar(2))),6
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 3,Hit
PauseTime = 2,6
Guard.PauseTime = 2,6
HitSound = S200,2
GuardSound = S300,0
SparkXY = 20,20
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = Low
Air.Type = Low
SprPriority = 4
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -2.6,-5.4
Guard.Velocity = -3.5
Air.Velocity = -2.6,-5.8
AirGuard.Velocity = -3,-1.4
Down.Velocity = -5.2,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Fall = 1
Fall.RecoverTime = 18
GetPower = 30,30
GivePower = 15,15
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time = 10
envshake.ampl = 3

[State 1304, Helper]
type = Helper
trigger1 = AnimElemTime(2) > 0
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1304, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 20)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1304, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 20)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1304, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1304]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1310]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1300
SprPriority = 2

[State 1310, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,2

[State 1310, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 1310, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
Physics = N

[State 1310, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 8010
ID = 8010
name = "Jump Dust"
postype = p1
ownpal = 1

[State 1310, VelSet]
Type = VelSet
trigger1 = Time = 3
x = 2.5
y = -10

[State 1310, VelSet]
Type = VelSet
Trigger1 = Pos Y <= -80
X = 4.8
Y = 0

[State 1310, ChangeState]
Type = ChangeState
triggerall = !(NumHelper(1303) || NumHelper(1331))
triggerall = Time = [20,39]
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
value = 1301

[State 1310, ChangeState]
type = ChangeState
trigger1 = Time = 40
value = 1302

[StateDef 1320]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1300
SprPriority = 2

[State 1320, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,2

[State 1320, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 1320, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 8010
ID = 8010
name = "Jump Dust"
postype = p1
ownpal = 1

[State 1320, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
Physics = N

[State 1320, VelSet]
Type = VelSet
trigger1 = Time = 3
x = 2.5
y = -10

[State 1320, VelSet]
Type = VelSet
Trigger1 = Pos Y <= -80
X = 6.4
Y = 0

[State 1320, ChangeState]
Type = ChangeState
triggerall = !(NumHelper(1303) || NumHelper(1331))
triggerall = Time = [20,39]
trigger1 = Command = "a"
trigger2 = Command = "b"
trigger3 = Command = "c"
value = 1301

[State 1320, ChangeState]
type = ChangeState
trigger1 = Time = 40
value = 1302

[StateDef 1330]
Type = S
MoveType = I
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1330
SprPriority = 2

[State 1330, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1330, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 12

[State 1330, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A
Physics = N

[State 1330, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1330, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1330, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(-5 * const(size.xscale)), ceil(-55 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1330, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,11

[State 1330, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = IfElse(Var(45) > 0,0,-500)

[State 1330, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,28
Channel = 0

[State 1330, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 8010
ID = 8010
name = "Jump Dust"
postype = p1
ownpal = 1

[State 1330, Helper]
Type = Helper
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
trigger3 = AnimElem = 13
trigger4 = AnimElem = 16
StateNo = 1331
ID = 1331
Name = "Molotov"
postype = P1
pos = 2,-38
ownpal = 1
scale = 1,1
sprpriority = 4
BindTime = 1
IgnoreHitPause = 0

[State 1330, VelSet]
Type = VelSet
trigger1 = Time = 3
x = 2.5
y = -10

[State 1330, VelSet]
Type = VelSet
Trigger1 = Pos Y <= -80
X = 4.8
Y = 0

[State 1330, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1302

[StateDef 1331]
Type = A
Physics = N
SprPriority = 4
Anim = 193

[State 1331, VelSet]
type = VelSet
trigger1 = Time = 0
y = -1.6

[State 1331, VelAdd]
type = VelAdd
trigger1 = Time >= 1
y = .3

[State 1331, Explod]
type = Explod
trigger1 = Time = 0
anim = 192
ID = 192
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 5
ignorehitpause = 0
bindtime = -1
removetime = -1

[State 1331, ModifyExplod]
Type = ModifyExplod
trigger1 = Time > 1
trigger1 = Pos Y >= 0
ID = 192
IgnoreHitPause = 0
RemoveTime = 1

[State 1331, ChangeState]
type = ChangeState
trigger1 = Time > 1
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1332
IgnoreHitPause = 0

[StateDef 1332]
Type = A
MoveType = A
Physics = N
SprPriority = 4
Anim = 1303
VelSet = 0,0

[State 1332, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100,22

[State 1332, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100,23

[State 1332, HitDef]
Type = HitDef
Trigger1 = Time >= 1
trigger1 = !MoveContact
Attr = A, SP
Damage = ceil(40*(root,fvar(1)*root,fvar(2))),6
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 3,Hit
PauseTime = 2,6
Guard.PauseTime = 2,6
HitSound = S200,2
GuardSound = S300,0
SparkXY = 20,20
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = Low
Air.Type = Low
SprPriority = 4
Ground.SlideTime = 11
Ground.HitTime  = 11
Ground.Velocity = -4.1,-3.4
Guard.Velocity = -3.5
Air.Velocity = -4.1,-3.8
AirGuard.Velocity = -3,-1.4
Down.Velocity = -5.2,-2.5
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
Fall = 1
Fall.RecoverTime = 18
GetPower = 0,0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time = 10
envshake.ampl = 3

[State 1332, Helper]
type = Helper
trigger1 = AnimElemTime(2) > 0
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1332, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 20)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1332, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 20)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1332, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1332]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1350]
Type = A
MoveType = I
Physics = N
Ctrl = 0
VelSet = 0,0
Anim = 1350
SprPriority = 2

[State 1350, PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 14, < 0
value = 0

[State 1350, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,26+Random%2
Channel = 0

[State 1350, Helper]
Type = Helper
trigger1 = AnimElem = 7
StateNo = 1303
ID = 1303
Name = "Molotov"
postype = P1
pos = 2,-38
ownpal = 1
scale = 1,1
sprpriority = 4
BindTime = 1
IgnoreHitPause = 0
Persistent = 0

[State 1350, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2.5

[State 1350, Turn]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = AnimElem = 14

[State 1350, VelSet]
type = VelSet
trigger1 = AnimElem = 14
y = -2.5

[State 1350, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 14
Physics = A

[StateDef 1360]
Type = A
MoveType = I
Physics = N
Ctrl = 0
VelSet = 0,0
Anim = 1360
SprPriority = 2

[State 1360, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1360, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1360, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(5 * const(size.xscale)), ceil(-55 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1360, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,11

[State 1360, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = IfElse(Var(45) > 0,0,-500)

[State 1360, PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 22, < 0
value = 0

[State 1360, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,28
Channel = 0

[State 1360, Helper]
Type = Helper
trigger1 = AnimElem = 6
trigger2 = AnimElem = 9
trigger3 = AnimElem = 12
trigger4 = AnimElem = 15
StateNo = 1331
ID = 1331
Name = "Molotov"
postype = P1
pos = 2,-38
ownpal = 1
scale = 1,1
sprpriority = 4
BindTime = 1
IgnoreHitPause = 0

[State 1360, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2.5

[State 1360, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(21) < 0
x = 2.5

[State 1360, VelSet]
type = VelSet
trigger1 = AnimElem = 22
x = 2.5
y = -6.5

[State 1360, Turn]
type = Turn
trigger1 = P2Dist X < 0
trigger1 = AnimElem = 22

[State 1360, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 22
physics = A

[StateDef 1400]
type = S
movetype = I
physics = N
anim = 1400
ctrl = 0
velset = 0,0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S410,23
Channel = 0

[State 1400, Helper]
type = Helper
trigger1 = AnimElem = 7
name = "Tree"
Stateno = 1401
ID = 1401
pos = 9,-28
ownpal = 1

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1401]
type = A
physics = N
movetype = I
ctrl = 0
anim = 1401
sprpriority = 1

[State 1401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1401, VelSet]
type = VelSet
trigger1 = time = 0
x = 1
y = -4

[State 1401, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.5

[State 1401, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 1402

[StateDef 1402]
type = A
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 1

[State 1402, ChangeAnim]
type = ChangeAnim
trigger1 = time = 15
value = 1402

[State 1402, AssertSpecial
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[state 1402, PosSet]
type  = PosSet
trigger1 = time = 0
y = 0

[State 1402, VelSet]
type = VelSet
trigger1 = time = 25
x= 4
y = -7

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1402 && Gametime % 8 = 0
value = S100,0

[State 1402, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
attr = A, SA
damage = ceil(18*(root,fvar(1)*root,fvar(2))),2
animtype = light
guardflag = MA
hitflag = MAFD
priority = 4, hit
pausetime = 4,4
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S200,0
guardsound = S300,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
airguard.ctrltime = 14
ground.velocity = -1,-4
air.velocity = -1,-4
down.velocity = -3 ,-3.5
guard.velocity = -5.5
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 1
air.fall = 1
fall.recovertime = 43
getpower = 30
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
envshake.time = 10
envshake.ampl = 3

[State 1402, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40)<0
var(40) = hitpausetime
ignorehitpause = 1

[State 1402, Helper]
type = Helper
trigger1 = Var(40) = hitpausetime
trigger1 = MoveContact = 1
helpertype = normal
name ="Hit_Spark"
stateno = ifelse(moveguarded,9000,8054)
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 1402, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State 1402, DestroySelf]
type = DestroySelf
trigger1 = time >= 100
trigger2 = pos y <= -500
trigger3 = frontedgedist < -10

[StateDef 1410]
type = S
movetype = I
physics = N
anim = 1410
ctrl = 0
velset = 0,0

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S410,23
Channel = 0

[State 1410, Helper]
type = Helper
trigger1 = AnimElem = 7
name = "Bush"
Stateno = 1411
ID = 1411
pos = 9,-28
ownpal = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1411]
type = A
physics = N
movetype = I
ctrl = 0
sprpriority = 1
anim = 1411

[State 1411, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1411, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
y = -4

[state 1411, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.4

[State 1411, ChangeState]
type = changestate
trigger1 = pos y >= 0 && vel y > 0
value = 1412

[Statedef 1412]
type = s
physics = N
movetype = A
ctrl = 0
poweradd = 0
velset = 0,0

[State 1412, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1412, PoSset]
type = PosSet
trigger1 = time = 0
y = 0

[state 1412, ChangeAnim]
type = changeanim
trigger1 = time = 15
value = 1412

[state 1412, PlaySnd]
type = playsnd
trigger1 = Anim = 1412 && time % 7 = 0
value = S100,1

[State 1412, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S, SA
damage = ceil(23*(root,fvar(1)*root,fvar(2))),3
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, hit
pausetime = 8,8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,1
guardsound = S300,0
ground.type = High
ground.slidetime = 17
ground.hittime = 17
airguard.ctrltime = 17
ground.velocity = 6 * ifelse(p2dist x < 0, -1,1)
air.velocity = -1.8,-1
down.velocity = -3 ,-3.5
guard.velocity = -6
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 0
air.fall = 1
fall.recovertime = 38
getpower = 30
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
envshake.time = 10
envshake.ampl = 3

[State 1412, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40)<0
var(40) = hitpausetime
ignorehitpause = 1

[State 1412, Helper]
type = Helper
trigger1 = Var(40) = hitpausetime
trigger1 = MoveContact = 1
helpertype = normal
name ="Hit_Spark"
stateno = ifelse(moveguarded,9000,8054)
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 1412, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State 1412, ChangeState]
type = ChangeState
trigger1 = time >= 38
value = 1413

[StateDef 1413]
type = S
physics = N
movetype = I
ctrl = 0
velset = 0,0
anim = 1413

[State 1413, AssertSpecial
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1413, Trans]
type = Trans
trigger1 = Time > 11
trans = AddAlpha
alpha = 256-((Time-11)*8),256

[State 1413, DestroySelf]
type = DestroySelf
trigger1 = time >= 40

[StateDef 1420]
type = S
movetype = I
physics = N
anim = 1420
ctrl = 0
velset = 0,0

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S410,23
Channel = 0

[State 1420, Helper]
type = Helper
trigger1 = AnimElem = 7
name = "Cactus"
Stateno = 1421
ID = 1421
pos = 9,-28
ownpal = 1

[State 1420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1421]
type = A
physics = N
movetype = I
ctrl = 0
sprpriority = 1
anim = 1421

[State 1421, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1421, VelSet]
type = VelSet
trigger1 = time = 0
x = 3
y = -4

[state 1421, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.5

[State 1421, Turn]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 1421
trigger2 = Time = 0

[State 1421, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 1422

[StateDef 1422]
type = A
physics = N
movetype = A
velset = 0,0
ctrl = 0

[State 1422, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1422, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1422, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1422, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[state 1422, ChangeAnim]
type = ChangeAnim
trigger1 = time = 10
value = 1422

[State 1422, PosAdd]
type = PosAdd
triggerall = Anim = 1422
trigger1 = animelemtime(3) >= 0 || animelemtime(6) < 0
trigger2 = animelemtime(8) >= 0 || animelemtime(11) < 0
x = 1

[State 1422, PlaySnd]
type = playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
value = S100,2

[State 1422, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
attr = S, SA
damage = ceil(24*(root,fvar(1)*root,fvar(2))),4
guardflag = M
hitflag = MAFD
priority = 5,hit
animtype = hard
ground.type = High
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = 0
air.velocity = -1.8,-2
down.velocity = -3 ,-3.5
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 0
air.fall = 1
fall.recovertime = 34
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
envshake.time = 10
envshake.ampl = 3

[State 1422, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40)<0
var(40) = hitpausetime
ignorehitpause = 1

[State 1422, Helper]
type = Helper
trigger1 = Var(40) = hitpausetime
trigger1 = MoveContact = 1
helpertype = normal
name ="Hit_Spark"
stateno = ifelse(moveguarded,9000,8054)
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 1422, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[state 1422, ChangeState]
type = changestate
trigger1 = Time = 40
value = 1423

[StateDef 1423]
type = S
physics = N
movetype = I
ctrl = 0
velset = 0,0
anim = 1423

[State 1423, AssertSpecial
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1423, Trans]
type = Trans
trigger1 = Time > 11
trans = AddAlpha
alpha = 256-((Time-11)*8),256

[State 1423, DestroySelf]
type = DestroySelf
trigger1 = time >= 40

[StateDef 1430]
type = S
movetype = I
physics = N
anim = 1400
ctrl = 0
velset = 0,0

[State 1430, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1430, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1430, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(-5 * const(size.xscale)), ceil(-55 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1430, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,11

[State 1430, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = IfElse(Var(45) > 0,0,-500)

[State 1430, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S410,24
Channel = 0

[State 1430, Helper]
type = Helper
trigger1 = AnimElem = 7
name = "Johnny"
Stateno = 1431
ID = 1431
pos = 9,-28
ownpal = 1

[State 1430, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1431]
type = A
physics = N
movetype = I
ctrl = 0
sprpriority = 1
anim = 1431

[State 1431, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1431, VelSet]
type = velset
trigger1 = time = 0
x = 2.5
y = -4

[State 1431, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.25

[State 1431, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 1432

[StateDef 1432]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1431
velset = 0,0

[State 1432, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1432, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1432, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1432, Helper]
type = Helper
trigger1 = AnimElem = 15
name = "Fireball"
Stateno = 1433
ID = 1433
pos = 30,-35
ownpal = 1

[State 1432, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1432, Turn]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 1432
trigger2 = Time = 0

[State 1432, ChangeAnim]
type = ChangeAnim
trigger1 = time = 13
value = 1432

[state 1432, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 1433
ID = 1433
pos = 0,0
sprpriority = 2
ownpal = 1

[state 1432, ChangeState]
type = ChangeState
trigger1 = time >= 160
value = 1434

[StateDef 1433]
type = A
physics = N
movetype = A
ctrl = 0
anim = 1434
sprpriority = 2

[State 1433, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,17

[State 1433, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1433, VelSet]
type = VelSet
trigger1 = time = 0
x = 10

[State 1433, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
Stateno = 1435
ignorehitpause = 1

[State 1433, HitBy]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1

[State 1433, HitDef]
type = HitDef
trigger1 = Time >= 1 && !MoveContact
attr = A, SP
damage = ceil(30*(root,fvar(1)*root,fvar(2))),4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 4, hit
pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
airguard.ctrltime = 17
ground.velocity = -1,-3.6
air.velocity = -1,-3.6
down.velocity = -3 ,-3.5
guard.velocity = -6
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff= 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time = 10
envshake.ampl = 3

[State 1433, Helper]
type = Helper
trigger1 = AnimElemTime(1) > 0
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1433, Helper]
type = Helper
trigger1 = MoveHit && NumEnemy
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1433, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1433, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = FrontEdgeDist < -10

[StateDef 1434]
type = S
physics = N
movetype = I
ctrl = 0
velset = 0,0
anim = 1435

[State 1434, AssertSpecial
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1434, Trans]
type = Trans
trigger1 = Time > 11
trans = AddAlpha
alpha = 256-((Time-11)*8),256

[State 1434, DestroySelf]
type = DestroySelf
trigger1 = time >= 40

[StateDef 1435]
type = A
physics = N
movetype = I
ctrl = 0
velset = 0,0

[State 1435, DestroySelf]
type = DestroySelf
trigger1 = time = 0

[StateDef 2000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2000

[State 2000, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -240
ignorehitpause = 1

[State 2000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2000, SuperPause]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 70
movetime = 70
p2defmul = 1
darken = 0
unhittable = 1

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = IfElse(Var(45) > 0,0,-1000)

[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = 171
ID = 171
pos = 0,0
postype = p1
bindtime = 1
removetime = 92
scale = 1,1
sprpriority = 4
Trans = AddAlpha
Alpha = 256,256
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 60
ID = 171
Trans = AddAlpha
Alpha = 256-((Time-60)*8),256

[State 2000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 10000
ID = 10000
name = "Superpause FX"
postype = p1
pos = ceil(7 * const(size.xscale)), ceil(-60 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "AfterImage"
ID = 7000
stateno = 7000
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "AfterImage"
ID = 7001
stateno = 7001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state 2000, Helper]
type = Helper
trigger1 = AnimElem = 9
stateno = 2003
ID = 2003
Name = "Clothes"
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2000, VelSet]
type = VelSet
trigger1 = time >= 75
x = 13
y = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,4
Channel = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 75
value = S100,7

[State 2000, VelSet]
type = VelSet
trigger1 = time >= 75
trigger1 = p2bodydist x = [-5,15]
trigger1 = p2statetype != a
trigger1 = p2stateno != [5100,5120]
x = 0
y = 0

[State 2000, PlayerPush]
type = PlayerPush
triggerall = time > 75
trigger1 = p2stateno = [5100,5110]
trigger2 = p2bodydist x != [-5,15]
value = 0
ignorehitpause = 0
persistent = 1
supermovetime = 9999
pausemovetime = 9999

[State 2000, ChangeState]
type = ChangeState
trigger1 = time >= 75
trigger1 = p2bodydist x = [-5,15]
trigger1 = p2statetype != a
trigger1 = p2stateno != [5100,5120]
value = 2001

[State 2000, ChangeState]
type = ChangeState
triggerall = FrontEdgeBodyDist <= 1
trigger1 = time >= 76
value = 2002

[StateDef 2001]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2002

[State 2001, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,HA
damage = 60,12
animtype = hard
hitflag = MAF
guardflag = MA
priority = 4, hit
pausetime = 15,15
guard.pausetime = 8,8
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = high
air.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,0
guard.velocity = -4
air.velocity = 0,0
airguard.velocity = -4,-1.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 11,5
kill = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4

[State 2001, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S,HA
damage = 60,12
animtype = up
hitflag = MAF
guardflag = MA
priority = 4, hit
pausetime = 15,15
guard.pausetime = 8,8
hitsound = S200,7
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = low
air.type = low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = 0,-11.2
guard.velocity = -4
air.velocity = 0,-11
airguard.velocity = -4,-1.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .48
getpower = 0, 0
givepower = 11,5
kill = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4

[State 2001, HitDef]
type = HitDef
trigger1 = AnimElem = 19
attr = S,HA
damage = 100,16
animtype = up
hitflag = MAF
guardflag = HA
priority = 4, hit
pausetime = 15,15
guard.pausetime = 8,8
hitsound = S200,8
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
ground.type = low
air.type = low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -1,-8.2
guard.velocity = -10
air.velocity = -1,-8.2
airguard.velocity = -4,-1.4
p2facing = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0, 0
givepower = 11,5
fall.recover = 0
fall = 1
envshake.time = 10
envshake.ampl = 4

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S410,5
Channel = 0

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S410,6
Channel = 0

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S410,7
Channel = 0

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,0

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,1

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S100,2

[State 2001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 16
statetype = A
physics = N

[State 2001, VelSet]
type = VelSet
trigger1 = AnimElem = 16
x = 1.8
y = -7

[State 2001, VelSet]
type = VelAdd
trigger1 = vel y <= 3
trigger1 = time >= 63
y = .3

[State 2001, VelSet]
type = VelSet
trigger1 = AnimElem = 20
y = -4.5

[State 2001, Explod]
type = Explod
trigger1 = AnimElem = 1
ID = 2009
postype = p1
pos = 0,0
anim = 2009
ownpal = 1
sprpriority = 5
ignorehitpause = 0
persistent = 0
bindtime = -1
removetime = -2
removeongethit = 1

[State 2001, Explod]
type = Explod
trigger1 = AnimElem = 7
ID = 2010
postype = p1
pos = 0,0
anim = 2010
ownpal = 1
sprpriority = 5
ignorehitpause = 0
persistent = 0
bindtime = -1
removetime = -2
removeongethit = 1

[State 2001, Explod]
type = Explod
trigger1 = AnimElem = 16
ID = 2011
postype = p1
pos = 0,-10
anim = 2011
ownpal = 1
sprpriority = 5
ignorehitpause = 0
persistent = 0
bindtime = -1
removetime = -2
removeongethit = 1

[State 2001, Explod]
type = Explod
trigger1 = AnimElem = 29
ID = 2003
postype = p1
pos = 0,0
anim = 2003
ownpal = 1
sprpriority = 4
ignorehitpause = 1
persistent = 0
bindtime = -1
removetime = -1
removeongethit = 1
ownpal = 1

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 29
value = S100,8

[State 2001, Explod]
type = Explod
trigger1 = Time = 93
anim = 2012
ID = 2012
sprpriority = 5
pos = 0,-70
scale = 0.5,0.5
removetime = 16
Trans = AddAlpha
Alpha = 256,256
ownpal = 1

[State 2001, Explod]
type = Explod
trigger1 = Time = 99
anim = 2012
ID = 2013
sprpriority = 5
pos = 0,-70
scale = 0.5,0.5
removetime = 16
Trans = AddAlpha
Alpha = 256,256
ownpal = 1

[State 2001, Explod]
type = Explod
trigger1 = Time = 105
anim = 2012
ID = 2014
sprpriority = 5
pos = 0,-70
scale = 0.5,0.5
removetime = 16
Trans = AddAlpha
Alpha = 256,256
ownpal = 1

[State 2001, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 93
ID = 2012
Trans = AddAlpha
Alpha = 256-((Time-93)*16),256

[State 2001, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 99
ID = 2013
Trans = AddAlpha
Alpha = 256-((Time-99)*16),256

[State 2001, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 105
ID = 2014
Trans = AddAlpha
Alpha = 256-((Time-105)*16),256

[State 2001, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 63
trigger1 = pos y >= -1
ID = 2003
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2001, ChangeState]
type = ChangeState
trigger1 = time >= 63
trigger1 = pos y >= -1
value = 52

[StateDef 2002]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
poweradd  = 0

[State 2002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,5

[State 2002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,0
Channel = 0

[State 2002, Helper]
type = Helper
trigger1 = pos x >= 100
trigger1 = animelem = 1
stateno = 2004
ID = 2004
Name = "Bubble"
postype = right
pos = 5,5
ownpal = 1
sprpriority = 5
ignorehitpause = 0
persistent = 0

[State 2002, Helper]
type = Helper
trigger1 = pos x <= 0
trigger1 = animelem = 1
stateno = 2004
ID = 2004
Name = "Bubble"
postype = left
facing = -1
pos = -5,5
ownpal = 1
sprpriority = 5
ignorehitpause = 0
persistent = 0

[State 2002, Helper]
type = Helper
trigger1 = pos x >= 100
trigger1 = time = 0
stateno = 2007
ID = 2007
Name = "Word"
ownpal = 1
sprpriority = -1
ignorehitpause = 0
persistent = 0

[State 2002, Helper]
type = Helper
trigger1 = pos x <= 0
trigger1 = time = 0
stateno = 2007
ID = 2008
Name = "Word"
facing = -1
ownpal = 1
sprpriority = -1
ignorehitpause = 0
persistent = 0

[State 2002, VelSet]
type = VelSet
trigger1 = time = [0,10]
x = 0
y = 0

[State 2002, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -80

[state 2002, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
ampl = 5
freq = 90

[state 2002, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = time = 10
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5035

[State 2002, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 = !SelfAnimExist(5035)
trigger1 = time = 10
trigger2 = anim = 5035
trigger2 = animtime = 0
value = 5050

[state 2002, HitFallSet]
type = HitFallSet
trigger1 = time = 11
value = 0
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 2002, VelSet]
type = velset
trigger1 = time = 11
x = -2
y = -6

[State 2002, VelAdd]
type = VelAdd
trigger1 = time >= 11
y = .4

[state 2002, ChangeState]
type = ChangeState
trigger1 = (vel y > 0) && (pos y >= 0)
value = 5100

[StateDef 2003]
type = A
physics = N
sprpriority = 4
velset = 1,-2.8
anim = 2001

[State 2003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2003, Trans]
type = Trans
trigger1 = Time > 25
trans = addalpha
alpha = 255-((Time-25)*5),255

[State 2003, VelAdd]
type = VelAdd
trigger1 = time >= 1
y = 0.1

[State 2003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2003, DestroySelf]
type = DestroySelf
trigger1 = time = 60
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[StateDef 2004]
type = A
physics = N
sprpriority = -2
anim = 2005

[State 2004, VarAdd]
type = VarAdd
trigger1 = time = [61,80]
v = 0
value = 12

[State 2004, Trans]
type = Trans
trigger1 = time = [60,80]
trans = addalpha
alpha = 255-var(0),255

[State 2004, VarAdd]
type = VarAdd
trigger1 = time = [61,80]
fv = 2
value = 0.025

[State 2004, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.50-fvar(2),0.50-fvar(2)

[State 2004, Helper]
type = Helper
trigger1 = time = 0
ID = 2005
stateno = 2005
Name = "Ayaya..."
ownpal = 1
sprpriority = -1
ignorehitpause = 0
persistent = 0

[State 2004, Helper]
type = Helper
trigger1 = time = 0
ID = 2006
stateno = 2006
Name = "Word"
ownpal = 1
sprpriority = -1
ignorehitpause = 0
persistent = 0

[State 2004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2004, DestroySelf]
type = DestroySelf
trigger1 = time = 80
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[StateDef 2005]
type = A
physics = N
sprpriority = -1
anim = 2004

[State 2005, VarAdd]
type = VarAdd
trigger1 = time = [61,80]
v = 0
value = 12

[state 2005, Trans]
type = Trans
trigger1 = time = [61,81]
trans = addalpha
alpha = 255-var(0),255

[State 2005, VarAdd]
type = VarAdd
trigger1 = time = [62,81]
fv = 2
value = 0.025

[state 2005, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.50-fvar(2),0.50-fvar(2)

[State 2005, AngleAdd]
type = AngleAdd
trigger1 = time = [0,6]
trigger2 = time = [18,30]
trigger3 = time = [42,54]
value = 2

[State 2005, AngleAdd]
type = AngleAdd
trigger1 = time = [6,18]
trigger2 = time = [31,42]
trigger3 = time = [54,60]
value = -2

[State 2005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[state 2005, DestroySelf]
type = DestroySelf
trigger1 = time = 81
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[StateDef 2006]
type = A
physics = N
sprpriority = 5
anim = 2008

[State 2006, BindtoParent]
type = BindtoParent
trigger1 = time = 0
pos = -130,-210

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 1
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 2
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 3
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 4
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 5
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 6
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 7
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 8
range = -5,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 10
range = 5,10
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 11
range = 5,10
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 12
range = 5,10
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 13
range = 5,10
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, Explod]
type = Explod
trigger1 = time = 0
ID = 2006
postype = p1
pos = 0,0
random = 20,20
anim = 2006
scale = 0.5,0.5
vel = -1.00+(0.00+var(1))/10,-3.50+(0.00+var(2))/10
accel = 0,(0.00+var(10))/50
ownpal = 0
sprpriority = 5
ignorehitpause = 0
persistent = 0
removetime = -2
removeongethit = 1

[State 2006, Explod]
type = Explod
trigger1 = time = 0
ID = 2006
postype = p1
pos = 5,-5
random = 20,20
anim = 2006
scale = 0.5,0.5
vel = -1.00+(0.00+var(3))/10,-3.50+(0.00+var(4))/10
accel = 0,(0.00+var(11))/50
ownpal = 0
sprpriority = 5
ignorehitpause = 0
persistent = 0
removetime = -2
removeongethit = 1

[State 2006, Explod]
type = Explod
trigger1 = time = 0
ID = 2007
postype = p1
pos = -20,0
random = 20,20
anim = 2007
scale = 0.5,0.5
vel = -1.00+(0.00+var(5))/10,-3.50+(0.00+var(6))/10
accel = 0,(0.00+var(12))/50
ownpal = 0
sprpriority = 5
ignorehitpause = 0
persistent = 0
removetime = -2
removeongethit = 1

[State 2006, Explod]
type = Explod
trigger1 = time = 0
ID = 2007
postype = p1
pos = 15,-5
random = 20,20
anim = 2007
scale = 0.5,0.5
vel = -1.00+(0.00+var(7))/10,-3.50+(0.00+var(8))/10
accel = 0,(0.00+var(13))/50
ownpal = 0
sprpriority = 5
ignorehitpause = 0
persistent = 0
removetime = -2
removeongethit = 1

[State 2006, VarAdd]
type = varAdd
trigger1 = time >= 46
v = 9
value = 12
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, PalFX]
type = PalFX
trigger1 = time >= 45
time = 1
add = 0-var(9),0-var(9),0-var(9)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2006, DestroySelf]
type = DestroySelf
trigger1 = time = 75
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[StateDef 2007]
type = A
physics = N
sprpriority = 5
anim = 2008

[State 2007, VarAdd]
type = VarAdd
trigger1 = time = [41,60]
v = 0
value = 12

[state 2007, Trans]
type = trans
trigger1 = time = [41,60]
trans = addalpha
alpha = 255-var(7),255

[State 2007, BindtoParent]
type = BindtoParent
trigger1 = time = 0
pos = -114,-88

[State 2007, VarAdd]
type = VarAdd
trigger1 = time = [1,6]
trigger2 = time = [13,18]
trigger3 = time = [25,30]
fv = 2
value = 0.02

[State 2007, VarAdd]
type = VarAdd
trigger1 = time = [7,12]
trigger2 = time = [19,24]
trigger3 = time = [31,36]
fv = 2
value = -0.02

[State 2007, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.50-fvar(2),0.50-fvar(2)

[State 2007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2007, DestroySelf]
type = DestroySelf
trigger1 = time = 60
ignorehitpause = 0
supermovetime = 9999
pausemovetime = 9999

[StateDef 2100]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
SprPriority = 2
Anim = 2100

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 2100, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -240
ignorehitpause = 1

[State 2100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 4
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 10000
ID = 10000
name = "Superpause FX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-60 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "AfterImage"
ID = 7002
stateno = 7002
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "AfterImage"
ID = 7003
stateno = 7003
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10
ignorehitpause = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Mech_Hisui"
postype = Back
ID = 2101
stateno = 2101
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Mech_Hisui2"
PosType = Back
ID = 2102
stateno = 2101
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Mech_Hisui2"
PosType = Back
pos = -60,0
ID = 2102
stateno = 2101
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = Time = 70
name = "Neco_Arc"
PosType = Back
pos = -60,0
ID = 2103
stateno = 2101
ownpal = 1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S410,10+Random%3
Channel = 0
ignorehitpause = 0
persistent = 1

[State 2100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2101]
type = S
movetype = A
physics = N
ctrl = 0

[State 2101, SprPriority]
type = SprPriority
trigger1 = IsHelper(2101) || IsHelper(2102)
value = 4

[State 2101, SprPriority]
type = SprPriority
trigger1 = IsHelper(2103)
value = 5

[State 2101, ChangeAnim]
type = Changeanim
triggerall = IsHelper(2101)
trigger1 = Time = 0
value = 2101

[State 2101, ChangeAnim]
type = Changeanim
triggerall = IsHelper(2102)
trigger1 = Time = 0
value = 2102

[State 2101, ChangeAnim]
type = Changeanim
triggerall = IsHelper(2103)
trigger1 = Time = 0
value = 2103

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,13

[State 2101, PlaySnd]
type = PlaySnd
value = S200,8
trigger1 = IsHelper(2101) || IsHelper(2103)
trigger1 = movehit = 1
channel = 1

[State 2101, PlaySnd]
type = PlaySnd
value = S300,0
trigger1 = IsHelper(2101) || IsHelper(2103)
trigger1 = moveguarded = 1
channel = 2

[State 2101, HitDef]
type = HitDef
trigger1 = time%6 = 1
attr = S,HP
damage = ceil(18*(root,fvar(1)*root,fvar(2))),3
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 7, hit
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -60
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = -1,-2
air.velocity = -1,-2
down.velocity = -3 ,-3.5
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
envshake.time = 10
envshake.ampl = 4

[State 2101, Helper]
type = Helper
triggerall = StateNo = 2101
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 2101, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4

[State 2101, VelSet]
type = velset
trigger1 = IsHelper(2101)
trigger1 = Time > 0
x = 9

[State 2101, VelSet]
type = velset
trigger1 = IsHelper(2102)
trigger1 = Time > 0
x = 10

[State 2101, VelSet]
type = velset
trigger1 = IsHelper(2103)
trigger1 = Time > 0
x = 12

[State 2101, PosSet]
type = PosSet
trigger1 = IsHelper(2101) || IsHelper(2102)
trigger1 = Time = 0
x = ifelse(facing = 1,-480,480)

[State 2101, PosSet]
type = PosSet
trigger1 = IsHelper(2103)
trigger1 = Time = 0
x = ifelse(facing = 1,-700,700)

[State 2101, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -460
trigger2 = Time = 120

[StateDef 2110]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
SprPriority = 2
Anim = 2100

[State 2110, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -240
ignorehitpause = 1

[State 2110, AfterImage]
type = AfterImage
trigger1 = AnimElem = 4
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2110, SuperPause]
type = SuperPause
trigger1 = AnimElem = 4
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 10000
ID = 10000
name = "Superpause FX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-60 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "AfterImage"
ID = 7002
stateno = 7002
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "AfterImage"
ID = 7003
stateno = 7003
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2110, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10
ignorehitpause = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Mech_Hisui"
postype = Back
ID = 2111
stateno = 2111
ownpal = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Mech_Hisui2"
PosType = Back
ID = 2112
stateno = 2111
ownpal = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Mech_Hisui2"
PosType = Back
pos = -60,0
ID = 2112
stateno = 2111
ownpal = 1

[State 2110, Helper]
type = Helper
trigger1 = Time = 70
name = "Neco_Arc"
PosType = Back
pos = -60,0
ID = 2113
stateno = 2111
ownpal = 1

[State 2110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S410,10+Random%3
Channel = 0
ignorehitpause = 0
persistent = 1

[State 2110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2111]
type = S
movetype = A
physics = N
ctrl = 0

[State 2111, SprPriority]
type = SprPriority
trigger1 = IsHelper(2111) || IsHelper(2112)
value = 4

[State 2101, SprPriority]
type = SprPriority
trigger1 = IsHelper(2113)
value = 5

[State 2101, ChangeAnim]
type = Changeanim
triggerall = IsHelper(2111)
trigger1 = Time = 0
value = 2101

[State 2101, ChangeAnim]
type = Changeanim
triggerall = IsHelper(2112)
trigger1 = Time = 0
value = 2102

[State 2101, ChangeAnim]
type = Changeanim
triggerall = IsHelper(2113)
trigger1 = Time = 0
value = 2103

[State 2111, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,13

[State 2111, PlaySnd]
type = PlaySnd
value = S200,8
trigger1 = IsHelper(2111) || IsHelper(2113)
trigger1 = movehit = 1
channel = 1

[State 2111, PlaySnd]
type = PlaySnd
value = S300,0
trigger1 = IsHelper(2111) || IsHelper(2113)
trigger1 = moveguarded = 1
channel = 2

[State 2111, HitDef]
type = HitDef
trigger1 = time%3 = 1
attr = S,HP
damage = ceil(13*(root,fvar(1)*root,fvar(2))),2
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 7, hit
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -60
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = -1,-2
air.velocity = -1,-2
down.velocity = -3 ,-3.5
guard.velocity = -7.85
airguard.velocity = -5, -1.5
yaccel = 0.50
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
envshake.time = 10
envshake.ampl = 4

[State 2111, Helper]
type = Helper
triggerall = StateNo = 2111
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 2111, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4

[State 2111, VelSet]
type = velset
trigger1 = IsHelper(2111)
trigger1 = Time > 0
x = 9

[State 2111, VelSet]
type = velset
trigger1 = IsHelper(2112)
trigger1 = Time > 0
x = 10

[State 2111, VelSet]
type = velset
trigger1 = IsHelper(2113)
trigger1 = Time > 0
x = 12

[State 2111, PosSet]
type = PosSet
trigger1 = IsHelper(2111) || IsHelper(2112)
trigger1 = Time = 0
x = ifelse(facing = 1,-480,480)

[State 2111, PosSet]
type = PosSet
trigger1 = IsHelper(2113)
trigger1 = Time = 0
x = ifelse(facing = 1,-700,700)

[State 2111, DestroySelf]
type = DestroySelf
trigger1 = frontedgedist < -460
trigger2 = Time = 120

[StateDef 3000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2000

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 999
PalBright = 0,0,0
PalContrast = 32,32,160
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 70
movetime = 70
p2defmul = 1
darken = 0
unhittable = 1

[State 3000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000

[State 3000, Explod]
type = Explod
trigger1 = Time = 0
anim = 171
ID = 171
pos = 0,0
postype = p1
bindtime = 1
removetime = 92
scale = 1,1
sprpriority = 4
Trans = AddAlpha
Alpha = 256,256
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 3000, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 60
ID = 171
Trans = AddAlpha
Alpha = 256-((Time-60)*8),256

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 10010
ID = 10010
name = "Superpause FX"
postype = p1
pos = ceil(7 * const(size.xscale)), ceil(-60 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "AfterImage"
ID = 7000
stateno = 7000
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "AfterImage"
ID = 7001
stateno = 7001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state 3000, Helper]
type = Helper
trigger1 = AnimElem = 9
stateno = 2003
ID = 2003
Name = "Clothes"
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 4
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 3000, VelSet]
type = VelSet
trigger1 = time >= 75
x = 13
y = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,4
Channel = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Time = 75
value = S100,7

[State 3000, VelSet]
type = VelSet
trigger1 = time >= 75
trigger1 = p2bodydist x = [-5,15]
trigger1 = p2statetype != a
trigger1 = p2stateno != [5100,5120]
x = 0
y = 0

[State 3000, PlayerPush]
type = PlayerPush
triggerall = time > 75
trigger1 = p2stateno = [5100,5110]
trigger2 = p2bodydist x != [-5,15]
value = 0
ignorehitpause = 0
persistent = 1
supermovetime = 9999
pausemovetime = 9999

[State 3000, ChangeState]
type = ChangeState
trigger1 = time >= 75
trigger1 = p2bodydist x = [-5,15]
trigger1 = p2statetype != a
trigger1 = p2stateno != [5100,5120]
value = 3001

[State 3000, ChangeState]
type = ChangeState
triggerall = FrontEdgeBodyDist <= 1
trigger1 = time >= 76
value = 2002

[StateDef 3001]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3000
PowerAdd  = 0

[State 3001, Explod]
type = Explod
trigger1 = AnimElem = 1
ID = 2009
postype = P1
pos = 0,0
anim = 2009
ownpal = 1
sprpriority = 5
ignorehitpause = 0
persistent = 0
bindtime = -1
removetime = -2
removeongethit = 1

[State 3001, Explod]
Type = Explod
trigger1 = time = 17
trigger2 = time = 23
trigger3 = time = 29
trigger4 = time = 35
ID = 3001
postype = P1
pos = 0,0
anim = 3001
ownpal = 1
sprpriority = 5
ignorehitpause = 0
bindtime = -1
removetime = -2
removeongethit = 1

[State 3001, Explod]
Type = Explod
Trigger1 = AnimElem = 15
ID = 3002
PosType = P1
Pos = -20,0
Anim = 3002
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 3001, Explod]
Type = Explod
Trigger1 = AnimElem = 20
ID = 2010
PosType = P1
Pos = 0,0
Anim = 2010
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 3001, Explod]
type = Explod
trigger1 = AnimElem = 29
ID = 3003
postype = P1
pos = 0,0
anim = 3003
ownpal = 1
sprpriority = 5
ignorehitpause = 0
persistent = 0
bindtime = -1
removetime = -2
removeongethit = 1

[State 3001, HitDef]
Type = HitDef
Trigger1 = AnimElem = 3
Attr = S, HA
Damage = 50,10
animtype = Hard
hitflag = MAF
guardflag =
priority = 4, Hit
pausetime = 15, 15
guard.pausetime = 8,8
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = High
air.type = High
ground.SlideTime = 16
ground.HitTime = 16
ground.Velocity = 0,0
guard.Velocity = -4
air.Velocity = 0,0
ground.CornerPush.VelOff = 0
air.CornerPush.VelOff = 0
down.CornerPush.VelOff = 0
guard.cornerPush.VelOff = 0
airguard.CornerPush.VelOff = 0
getPower = 0, 0
kill = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S410,5
Channel = 0

[State 3001, VelSet]
type = VelSet
trigger1 = time = [17,40]
x = 5
y = 0

[State 3001, VelSet]
type = VelSet
trigger1 = time = 41
x = 0
y = 0

[State 3001, HitDef]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 10
trigger3 = AnimElem = 12
attr = S, HA
damage = 15,3
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 6,6
guard.pausetime = 6,6
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
ground.Type = High
air.Type = High
ground.SlideTime = 16
ground.HitTime = 16
ground.Velocity = 0,0
guard.Velocity = -3
air.Velocity = 0,0
airGuard.Velocity = -4,-1.4
ground.CornerPush.VelOff = 0
air.CornerPush.VelOff = 0
down.CornerPush.VelOff = 0
guard.cornerPush.VelOff = 0
airguard.CornerPush.VelOff = 0
getpower = 0, 0
kill = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2

[State 3001, HitDef]
Type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
attr = S, HA
damage = 15,3
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 6, 6
guard.pauseTime = 6,6
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = Low
air.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0,0
guard.velocity = -3
air.velocity = 0,0
airguard.velocity = -4,-1.4
ground.cornerPush.velOff = 0
air.cornerpush.velOff = 0
down.cornerpush.velOff = 0
guard.cornerpush.velOff = 0
airguard.cornerpush.velOff = 0
getpower = 0, 0
kill = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 2

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S410,21
Channel = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
value = S100,0

[State 3001, HitDef]
Type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
damage = 40,8
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 15, 15
guard.pausetime = 8,8
hitsound = S200,7
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.type = Low
air.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0,0
guard.velocity = -5
air.velocity = 0,0
airguard.velocity = -4,-1.4
ground.cornerpush.velOff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerPush.Veloff = 0
airguard.CornerPush.VelOff = 0
getPower = 0, 0
kill = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4

[State 3001, HitDef]
type = HitDef
trigger1 = AnimElem = 22
Attr = S, HA
Damage = 55,5
AnimType = Up
HitFlag = MAF
GuardFlag = MA
Priority = 4, Hit
PauseTime = 15, 15
Guard.PauseTime = 8,8
HitSound = S200,7
GuardSound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = 0,-10.2
Guard.Velocity = -5
Air.Velocity = 0,-10
AirGuard.Velocity = -4,-1.4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
YAccel = .48
kill = 0
GetPower = 0, 0
Fall = 1
Air.Fall = 1
Fall.Recover = 0
envshake.time = 10
envshake.ampl = 4

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = S410,22
Channel = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 16
trigger3 = AnimElem = 22
value = S100,1

[State 3001, StateTypeSet]
Type = StateTypeSet
Trigger1 = AnimElem = 29
StateType = A
Physics = N

[State 3001, VelSet]
Type = VelSet
trigger1 = AnimElem = 29
x = 0
y = -6.5

[State 3001, VelSet]
Type = VelSet
Trigger1 = AnimElem = 37
y = -4.5

[State 3001, VelAdd]
Type = VelAdd
trigger1 = Vel Y <= 3.5
trigger1 = Time >= 106
y = .4

[State 3001, HitDef]
Type = HitDef
trigger1 = AnimElem = 32
attr = S, HA
damage = 60,13
animType = Hard
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
pauseTime = 5, 5
guard.pauseTime = 5,5
hitsound = S200,8
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -95))
ground.type = High
air.type = High
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = 0,-9.2
air.velocity = 0,-9.2
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
GetPower = 0, 0
kill = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4

[State 3001, HitDef]
type = HitDef
trigger1 = AnimElem = 40
attr = S, HA
damage = 100,20
animType = Hard
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 15, 15
guard.pauseTime = 8,8
hitsound = S200,8
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -95))
Ground.Type = High
Air.Type = High
Ground.Velocity = -15,-7
Ground.SlideTime = 16
Ground.HitTime  = 16
Air.Velocity = -15,-7
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
getpower = 0, 0
p2facing = 1
p2stateno = 3002
fall.recover = 0
fall = 1
envshake.time = 10
envshake.ampl = 4

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 29
value = S410,29
Channel = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 31
trigger2 = AnimElem = 40
value = S100,2

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 50
value = S100,8

[State 3001, Explod]
type = Explod
trigger1 = AnimElem = 50
ID = 2003
postype = P1
pos = 0,0
anim = 2003
ownpal = 1
sprpriority = 4
ignorehitpause = 1
persistent = 0
bindtime = -1
removetime = -1
removeongethit = 1

[State 3001, Explod]
type = Explod
trigger1 = Time = 139
anim = 2012
ID = 2012
sprpriority = 5
pos = 0,-70
scale = 0.5,0.5
removetime = 16
Trans = AddAlpha
Alpha = 256,256

[State 3001, Explod]
type = Explod
trigger1 = Time = 145
anim = 2012
ID = 2013
sprpriority = 5
pos = 0,-70
scale = 0.5,0.5
removetime = 16
Trans = AddAlpha
Alpha = 256,256

[State 3001, Explod]
type = Explod
trigger1 = Time = 151
anim = 2012
ID = 2014
sprpriority = 5
pos = 0,-70
scale = 0.5,0.5
removetime = 16
Trans = AddAlpha
Alpha = 256,256

[State 3001, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 139
ID = 2012
Trans = AddAlpha
Alpha = 256-((Time-139)*16),256

[State 3001, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 145
ID = 2013
Trans = AddAlpha
Alpha = 256-((Time-145)*16),256

[State 3001, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 151
ID = 2014
Trans = AddAlpha
Alpha = 256-((Time-151)*16),256

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 106
trigger1 = Pos Y >= -1
ID = 2003
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3001, ChangeState]
type = ChangeState
trigger1 = Time >= 106
trigger1 = Pos Y >= -1
value = 52

[StateDef 3002]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 3002, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 3002, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 3002, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 3002, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 3002, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 3003

[StateDef 3003]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 3003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3003, VelSet]
type = VelSet
trigger1 = Time = 0
x = -11

[State 3003, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 3003, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 3003, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 3003, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 3003, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 3003, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 3004

[State 3003, ChangeState]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 3005

[StateDef 3004]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 3004, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 3004, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 3004, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 3004, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 3004, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 3004, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 3004, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 3004, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 3004, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 3004, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 3004, Turn]
type = Turn
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger1 = Command = "recovery"
trigger2 = Vel Y > 4
trigger2 = Command = "recovery"
value = 1

[State 3004, Turn]
Type = Turn
Trigger1 = Time = 0

[State 3004, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 3005]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 3005, Turn]
Type = Turn
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Pos Y >= -20
trigger1 = Command = "recovery"
trigger2 = Command = "recovery"
value = 1

[State 3005, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 3005, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 3005, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 3005, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 3005, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 3005, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 3005, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 3005, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 3005, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 3005, Turn]
type = Turn
trigger1 = Time = 0

[State 3005, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

[StateDef 3100]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3100
VelSet = 0,0
ctrl = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 3100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 10010
ID = 10010
name = "Superpause FX"
postype = p1
pos = ceil(-10 * const(size.xscale)), ceil(-60 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 5
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3100, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "AfterImage"
ID = 7004
stateno = 7004
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3100, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "AfterImage"
ID = 7005
stateno = 7005
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
time = 999
PalBright = 0,0,0
PalContrast = 32,32,160
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 3100, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = S410,25
Channel = 0

[State 3100, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 11
Value = S100,9

[State 3100, Explod]
Type = Explod
Trigger1 = AnimElem = 11
ID = 3100
PosType = P1
Pos = 0,0
Anim = 1001
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = -2
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3100, HitDef]
type = HitDef
Trigger1 = AnimElem = 11
Attr = S, HA
Damage = 365,45
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 4, Hit
PauseTime = 0, 0
guard.pausetime = 0,20
HitSound = S200,8
GuardSound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
p1StateNo = 3103
p2StateNo = 3101
Ground.Velocity = 0,-3.2
Air.Velocity = 0,-3.6
ID = 3101
Fall = 1
Air.Fall = 1
Fall.Recover = 0
GetPower = 0, 0
GivePower = 0, 0
envshake.time = 10
envshake.ampl = 4

[State 3100, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 32
Value = S100,10

[State 3100, PlaySnd]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3101]
Type = A
MoveType= H
Physics = N
VelSet = 0,0

[State 3101, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102

[State 3101, OffSet]
type = OffSet
trigger1 = Time >= 93
x = 1
persistent = 4

[State 3101, OffSet]
type = OffSet
trigger1 = Time >= 95
x = -1
persistent = 4

[State 3101, ChangeState]
type = ChangeState
trigger1 = Time = 113
value = 3102

[StateDef 3102]
type = A
movetype= H
physics = N
velset = 0,-10

[State 3102, ScreenBound]
Type = ScreenBound
Trigger1 = Time >= 0
Value = 1
MoveCamera = 0,0

[State 3102, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 30
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3102, ChangeAnim]
Type = ChangeAnim
TriggerAll = SelfAnimExist(5061)
Trigger1 = Time = 8
Value = 5061

[State 3102, ChangeAnim]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5030)
Trigger1 = Time = 8
Value = 5030

[State 3102, ChangeAnim]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5035)
Trigger1 =! SelfAnimExist(5030)
Trigger1 = Time = 8
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Value = 5035

[State 3102, ChangeAnim]
Type = ChangeAnim
TriggerAll =! SelfAnimExist(5061)
TriggerAll = SelfAnimExist(5050)
Trigger1 =! SelfAnimExist(5030)
Trigger1 =! SelfAnimExist(5035)
Trigger1 = Time = 8
Trigger2 = Anim = 5030
Trigger2 = AnimTime = 0
Trigger3 = Anim = 5035
Trigger3 = AnimTime = 0
Value = 5050

[State 3102, VelAdd]
Type = VelAdd
Trigger1 = 1
y = .48

[State 3102, SelfState]
Type = SelfState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y >= 0
Value = 5100

[StateDef 3103]
type = S
movetype = A
physics = N
anim = 3101
velset = 0,0
ctrl = 0

[State 3103, Explod]
Type = Explod
Trigger1 = Time = 0
ID = 3103
PosType = Back
Pos = 0,ceil((1.33*gameheight/gamewidth)*-70)
Anim = 3103
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = -2
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 3103, Helper]
type = Helper
trigger1 = Time = 0
name = "Freaky_Fish_Thing"
Stateno = 3104
ID = 3104
postype = Back

[State 3103, AllPalFX]
type = AllPalFX
trigger1 = Time = [1,10]
time = 1
add = 210-(Time*21),210-(Time*21),210-(Time*21)
ignorehitpause = 1
PauseMoveTime = 9999
SuperMoveTime = 9999
persistent = 0

[State 3103, AllPalFX]
type = AllPalFx
trigger1 = Time = [98,128]
time = 1
add = 256-((Time-98)*8),256-((Time-98)*8),256-((Time-98)*8)
ignorehitpause = 1

[State 3103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = S100,10

[State 3103, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3104]
type = A
physics = N
movetype = I
anim = 99999
velset = 0,0
sprpriority = -5

[State 3104, OffSet]
type = OffSet
trigger1 = 1
x = 0
y = 0

[State 3104, PlaySnd]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
value = S100,19

[State 3104, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S100,20

[State 3104, Explod]
type = Explod
trigger1 = time = 0
anim = 3104
ID = 3104
postype = left
pos = 160,ceil((1.33*gameheight/gamewidth)*120)
sprpriority = -5
bindtime = -1
ownpal = 1
scale = 1,1

[State 3104, ModifyExplod]
type = ModifyExplod
trigger1 = Time <= 30
ID = 3104
scale = 1 + (time * 0.003),1 + (time * 0.003)

[State 3104, Explod]
type = Explod
trigger1 = time = 10
anim = 3105
ID = 3105
postype = left
pos = 290,ceil((1.33*gameheight/gamewidth)*50)
sprpriority = -4
bindtime = -1
ownpal = 1

[State 3104, ModifyExplod]
type = ModifyExplod
trigger1 = Time = [10,15]
ID = 3105
scale = 1 - ((time - 10) * 0.1),1 - ((time - 10) * 0.1)

[State 3104, Explod]
type = Explod
trigger1 = time = 20
anim = 3106
ID = 3106
postype = left
pos = 290,ceil((1.33*gameheight/gamewidth)*90)
sprpriority = -4
bindtime = -1
ownpal = 1

[State 3104, ModifyExplod]
type = ModifyExplod
trigger1 = Time = [20,25]
ID = 3106
scale = 1 - ((time - 20) * 0.1),1 - ((time - 20) * 0.1)

[State 3104, Explod]
type = Explod
trigger1 = time = 30
anim = 3107
ID = 3107
postype = left
pos = 290,ceil((1.33*gameheight/gamewidth)*133)
sprpriority = -4
bindtime = -1
ownpal = 1

[State 3104, ModifyExplod]
type = ModifyExplod
trigger1 = Time = [30,35]
ID = 3107
scale = 1 - ((time - 30) * 0.1),1 - ((time - 30) * 0.1)

[State 3104, Explod]
type = Explod
trigger1 = time = 45
anim = 3108
ID = 3108
postype = left
pos = 290,ceil((1.33*gameheight/gamewidth)*185)
sprpriority = -4
bindtime = -1
ownpal=1
persistent = 0

[State 3104, ModifyExplod]
type = ModifyExplod
trigger1 = Time = [45,50]
ID = 3108
scale = 1 - ((time - 45) * 0.1),1 - ((time - 45) * 0.1)

[State 3104, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 105
ID = 3104

[State 3104, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 105
ID = 3105

[State 3104, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 105
ID = 3106

[State 3104, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 105
ID = 3107

[State 3104, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 105
ID = 3108

[State 3104, DestroySelf]
type = DestroySelf
trigger1 = time >= 128

[StateDef 4000]
type = S
movetype = A
Physics = N
anim = 4000
ctrl = 0
velset = 0,0
sprpriority = 2

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 10020
ID = 10020
name = "Superpause FX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-60 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 2
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "AfterImage"
ID = 7006
stateno = 7006
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "AfterImage"
ID = 7007
stateno = 7007
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 4000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000

[State 4000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
time = 999
PalBright = 0,0,0
PalContrast = 160,32,32
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 4000, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%4
channel = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

[State 4000, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HT
damage = 25,0
animtype = hard
guardflag = M
hitflag = M
priority = 4, miss
pausetime = 30,30
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,7
guardsound = S300,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
airguard.ctrltime = 20
ground.velocity = 0
guard.velocity = -7.85
fall = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
snap = 35,0
kill = 0
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

[State 4000, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = MoveHit && !MoveReversed  && !EnemyNear,MoveReversed
trigger1 = Target,IsHelper = 0
value = 4017
ignorehitpause = 1
persistent = 0

[State 4000, ChangeState]
type = ChangeState
triggerall = MoveHit && !MoveReversed  && !EnemyNear,MoveReversed
trigger1 = Target,IsHelper = 0
trigger1 = AnimTime = 0
value = 4001

[state 4000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4001]
type = S
movetype = I
Physics = N
anim = 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4001, Helper]
type = Helper
trigger1 = AnimElem = 8
stateno = 8000
ID = 8000
name = "Dust"
sprpriority = 5
pos = -3,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 4001, Helper]
type = Helper
trigger1 = AnimElem = 8
trigger1 = Random <= 500
stateno = 8000
ID = 8000
name = "Dust"
sprpriority = 5
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 4001, Helper]
type = Helper
trigger1 = AnimElem = 8
trigger1 = Random <= 500
stateno = 8000
ID = 8000
name = "Dust"
sprpriority = 5
pos = 3,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 4001, Helper]
type = Helper
trigger1 = AnimElem = 8
trigger1 = Random <= 500
stateno = 8000
ID = 8000
name = "Dust"
sprpriority = 5
pos = 3,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 4001, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 4005
ID = 4005
name = "Hisui"
postype = Back
pos = -100,0
ownpal = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = Helper(4005),StateNo = 4006
value = 4002

[StateDef 4002]
type = S
movetype = A
Physics = N
ctrl = 0
velset = 0,0
sprpriority = 1
anim = 4001

[State 4002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4002, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 34
trigger4 = AnimElem = 37
trigger5 = AnimElem = 38
trigger6 = AnimElem = 39
attr = S, HA
damage = 20
animtype = hard
guardflag = -1
hitflag = MAF
priority = 7,hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,6+Random%3
ground.slidetime = 20
ground.hittime = 20
ground.cornerpush.veloff =  0
air.cornerpush.veloff    = 0
getpower = 0,0
kill = 0
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

[State 4002, HitDef]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
trigger3 = AnimElem = 20
trigger4 = AnimElem = 29
attr = S, HA
damage = 30
animtype = hard
guardflag = -1
hitflag = MAF
priority = 7,hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,6+Random%3
ground.slidetime = 20
ground.hittime = 20
ground.cornerpush.veloff =  0
air.cornerpush.veloff    = 0
getpower = 0,0
kill = 0
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

[State 4002, HitDef]
type = HitDef
trigger1 = AnimElem = 40
attr = S, HA
damage = 50
animtype = hard
guardflag = -1
hitflag = MAF
priority = 7,hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,6+Random%3
ground.slidetime = 20
ground.hittime = 20
ground.cornerpush.veloff =  0
air.cornerpush.veloff    = 0
getpower = 0,0
kill = 0
p2stateno = 4018
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11
trigger3 = AnimElem = 37
trigger4 = AnimElem = 38
trigger5 = AnimElem = 39
trigger6 = AnimElem = 40
value = S100,0

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 17
trigger3 = AnimElem = 20
value = S100,1

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 29
trigger2 = AnimElem = 34
value = S100,2

[State 4002, PlaySnd]
type = PlaySnd
triggerall = Random < 700
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 17
trigger5 = AnimElem = 20
trigger6 = AnimElem = 29
trigger7 = AnimElem = 34
value = S400,0+Random%9
Channel = 0

[State 4002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4003

[StateDef 4003]
type = S
movetype = A
Physics = S
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 4002

[State 4003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4003, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1011
ID = 1011
Postype = P1
pos = 60,0
sprpriority = 5
ownpal = 1
ignorehitpause = 0

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,9

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S100,10

[State 4003, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 75
guardflag =
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,5
guardsound = S300,0
ground.velocity = 0,-10.0
yaccel = 0.50
fall = 1
fall.recover = 0
getpower = 0,0
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

[State 4003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4005]
type = S
movetype = I
physics = N
velset = 0,0
anim = 4004
ctrl = 0

[State 4005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4005, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999
PalBright = 0,0,0
PalContrast = 160,32,32
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 4005, VelSet]
type = VelSet
trigger1 = Time > 2
x = 7

[State 4005, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S420,0+Random%5

[State 4005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
value = S100,21

[State 4005, Turn]
type = Turn
triggerall = time = 0
trigger1 = Root,Facing != facing
trigger1 = p2dist x < 35

[State 4005, ChangeState]
type = ChangeState
trigger1 = Root,Facing = facing
trigger1 = RootDist x <= -70
trigger2 = Root,Facing != facing
trigger2 = RootDist x <= 35 || p2dist x <= 10
value = 4006

[StateDef 4006]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = -1
anim = 4005

[State 4006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4006, Turn]
type = Turn
trigger1 = Time = 0

[State 4006, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 20
attr = S, HA
damage = ceil(20*root,fvar(1))
animtype = hard
guardflag = -1
hitflag = MAF
priority = 7,hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,6+Random%3
ground.slidetime = 20
ground.hittime  = 20
ground.cornerpush.veloff =  0
air.cornerpush.veloff    = 0
getpower = 0,0
kill = 0
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

[State 4006, HitDef]
type = HitDef
trigger1 = AnimElem = 24
trigger2 = AnimElem = 29
trigger3 = AnimElem = 39
attr = S, HA
damage = ceil(40*root,fvar(1))
animtype = hard
guardflag = -1
hitflag = MAF
priority = 7,hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,6+Random%3
ground.slidetime = 20
ground.hittime  = 20
ground.cornerpush.veloff =  0
air.cornerpush.veloff = 0
getpower = 0,0
kill = 0
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

[State 4006, PlaySnd]
type = PlaySnd
triggerall = Random < 700
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 20
trigger4 = AnimElem = 24
trigger5 = AnimElem = 29
trigger6 = AnimElem = 39
value = S420,5+Random%6
Channel = 1

[State 4006, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40)<0
var(40) = hitpausetime
ignorehitpause = 1

[State 4006, Helper]
type = Helper
trigger1 = Var(40) = hitpausetime
trigger1 = MoveHit = 1
helpertype = normal
name ="Hit_Spark"
stateno = 8053
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4006, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State 4006, Explod]
type = Explod
trigger1 = AnimElem = 38
anim = 4015
ID = 4015
sprpriority = 5
ownpal = 1
Ignorehitpause = 0
removeongethit = 1

[State 4006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 24
value = S100,0

[State 4006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 29
value = S100,1

[State 4006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 39
value = S100,2

[State 4006, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4007

[StateDef 4007]
type = S
movetype = A
anim = 4003
velset = 0,0
sprpriority = -1

[State 4007, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4007, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 60
value = 4006

[State 4007, ChangeState]
type = ChangeState
trigger1 = Anim = 4006 && AnimTime = 0
value = 4008

[StateDef 4008]
type = A
movetype = A
Physics = N
anim = 4007
ctrl = 0
velset = 0,-8
hitcountpersist = 1

[State 4008, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 8010
ID = 8010
name = "Jump Dust"
postype = p1
ownpal = 1

[State 4008, PlaySnd]
type = PlaySnd
trigger1 = Anim = 4007
trigger1 = Time = 0
value = S420,11+Random%3
Channel = 1

[State 4008, PlaySnd]
type = PlaySnd
trigger1 = Anim = 4007
trigger1 = Time = 0
value = S40,1

[State 4008, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4008, ChangeAnim]
type = ChangeAnim
trigger1 = time = 9
value = 4008

[State 4008, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.45

[State 4008, HitDef]
type = HitDef
trigger1 = Anim = 4008
trigger1 = AnimElem = 2
attr = A, HT
hitflag = AF
sparkno = -1
sprpriority = 1
p1facing = 1
hitsound = S800,2
p2facing = 1
p1stateno = 4009
p2stateno = 4019
numhits = 1
persistent = 0

[State 4008, PlaySnd]
type = PlaySnd
trigger1 = Anim = 4008
trigger1 = AnimElem = 3
value = S420,14+Random%3
Channel = 1

[State 4008, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 4011

[StateDef 4009]
type = A
movetype = A
physics = N
sprpriority = 2
anim = 4009
velset = 0,0

[State 4009, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4009, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.45

[State 4009, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 10,-10

[State 4009, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
pos = 20,0

[State 4009, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
pos = -10,5

[State 4009, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 4010

[StateDef 4010]
type = A
movetype = A
physics = N
sprpriority = 2
anim = 4010
velset = 0,0

[State 4010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4010, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 2
y = -6

[State 4010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.45

[State 4010, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(100*root,fvar(1))
guardflag = -1
animtype = back
hitflag = MAFD
priority = 7,hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := 0))
hitsound = S200,8
ground.velocity = 2,-6
air.velocity = 2,-6
yaccel = 0.50
fall = 1
fall.recover = 0
getpower = 0,0
snap = 0,20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff= 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 4010, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40)<0
var(40) = hitpausetime
ignorehitpause = 1

[State 4010, Helper]
type = Helper
trigger1 = Var(40) = hitpausetime
trigger1 = MoveContact = 1
helpertype = normal
name ="Hit_Spark"
stateno = 8053
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4010, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State 4010, ChangeState]
type = ChangeState
triggerall = AnimElemTime(2) >= 0
trigger1 = Pos y >= -10 && Vel y > 0
value = 4011

[StateDef 4011]
type = S
physics = S
ctrl = 0
VelSet = 0,0
anim = 4011

[State 4011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,0

[State 4011, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4011, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4011, Turn]
type = turn
trigger1 = AnimElem = 1

[State 4011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4012

[StateDef 4012]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 4003
sprpriority = 2

[State 4012, AfterImageTime]
type = afterimagetime
trigger1 = Time = 0
time = 0

[State 4012, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4012, ChangeState]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 4003
trigger1 = Time = 5
Value = 4015

[State 4012, ChangeState]
type = ChangeState
trigger1 = Time = 5
value = 4013

[StateDef 4013]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 4012
sprpriority = 2

[State 4013, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4013, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4014

[StateDef 4014]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 4004
sprpriority = 2

[State 4014, VelSet]
type = VelSet
trigger1 = Time > 2
x = 7

[State 4014, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
value = S100,21

[State 4014, Trans]
type = Trans
trigger1 = time >= 85
trans = AddAlpha
alpha = ifelse(time >= 93,32*(100-time),256),ifelse(time <= 91,32*(time-85),256)

[State 4014, DestroySelf]
type = DestroySelf
trigger1 = Pos X >= 360
trigger2 = time >= 100

[StateDef 4015]
type = S
movetype = I
physics = S
velset = 0,0
anim = 4003
sprpriority = 1
facep2 = 1

[State 4015, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4015, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 4015, Turn]
type = Turn
trigger1 = (P2Dist X < 0)

[State 4015, ChangeState]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = Parent,Stateno = [181,189]
value = 4016

[StateDef 4016]
type = S
movetype = I
physics = S
velset = 0,0
anim = 4013
sprpriority = 1
facep2 = 1

[State 4016, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover

[State 4016, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 4016, NotHitBy]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 4017]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 4017, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5012
ignorehitpause = 1

[State 4017, SelfState]
type = selfstate
trigger1 = time >= 500
value = 5001

[StateDef 4018]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 4018, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5002
ignorehitpause = 1

[State 4018, SelfState]
type = SelfState
trigger1 = time >= 500
value = 5002

[StateDef 4019]
type = A
movetype= H
physics = N
velset = 0,0

[State 4019, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4019, ChangeAnim]
type = ChangeAnim
triggerall = time < 6
trigger1 = 1
value = 5010

[State 4019, ChangeAnim2]
type = ChangeAnim2
triggerall = time >= 6
trigger1 = 1
value = 4014
persistent = 0

[State 4019, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
time = 1
ignorehitpause = 1

[State 4019, SelfState]
type = SelfState
trigger1 = Pos Y > 30
value = 5110

[StateDef 6000]
Type = S
Physics = S
MoveType = I
Anim = 6000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 45
value = 0

[State 6000, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(45) = 1200
ignorehitpause = 1

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 6000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 6001
ID = 6001
name = "MAX"
postype = p1
pos = ceil(-6 * const(size.xscale)), ceil(-64 * const(size.yscale))
supermovetime = 255
size.xscale = 1
size.yscale = 1
ownpal = 1

[State 6000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 6020
ID = 6020
name = "Awakening"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 6000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S10000,4
p2defmul = 1
darken = 0

[State 6000, CtrlSet]
type = CtrlSet
trigger1 = Time = 25
value = 1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6001]
Type = A
Physics = N
MoveType = I
Anim = 6001
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 6001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = time < 25
time = 1
mul = 128,128,128

[State 6001, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = 6*(random%60)

[State 6001, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 6001, AngleDraw]
type = AngleDraw
trigger1 = time < 8
scale = (.0625*time), (.0625*time)

[State 6001, AngleDraw]
type = AngleDraw
trigger1 = time >= 8
scale = .5, .5

[State 6001, Trans]
type = Trans
trigger1 = time < 16
trans = AddAlpha
alpha = 256, 256

[State 6001, Trans]
type = Trans
trigger1 = time >= 16
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 6001, Explod]
type = explod
trigger1 = Time = 0
anim = 6002
ID = 6002
sprpriority = 5
postype = p1
facing = IfElse(random<500,-1,1)
vfacing = IfElse(random<500,-1,1)
removetime = 16
supermovetime = -1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6002)
ID = 6002
scale = 2-(.125*time), 2-(.125*time)
trans = AddAlpha
alpha = IfElse(time<4, 64*time, 256), 256

[State 6001, Explod]
type = Explod
trigger1 = time = 16
anim = 6003
ID = 6003
sprpriority = 5
postype = p1
removetime = 32
supermovetime = -1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6003)
ID = 6003
scale = (.1*(time-16)), (.1*(time-16))
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 6001, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 26

[State 6001, DestroySelf]
type = DestroySelf
trigger1 = time >= 26

[StateDef 6002]
anim = 0
ctrl = 0
sprpriority = -6

[State 6002, Bindtoroot]
type = BindToRoot
trigger1 = 1

[State 6002, Turn]
type = turn
trigger1 = facing != Root,facing

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6002, VarSet]
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6003
value = Root, Anim
elem = Var(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 6002, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
trigger4 = Root,StateNo >= 160
trigger4 = Root,StateNo < 5000
trigger4 = Root,MoveType = H
trigger5 = Root,StateNo >= 6000
trigger5 = Root,MoveType = H
trigger6 = Root,Anim >= 160
trigger6 = Root,Anim < 5000
trigger6 = Root,MoveType = H
trigger7 = Root,Anim >= 6000
trigger7 = Root,MoveType = H
trigger8 = Root,Stateno = [190,194]
trigger9 = Root,Stateno = 5150
flag = Invisible

[State 6002, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6002, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6002, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 6002, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6002, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(45) <= 0

[StateDef 6010]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State 6010, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(4):=1

[State 6010, Explod]
type = explod
trigger1 = time = 0
trigger1 = Numexplod(6010)=0
ID = 6010
anim = IfElse(Teamside = 1,6010,6012)
pos = Ifelse(Teamside = 1,15,209),ceil((1.33*gameheight/gamewidth)*230-(30*(var(4))))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
ontop = 1
facing = 1

[State 6010, Explod]
type = explod
trigger1 = time = 0
id = 6011
anim = 6011
pos = Ifelse(Teamside = 1,15,304),ceil((1.33*gameheight/gamewidth)*230-(30*(var(4))))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6011
Scale = .5*Root,Var(45)/1200,0.50

[State 6010, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(45) <= 0
ID = 6010

[State 6010, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(45) <= 0
ID = 6011

[State 6010, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(45) <= 0

[StateDef 6020]
Type = S
Physics = N
MoveType = I
Anim = 99999
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6020, Explod]
type = Explod
trigger1 = time = 0
anim = 6020
id = 6020
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-20)
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 6020, Explod]
type = Explod
trigger1 = time = 0
anim = 6021
ID = 6021
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-20)
postype = left
sprpriority = -7
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 6020, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 6020
Scale = 0.5,0.5-((time-65)*0.1)

[State 6020, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 6021
Scale = 0.5,0.5-((time-65)*0.1)

[State 6020, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
trigger2 = NumHelper(20100) = 1
ID = 6020

[State 6020, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
trigger2 = NumHelper(20100) = 1
ID = 6021

[State 6020, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70
trigger2 = NumHelper(20100) = 1

[StateDef 7000]
physics = N
anim = 7000

[State 7000, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7000, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7000, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7000, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7000, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7001]
physics = N
anim = 7000

[State 7001, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7001, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7001, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7001, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7001, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7002]
physics = N
anim = 7001

[State 7002, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7002, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7002, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7002, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7002, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7003]
physics = N
anim = 7001

[State 7003, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7003, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7003, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7003, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7003, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7003, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7004]
physics = N
anim = 7002

[State 7004, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7004, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7004, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7004, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7004, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7004, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7004, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7004, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7005]
physics = N
anim = 7002

[State 7005, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7005, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7005, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7005, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7005, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7005, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7005, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7006]
physics = N
anim = 7003

[State 7006, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7006, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7006, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7006, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7006, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7006, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7007]
physics = N
anim = 7003

[State 7007, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7007, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7007, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7007, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7007, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7007, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7007, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7007, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 8000]
type = A
movetype = I
physics = N
sprpriority = 5
anim = 8000

[state 8000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SAC

[state 8000, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.75,0.75

[state 8000, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 0+random%360

[state 8000, AngleSet]
type = AngleAdd
trigger1 = 1
value = 10

[state 8000, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-8*time,256

[state 8000, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 0-random%10

[state 8000, VelSet]
type = VelSet
trigger1 = time = 0
x = (-0.5-(random%20)/10)*IfElse(Root,Stateno = 101,-1,1)
y = 0-(random%6)/10

[state 8000]
type = VelAdd
trigger1 = Root,Stateno = [100,101]
y = -0.02

[state 8000, DestroySelf]
type = DestroySelf
trigger1 = time = 32

[StateDef 8010]
type = A
anim = 99999
velset = 0,0

[State 8010, BindtoParent]
type = BindtoParent
trigger1 = 1

[State 8010, Explod]
type = Explod
trigger1 = Time = 0
anim = 8010
sprpriority = 3
postype = p1
pos = 0,10
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 8010, Explod]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 2
trigger3 = Time = 6
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 8010, ModifyExplod]
type = ModifyExplod
trigger1 = time > 1
ID = 8000
scale = 0.5-((Time-1)*0.05),0.5-((Time-1)*0.05)

[State 8010, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 11
ID = 8000

[State 8010, DestroySelf]
type = DestroySelf
trigger1 = time = 11

[StateDef 8030]
type = A
anim = 99999
velset = 0, 0
sprpriority = 5

[State 8030, PosSet]
type = PosSet
trigger1 = !time = 0
y = 0

[State 8030, Explod]
type = Explod
trigger1 = time = 0 || time = 3 || time = 6
anim = 8030
ID = ifelse((time = 6), 8032, ifelse((time = 3), 8031, 8030))
postype = p1
pos = 0, -4
random = 8, 8
vel = -3 -(random / 1000.0), -2 -(random / 2000.0)
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
removetime = 16
sprpriority = 3
pausemovetime = -1
supermovetime = -1

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8030)
ID = 8030
scale = 0.1 + (0.025 * time), 0.1 + (0.025 * time)
trans = addalpha
alpha = 256 -(16 * time), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8031)
ID = 8031
scale = 0.1 + (0.025 * (time -3)), 0.1 + (0.025 * (time -3))
trans = addalpha
alpha = 256 -(16 * (time -3)), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8032)
ID = 8032
scale = 0.1 + (0.025 * (time -6)), 0.1 + (0.025 * (time -6))
trans = addalpha
alpha = 256 -(16 * (time -6)), 256

[State 8030, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 22

[State 8030, DestroySelf]
type = DestroySelf
trigger1 = !NumExplod

[StateDef 8050]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8050, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8050, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8050, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .3-(time*.03), .3-(time*.03)

[State 8050, AngleDraw]
type = AngleDraw
trigger1= time >= 10
scale = 0,0

[State 8050, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1= !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .3-(.0375*time),.3-(.0375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8050, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8051]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8051, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8051, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time<10
scale = .35-(time*.035), .35-(time*.035)

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8051, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1= NumExplod(8053)
ID = 8053
scale = .35-(.04375*time),.35-(.04375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8051, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8051, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8052]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8052, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8052, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .4-(time*.04), .4-(time*.04)

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8052, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .4-(.05*time),.4-(.05*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8052, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8052, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8053]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8053, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8053, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8053, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8053, AngelDraw]
type = AngleDraw
trigger1 = time < 10
scale = .5-(time*.05), .5-(time*.05)

[State 8053, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8053, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8051)
ID = 8051
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8054)
ID = 8054
scale = .5,.5
trans = addalpha
alpha = 256-(32*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8053)
ID = 8053
scale = .5-(.0625*time),.5-(.0625*time)
trans = addalpha
alpha = 256-(32*time),256

[State 8053, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8053, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8054]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8054, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8054, Angle]
type = angleset
trigger1 = !time
value = 30*(random%12)

[State 8054, AngleAdd]
type = angleadd
trigger1 = 1
value = 30

[State 8054, AngleDraw]
type = angledraw
trigger1 = time < 10
scale = .45-(time*.045), .45-(time*.045)

[State 8054, AngleDraw]
type = angledraw
trigger1 = time >= 10
scale = 0,0

[State 8054, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8051)
ID = 8051
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8052)
ID = 8052
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8054)
ID = 8054
scale = .4,.4
trans = addalpha
alpha = 256-(32*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8053)
ID = 8053
scale = .45-(.05625*time),.45-(.05625*time)
trans = addalpha
alpha = 192-(24*time),256

[State 8054, RemoveExplod]
type = RemoveExplod
trigger1= time >= 16

[State 8054, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 8100]
type = A
velSet = 0,0
anim = 99999

[State 8100, VarSet]
type = VarSet
trigger1 = !Time
var(0) = Parent,var(43)

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8100, Turn]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, DestroySelf]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])

[StateDef 9000]
type = A
physics = N
movetype = I
anim = 9000
velset = 0,0
sprpriority = 5

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9000, AnglDraw]
type = AngleDraw
trigger1 = 1
scale = .125+(.046875*time), .125+(.046875*time)

[State 9000, Trans]
type = Trans
trigger1 = time < 4
trans = addalpha
alpha = 256, 256

[State 9000, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 256 - 64*(time-4), 256

[State 9000, DstroySelf]
type = DestroySelf
trigger1 = time >= 8

[StateDef 10000]
type = A
movetype = I
physics = N
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = 5

[State 10000, Varset]
type = VarSet
trigger1 = !time
var(0) = 61

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,0

[State 10000, AngleDraw]
type = AngleDraw
trigger1 = time <= 15
scale = 0+(time*.02),0+(time*.02)

[State 10000, AngleDraw]
type = AngleDraw
trigger1 = time > 15
scale = .3,.3

[State 10000, AngleDraw]
type = AngleDraw
trigger1 = time >= var(0)
scale = 0,0

[State 10000, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 10000, EnvColor]
type = BGPalFX
trigger1 = time <= 40
mul = 60,60,226
time = 1
invertall = 0
ignorehitpause = 1
color=20

[State 10000, Trans]
type = Trans
trigger1 = 1
trans = add

[State 10000, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 10000, Helper]
type = Helper
trigger1 = Time = 0
ID = 10001
StateNo = 10001
pos = 0,0
postype = P1
name = "Spining_circle"
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .55
size.yscale = .55

[State 10000, Explod]
type = Explod
trigger1 = !time
anim = 10001
ID = 10001
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 15

[State 10000, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10001)
ID = 10001
scale = 1-(time*.066666),1-(time*.066666)
trans = AddAlpha
alpha = ceil(100+20.4*time),256

[State 10000, Explod]
type = Explod
trigger1 = time = 15
anim = 10002
ID = 10002
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 45

[State 10000, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10002)
ID = 10002
scale = .5+(.03*(time-15)),.5+(.03*(time-15))
trans = AddAlpha
alpha = ceil(100-3*(time-15)),256

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time > 61

[State 10000, ChangeState]
type = DestroySelf
trigger1 = time > 61

[StateDef 10001]
type = A
movetype = I
physics = N
anim = 10003
velset = 0,0
ctrl = 0
sprpriority = 0

[State 10001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10001, AssertSpecial]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 0+(time*50),256

[State 10001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .35,.35

[State 10001, AngleSet]
type = AngleSet
trigger1 = !time
value = 6*(random%60)

[State 10001, Rotate]
type = AngleAdd
trigger1 = 1
value = -12

[State 10001, RemoveExplod]
type = RemoveExplod
trigger1 = time > 60

[State 10001, ChangeState]
type = DestroySelf
trigger1 = time > 60

[StateDef 10010]
type = A
movetype = I
physics = N
anim = 10010
velset = 0,0
ctrl = 0
sprpriority = 5

[State 10010, Varset]
type = VarSet
trigger1 = !time
var(0) = 61

[State 10010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,1

[State 100110, AngleDraw]
type = AngleDraw
trigger1 = time <= 15
scale = 0+(time*.02),0+(time*.02)

[State 10010, AngleDraw]
type = AngleDraw
trigger1 = time > 15
scale = .3,.3

[State 10010, AngleDraw]
type = AngleDraw
trigger1 = time >= var(0)
scale = 0,0

[State 10010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 10010, EnvColor]
type = BGPalFX
trigger1 = time <= 40
mul = 130,0,210
time = 1
invertall = 0
ignorehitpause = 1
color=20

[State 10010, Trans]
type = Trans
trigger1 = 1
trans = add

[State 10010, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 10010, Helper]
type = Helper
trigger1 = Time = 0
ID = 10011
StateNo = 10011
pos = 0,0
postype = P1
name = "Spining_circle"
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .55
size.yscale = .55

[State 10010, Explod]
type = Explod
trigger1 = !time
anim = 10011
ID = 10011
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 15

[State 10010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10011)
ID = 10011
scale = 1-(time*.066666),1-(time*.066666)
trans = AddAlpha
alpha = ceil(100+20.4*time),256

[State 10010, Explod]
type = Explod
trigger1 = time = 15
anim = 10012
ID = 10012
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 45

[State 10010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10012)
ID = 10012
scale = .5+(.03*(time-15)),.5+(.03*(time-15))
trans = AddAlpha
alpha = ceil(100-3*(time-15)),256

[State 10010, RemoveExplod]
type = RemoveExplod
trigger1 = time > 61

[State 10010, ChangeState]
type = DestroySelf
trigger1 = time > 61

[StateDef 10011]
type = A
movetype = I
physics = N
anim = 10013
velset = 0,0
ctrl = 0
sprpriority = 0

[State 10011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10011, AssertSpecial]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 0+(time*50),256

[State 10011, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .35,.35

[State 10011, AngleSet]
type = AngleSet
trigger1 = !time
value = 6*(random%60)

[State 10011, Rotate]
type = AngleAdd
trigger1 = 1
value = -12

[State 10011, RemoveExplod]
type = RemoveExplod
trigger1 = time > 60

[State 10011, ChangeState]
type = DestroySelf
trigger1 = time > 60

[StateDef 10020]
type = A
movetype = I
physics = N
anim = 10020
velset = 0,0
ctrl = 0
sprpriority = 5

[State 10020, Varset]
type = VarSet
trigger1 = !time
var(0) = 61

[State 10020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,2

[State 10020, AngleDraw]
type = AngleDraw
trigger1 = time <= 15
scale = 0+(time*.02),0+(time*.02)

[State 10020, AngleDraw]
type = AngleDraw
trigger1 = time > 15
scale = .3,.3

[State 10020, AngleDraw]
type = AngleDraw
trigger1 = time >= var(0)
scale = 0,0

[State 10020, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 10020, EnvColor]
type = BGPalFX
trigger1 = time <= 40
mul = 130,30,30
time = 1
invertall = 0
ignorehitpause = 1
color=20

[State 10020, Trans]
type = Trans
trigger1 = 1
trans = add

[State 10020, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 10020, Helper]
type = Helper
trigger1 = Time = 0
ID = 10021
StateNo = 10021
pos = 0,0
postype = P1
name = "Spining_circle"
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .55
size.yscale = .55

[State 10020, Explod]
type = Explod
trigger1 = !time
anim = 10021
ID = 10021
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 15

[State 10020, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10021)
ID = 10021
scale = 1-(time*.066666),1-(time*.066666)
trans = AddAlpha
alpha = ceil(100+20.4*time),256

[State 10020, Explod]
type = Explod
trigger1 = time = 15
anim = 10022
ID = 10022
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 45

[State 10020, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10022)
ID = 10022
scale = .5+(.03*(time-15)),.5+(.03*(time-15))
trans = AddAlpha
alpha = ceil(100-3*(time-15)),256

[State 10020, RemoveExplod]
type = RemoveExplod
trigger1 = time > 61

[State 10020, ChangeState]
type = DestroySelf
trigger1 = time > 61

[StateDef 10021]
type = A
movetype = I
physics = N
anim = 10023
velset = 0,0
ctrl = 0
sprpriority = 0

[State 10021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10021, AssertSpecial]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 0+(time*50),256

[State 10021, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .35,.35

[State 10021, AngleSet]
type = AngleSet
trigger1 = !time
value = 6*(random%60)

[State 10021, Rotate]
type = AngleAdd
trigger1 = 1
value = -12

[State 10021, RemoveExplod]
type = RemoveExplod
trigger1 = time > 60

[State 10021, ChangeState]
type = DestroySelf
trigger1 = time > 60

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[StateDef -2]

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%5
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
trigger1 = (stateno = 5000 || stateno = 5010) && numenemy
trigger1 = gethitvar(fall) || (enemynear, hitdefattr = SCA, SA, HA)
trigger2 = (stateno = 5020 || stateno = 5070 || stateno = 5080)
trigger3 = (stateno = 5050 || stateno = 5100) && (prevstateno != [5000, 5199])
value = S5000,0+random%5
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+random%5
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,4+random%3
persistent = 0
channel = 0

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateno = ifelse(movehit,var(41),var(42))
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<0,0,ifelse(p2dist x<var(43),p2dist x,var(43)))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State -2, VarRangeSet]
type = VarRangeSet
trigger1 = movetype = I
trigger2 = movetype = H && time
trigger3 = var(41)>0||var(42)>0
trigger3 = movecontact=1
first = 40
last = 44
value = -1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(45) > 0
trigger1 = !numhelper(20100)
trigger1 = StateNo != 6000
var(45) = -1
IgnoreHitPause = 1

[State -2, Helper]
type = Helper
Trigger1 = Var(45) > 0
Trigger1 = NumHelper(6002) = 0
helpertype = normal
name = "Aura"
ID = 6002
pos = 0, 0
postype = p1
facing = 1
stateno = 6002
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, PalFX]
type = PalFX
triggerall = Var(45) > 0
trigger1 = !(GameTime % 2)
time = 1
add = 60,60,60
ignorehitpause = 1

[State -2, VarSet]
type = Varset
trigger1 = numenemy
fvar(0) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ifelse(fvar(0) = 0, 1, ifelse(fvar(0) = 1, 1, .96875**fvar(0)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(1)*fvar(2)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = IfElse(Var(45) > 0,1.1,1)

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(100*life/const(data.life)) >= 50
trigger1 = numenemy
value = 1
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(100*life/const(data.life)) = [25,49]
trigger1 = numenemy
value = 0.9
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(100*life/const(data.life)) <= 24
trigger1 = numenemy
value = 1
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = Var(45) > 0
value = 0

[State -2, LifeAdd]
type = LifeAdd
triggerall = Var(45) > 0
triggerall = Movetype != H
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo != 6000
trigger1 = Gametime%5 = 0
value = 1
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = roundstate = 2
trigger1 = numhelper(6010) = 0
trigger1 = var(45) > 0
ID = 6010
name = "MAX_Bar"
stateno = 6010
ownpal = 1
postype = left
pos = 160
ignorehitpause = 1
PauseMoveTime = 9999
SuperMoveTime = 9999

[State -2, VarSet]
type = VarSet
triggerall = prevstateno = [2000,4999]
trigger1 = stateno = [1000,1999]
var(36) = 1
ignorehitpause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(221)
trigger1 = Stateno != 220
ID = 221

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(611)
trigger1 = Stateno != 610
ID = 611

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(641)
trigger1 = Stateno != 640
ID = 641

[State -2, RemoveExplod]
type = RemoveExplod
ID = 858
triggerall = numexplod(858)
trigger1 = Stateno != 852

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(953)
trigger1 = Stateno != 950
ID = 953

[State -2, RemoveExplod]
type = RemoveExplod
ID = 1001
triggerall = numexplod(1001)
trigger1 = Stateno != 1000
trigger1 = Stateno != 3100

[State -2, RemoveExplod]
type = RemoveExplod
ID = 1011
triggerall = numexplod(1011)
trigger1 = Stateno != 1010
trigger1 = Stateno != 4003

[State -2, RemoveExplod]
type = RemoveExplod
ID = 1021
triggerall = numexplod(1021)
trigger1 = Stateno != 1020

[State -2, RemoveExplod]
type = RemoveExplod
ID = 1041
triggerall = numexplod(1041)
trigger1 = Stateno != 1040

[State -2, RemoveExplod]
type = RemoveExplod
ID = 2009
triggerall = numexplod(2009)
trigger1 = Stateno != 2001
trigger1 = Stateno != 3001

[State -2, RemoveExplod]
type = RemoveExplod
ID = 2010
triggerall = numexplod(2010)
trigger1 = Stateno != 2001
trigger1 = Stateno != 3001

[State -2, RemoveExplod]
type = RemoveExplod
ID = 3001
triggerall = numexplod(3001)
trigger1 = Stateno != 3001

[State -2, RemoveExplod]
type = RemoveExplod
ID = 3002
triggerall = numexplod(3002)
trigger1 = Stateno != 3001

[State -2, RemoveExplod]
type = RemoveExplod
ID = 3003
triggerall = numexplod(3003)
trigger1 = Stateno != 3001

[State -2, AssertSpecial]
type = AssertSpecial
flag = NoKOSlow
trigger1 = StateNo = [2000,4999]
trigger2 = NumHelper(2101) || NumHelper(2102) || NumHelper(2103) || NumHelper(4005)
trigger2 = Cond(NumHelper(4005),(Helper(4005),Stateno != [4011,4014]),1)
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = RoundState >= 2
triggerall = WinKo && !var(37)
trigger1 = StateNo = [2000,4999]
trigger2=movetype=h
trigger2=prevstateno=[2000,4999]
trigger3 = NumHelper(2101) || NumHelper(2102) || NumHelper(2103) || NumHelper(4005)
trigger3 = Cond(NumHelper(4005),(Helper(4005),Stateno != [4011,4014]),1)
ID = 20150
stateno = 20100
Name = "Super_Combo_Finish"
postype = left
pos = 0,0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
ownpal = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
var(37) = 1

[State -2, VarSet]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(37) = 0

[State -2, AfterImageTime]
type = afterimagetime
trigger1 = stateno != 50
trigger1 = stateno != [700,750]
trigger1 = stateno != [2000,4999]
time = 0

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "MAX mode duration = %d"
params = var(45)

[State -2, LifeAdd]
type = LifeAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -5
kill = 0

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -26

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy,Name != "Tohno_Shiki"
trigger2 = Enemy,Name != "Tohno_Akiha" || Enemy,Name != "Akiha_Vermillion"
trigger3 = Enemy,Name != "Hisui"
trigger4 = Enemy,Name != "Mech-Hisui" || Enemy,Name != "Mech_Hisui"
trigger5 = Enemy,Name != "RajaaMech-Hisui" && Enemy,AuthorName != "RajaaBoy"
trigger6 = Enemy,Name != "Len"
trigger7 = Enemy,Name != "RajaaLen" && Enemy,AuthorName != "RajaaBoy"
trigger8 = Enemy,Name != "Yumiduka_Satsuki" || Enemy,Name != "Yumizuka_Satsuki"
trigger9 = Enemy,Name != "RajaaSatsuki" && Enemy,AuthorName != "RajaaBoy"
value = 1+random%10

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Tohno_Shiki"
trigger2 = Enemy,Name = "RajaaShiki" && Enemy,AuthorName = "RajaaBoy"
value = 11

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "VAkiha_K" && Enemy,AuthorName = "Kohaku"
trigger2 = Enemy,Name = "Tohno_Akiha"
trigger3 = Enemy,Name = "Akiha_Vermillion"
value = 12

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Hisui"
value = 13

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Mech-Hisui" || Enemy,Name = "Mech_Hisui"
trigger2 = Enemy,Name = "RajaaMech-Hisui" && Enemy,AuthorName = "RajaaBoy"
value = 14

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Len"
trigger2 = Enemy,Name = "RajaaLen" && Enemy,AuthorName = "RajaaBoy"
value = 15

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Yumiduka_Satsuki" || Enemy,Name = "Yumizuka_Satsuki"
trigger2 = Enemy,Name = "RajaaSatsuki" && Enemy,AuthorName = "RajaaBoy"
value = 16

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(20) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger3 = Statetype = A
trigger3 = (Stateno = [600,699])
trigger3 = MoveContact
var(20) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(21) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(21) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(22) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(22) = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = var(25) > 0
var(25) = -1

[State -3, ExFX]
type = VarSet
trigger1 = (Stateno != [1000,1999]) || MoveType = H
var(25) = 0

[State -3, PalFX]
type = PalFX
trigger1 = !(gametime%2) && var(25)
time = 1
color = 0
mul = 256, 224, 0
add = 128, 128, 128
ignorehitpause = 1

[State -3, Helper]
type = Helper
triggerall = RoundState = 2 && !NumHelper(854)
triggerall = (MoveType = I && Ctrl) || (StateNo = [850,852])
triggerall = (Command != "rlsfwd" && Command != "rlsback" && command != "rlsup" && command!="rlsdown")
trigger1 = (StateType = S || StateType = C) && (Command = "fwd" || Command = "down")
trigger2 = StateType = A && Command ="fwd"
helpertype = normal
StateNo = 854
ID = 854
name = "Parry"
postype = p1
pausemovetime = 99999
supermovetime = 99999

[State -3, ChangeState]
type = ChangeState
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = Helper(854),StateNo = 855
value = IfElse((Helper(854),Anim = 858), 852, IfElse((Helper(854),Anim = 857), 851, 850))
ignorehitpause = 1

[State -3, HitOverride]
type = HitOverride
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = !(Helper(854),var(0)) && (Helper(854),Anim = 856)
attr = SA,AP
StateNo = 850
slot = 0
time = 1
ignorehitpause = 1

[State -3, HitOverride]
type = HitOverride
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = !(Helper(854),var(0)) && (Helper(854),Anim = 857)
attr = C,AP
StateNo = 851
slot = 0
time = 1
ignorehitpause = 1

[State -3, HitOverride]
type = HitOverride
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = !(Helper(854),var(0)) && (Helper(854),Anim = 858)
attr = SCA,AP
StateNo = 852
slot = 0
time = 1
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = !alive && (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
value = 5950
ignorehitpause = 1

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
flag = nokosnd
ignorehitpause = 1

[State -3, Width]
type = Width
trigger1 = 1
edge = 4,0
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
