; 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 = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 250			;Volume offset (negative for softer)
IntPersistIndex = 30,32,60	;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 = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;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, -90	;Approximate position of head
mid.pos = -5, -60		;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  = 3.4		;Walk forward
walk.back = -3		;Walk backward
run.fwd  = 6, 0		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-9.4		;Neutral jumping velocity (x, y)
jump.back = -3.55		;Jump back Speed (x, y)
jump.fwd = 3.5		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .44		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

;---------------------------------------------------------------------------
; 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
time = 1

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

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

[State 180, 1]
type = ChangeState
trigger1 = Matchover
value = 182

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0
sprpriority = 2

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

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

[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 2

[State 182, AssertSpecial]
type=assertspecial
flag=roundnotover
flag2=nomusic
flag3=noautoturn
trigger1=1

[state invul]
type=hitby
value=
time=-1
trigger1=!time

[state push]
type=playerpush
value=0
trigger1=1

[state camera]
type=screenbound
value=0
movecamera=1,0
trigger1=anim=181

[state win]
type=helper
postype=left
stateno=19000
ownpal=1
supermovetime=44444444
pausemovetime=44444444
triggerall=time=20
triggerall=matchover
trigger1=teammode=single
trigger2=teammode=simul
trigger2=partner,authorname="Kohaku"
trigger2=id<partner,id

[State 182, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 183

[Statedef 183]
type = A
physics = N
ctrl = 0
anim = 182
sprpriority = 2

[State 183, AssertSpecial]
type=assertspecial
flag=roundnotover
flag2=nomusic
flag3=noautoturn
trigger1=1

[state invul]
type=hitby
value=
time=-1
trigger1=!time

[state push]
type=playerpush
value=0
trigger1=1

[state camera]
type=screenbound
value=0
movecamera=1,0
trigger1=anim=182

[State 183, VelSet]
type = VelSet
trigger1 = Time
x = 8
y = -4

[State 183, PosFreeze]
type = PosFreeze
trigger1 = Time > 12
value = 1


;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic

[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 190, ChangeState]
type = ChangeState
triggerall = Time >= 60
trigger1 = p2stateno = 0 || enemy,anim = 0
trigger2 = Enemy,Name = "Meiling_K"
trigger2 = Enemy,AuthorName = "Kohaku"
trigger2 = Time >= 120
value = 191
ctrl = 0

[State 190]
type = ChangeState
trigger1 = (P2Name = "Sakuya_K" || P4Name = "Sakuya_K") && EnemyNear,AuthorName = "Kohaku"
value = 20000

[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 2

[State 191, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,8
Channel = 0

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = time = 100
value = 192

[State 191, ChangeState]
type = ChangeState
trigger1 = Anim = 192 && 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, 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  = 2				;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, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7, 7			;Time attacker pauses, time opponent shakes
sparkno = S8050
guard.sparkno = S9000			;Spark anim no (Def: set above)
sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = S200, 0			;Sound to play on hit
guardsound = S300, 4			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 7		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 12			;Time before opponent regains control in air

[State 200, 3]
type = CtrlSet
trigger1 = Time = 6
value = 1

[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
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,1

[State 210, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 6

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage = 21
guardflag = MA
pausetime = 8,8
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-70
hitsound   = S200,1
guardsound = S300,4
ground.type = Low
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2
air.velocity = -2.5,-4

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

[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 215
poweradd = 35
sprpriority = 2

[State 215, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 6

[State 215, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,1

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 22
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 1
guardsound = S300, 4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 215, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 45
ctrl = 0
velset = 0,0
anim = 220

[State 220, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 8

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage = 23
guardflag = MA
pausetime = 10,10
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-70
hitsound   = S200,2
guardsound = S300,4
ground.type = Low
ground.slidetime = 22
ground.hittime  = 20
ground.velocity = -3.8
air.velocity = -4,0

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

[StateDef 225]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 225
poweradd = 30
sprpriority = 2

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 24
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 2
guardsound = S300, 4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-4
air.hittime = 12
fall = 1

[State 225, end]
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
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

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

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 12
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 6,7
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-42
hitsound   = S200,0
guardsound = S300,4
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -6
air.velocity = -1.5,-3

[State 400, 3]
type = CtrlSet
trigger1 = Time = 6
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 30
ctrl = 0
anim = 410

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 17
priority  = 3,Hit
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 7,9
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-22
hitsound   = S200,1
guardsound = S300,4
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-4

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 40
ctrl = 0
anim = 420

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 31
priority  = 3,Hit
animtype  = hard
hitflag = M
guardflag = L
hitflag = MAFD
pausetime = 8,9
sparkno = S8050
guard.sparkno = S9000
pausetime = 15,16
sparkxy = -10,-42
hitsound   = S200,2
guardsound = S300,4
ground.type = trip
ground.slidetime = 13
ground.hittime  = 26
ground.velocity = -2.5,0
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 420, 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
trigger1 = AnimElem = 3
value = S100,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 13
priority  = 3,Hit
animtype  = light
hitflag = MAF
guardflag = HA
pausetime = 6,6
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-22
hitsound   = S200,0
guardsound = S300,4
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -2
air.velocity = -1.5,-5

[State 600, 5]
type = CtrlSet
trigger1 = Time = 10
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 30
ctrl = 0
anim = 610

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,1

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 15
priority  = 3,Hit
animtype  = medium
hitflag = MAF
guardflag = HA
pausetime = 7,7
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-22
hitsound   = S200,1
guardsound = S300,4
ground.type = Low
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -3
air.velocity = -1.5,-4

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
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
trigger1 = AnimElem = 7
value = S100,2

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage = 27
priority  = 3,Hit
animtype  = hard
hitflag = MAF
guardflag = HA
pausetime = 8,10
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-22
hitsound   = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 11
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-1.5
fall.recover = 1
fall.recovertime = 26
air.fall = 1
yaccel = 0.4

;---------------------------------------------------------------------------
; 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
sprpriority = 2
; 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]
type = HitDef
Trigger1 = time = 0
trigger1 = var(59) = 0
trigger1 = enemynear,stateno != [5000,5150]
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0

[State 800]
type = HitDef
Trigger1 = time = 0
trigger1 = var(59) = 1
trigger1 = enemynear,stateno != [5000,5150]
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(BackEdgeBodyDist < 30, -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0

[State 800]
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
anim = 810

[State 810]
type = playsnd
Trigger1 = AnimElem = 4
value = S200,2

[State 810]
type = Posadd
Trigger1 = frontedgebodydist < 50
x = -15

[State 810]
type = targetbind
Trigger1 = time = 0
pos = 32,0

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8050
ID = 8050
pos = -15,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3

[State 810]
type = targetstate
Trigger1 = animelem = 4
value = 830

[State 810]
type = targetlifeadd
Trigger1 = animelem = 4
value = -80

[State 810]
type = poweradd
Trigger1 = animelem = 4
value = 40

[State 810]
type = targetpoweradd
Trigger1 = animelem = 4
value = 20

[State 810]
type = playsnd
Trigger1 = animelem = 4
value = 5,2

[State 810]
type = selfstate
Trigger1 = animtime >= 0
value = 0
ctrl = 1

[Statedef 820]
type    = S
movetype= H
physics = N

[State 820]
type = Changeanim
Trigger1 = selfanimexist(5010)
value = 5010

[State 820]
type = Changeanim2
Trigger1 = !selfanimexist(5010)
value = 5010

[State 820]
type = nothitby
Trigger1 = 1
value = SCA,AA,AT,AP

[State 820]
type = selfstate
Trigger1 = time > 20
value = 0
ctrl = 1

[Statedef 830]
type    = A
movetype= H
physics = N
facep2 = 1
velset=-6,-4

[State 830]
type = selfstate
Trigger1 = !time
value = 5050
ctrl = 0


;---------------------------------------------------------------------------
; 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.

;---------------------------------------------------------------------------
; 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 1000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 20
sprpriority = 2

[State 1000, Explod]
type = Explod
trigger1 =  AnimElem = 9
anim = 1003
ID = 1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1

[State 1000]
type = explod
trigger1 = AnimElem = 16, < 0
trigger1 = time%2 = 0
anim = 1005+(random%7)
pos = 0,-40
sprpriority = 3
random = 20,20
vel = 0,2
scale = 0.5,0.5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,17

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 50,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S8050
guard.sparkno = S9000
sparkxy = 0,-50
hitsound = S200, 6
guardsound = S300, 4
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1

[State 1000]
type = Helper
trigger1 = AnimElem = 8
stateno	= 1003
ownpal = 1
persistent = 0

[State 1000]
type = VelSet
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 16, < 0
x = 5

[State 1000]
type = Velmul
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 12, < 0
x = 1.5

[State 1000]
type = VelSet
trigger1 = AnimElem = 9
y = -2

[State 100]
type= VelAdd
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 16, < 0
y = 0.22

[State 1000]
type= PosSet
trigger1= AnimElem = 16
y = 0

[State 1000]
type= VelSet
trigger1 = AnimElem = 16
x = 0
y = 0

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 16
statetype = S

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 16
;trigger1 = !var(8)
movetype = A

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 16
;trigger1 = var(8)
trigger2 = AnimElem = 16
movetype = I

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

[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 20
sprpriority = 2

[State 1001, Explod]
type = Explod
trigger1 =  AnimElem = 9
anim = 1003
ID = 1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1

[State 1001]
type = explod
trigger1 = AnimElem = 16, < 0
trigger1 = time%2 = 0
anim = 1005+(random%7)
pos = 0,-40
sprpriority = 3
random = 20,20
vel = 0,2
scale = 0.5,0.5

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,17

[State 1001, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 65,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S8050
guard.sparkno = S9000
sparkxy = 0,-50
hitsound = S200, 6
guardsound = S300, 4
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -5.5,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1

[State 1001]
type = Helper
trigger1 = AnimElem = 8
stateno	= 1004
ownpal = 1
persistent = 0

[State 1001]
type = VelSet
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 16, < 0
x = 6.5

[State 1001]
type = Velmul
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 12, < 0
x = 1.5

[State 1001]
type = VelSet
trigger1 = AnimElem = 9
y = -2.5

[State 101]
type= VelAdd
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 16, < 0
y = 0.22

[State 1001]
type= PosSet
trigger1= AnimElem = 16
y = 0

[State 1001]
type= VelSet
trigger1 = AnimElem = 16
x = 0
y = 0

[State 1001]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 1001]
type = StateTypeSet
trigger1 = AnimElem = 16
statetype = S

[State 1001]
type = StateTypeSet
trigger1 = AnimElem = 16
;trigger1 = !var(8)
movetype = A

[State 1001]
type = StateTypeSet
trigger1 = AnimElem = 16
;trigger1 = var(8)
trigger2 = AnimElem = 16
movetype = I

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 30
sprpriority = 2

[State 1002, Explod]
type = Explod
trigger1 =  AnimElem = 9
anim = 1003
ID = 1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1

[State 1002]
type = explod
trigger1 = AnimElem = 16, < 0
trigger1 = time%2 = 0
anim = 1005+(random%7)
pos = 0,-40
sprpriority = 3
random = 20,20
vel = 0,2
scale = 0.5,0.5

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,17

[State 1002, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 80,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S8050
guard.sparkno = S9000
sparkxy = 0,-50
hitsound = S200, 6
guardsound = S300, 4
ground.type = High
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -7,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1

[State 1002]
type = Helper
trigger1 = AnimElem = 8
stateno	= 1005
ownpal = 1
persistent = 0

[State 1002]
type = VelSet
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 16, < 0
x = 9

[State 1002]
type = Velmul
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 12, < 0
x = 1.5

[State 1002]
type = VelSet
trigger1 = AnimElem = 9
y = -3

[State 1002]
type= VelAdd
trigger1 = AnimElem = 9, >= 0
trigger1 = AnimElem = 16, < 0
y = 0.22

[State 1002]
type= PosSet
trigger1= AnimElem = 16
y = 0

[State 1002]
type= VelSet
trigger1 = AnimElem = 16
x = 0
y = 0

[State 1002]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A

[State 1002]
type = StateTypeSet
trigger1 = AnimElem = 16
statetype = S

[State 1002]
type = StateTypeSet
trigger1 = AnimElem = 16
;trigger1 = !var(8)
movetype = A

[State 1002]
type = StateTypeSet
trigger1 = AnimElem = 16
;trigger1 = var(8)
trigger2 = AnimElem = 16
movetype = I

[State 1002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1003]
anim = 1004
sprpriority = 3

[State 1003]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[State 1003]
type = BindToParent
trigger1 = 1
pos = 55,-55

[State 1003]
type = Trans
trigger1 = 1
Trans = Add

[State 1003]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1003]
type = PlaySnd
trigger1 = !time
value = 1001, 0
persistent = 0

[State 1003]
type = explod
trigger1 = Root,AnimElem = 16, < 0
trigger1 = time%2 = 0
anim = 99999+(random%7)
ownpal = 1
sprpriority = 3
random = 20,20
vel = 0,2
scale = 0.5,0.5

[State 1003]
type = VarAdd
trigger1 = Root,AnimElem = 16, >= 0
var(0) = 25

[State 1003]
type = Palfx
trigger1 = 1
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 1003]
type = Destroyself
trigger1 = root,stateno != 1000
trigger2 = var(0) >= 250

[Statedef 1004]
anim = 1004
sprpriority = 3

[State 1004]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[State 1004]
type = BindToParent
trigger1 = 1
pos = 65,-55

[State 1004]
type = Trans
trigger1 = 1
Trans = Add

[State 1004]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1004]
type = PlaySnd
trigger1 = !time
value = 1001, 0
persistent = 0

[State 1004]
type = explod
trigger1 = Root,AnimElem = 16, < 0
trigger1 = time%2 = 0
anim = 99999+(random%7)
ownpal = 1
sprpriority = 3
random = 20,20
vel = 0,2
scale = 0.5,0.5

[State 1004]
type = VarAdd
trigger1 = Root,AnimElem = 16, >= 0
var(0) = 25

[State 1004]
type = Palfx
trigger1 = 1
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 1004]
type = Destroyself
trigger1 = root,stateno != 1001
trigger2 = var(0) >= 250

[Statedef 1005]
anim = 1004
sprpriority = 3

[State 1005]
type = AngleDraw
trigger1 = 1
scale = 0.15,0.15

[State 1005]
type = BindToParent
trigger1 = 1
pos = 65,-55

[State 1005]
type = Trans
trigger1 = 1
Trans = Add

[State 1005]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1005]
type = PlaySnd
trigger1 = !time
value = 1001, 0
persistent = 0

[State 1005]
type = explod
trigger1 = Root,AnimElem = 16, < 0
trigger1 = time%2 = 0
anim = 99999
ownpal = 1
sprpriority = 3
random = 20,20
vel = 0,2
scale = 0.5,0.5

[State 1005]
type = VarAdd
trigger1 = Root,AnimElem = 16, >= 0
var(0) = 25

[State 1005]
type = Palfx
trigger1 = 1
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 1005]
type = Destroyself
trigger1 = root,stateno != 1002
trigger2 = var(0) >= 250

[Statedef 1100]
type = U
movetype = I
physics = U
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[State 1100]
type = StateTypeSet
trigger1 = !time
trigger1 = StateType = A
statetype = A
physics = A

[State 1100]
type = StateTypeSet
trigger1 = !time
trigger1 = StateType != A
statetype = S
physics = S

[State 1100]
type = VarSet
trigger1 = !time
trigger2 = animtime = 0
var(4) = 0
persistent = 0

[State 1100]
type = VarSet
trigger1 = AnimElem = 7
var(4) = 1
persistent = 0

[State 1100]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100, 13
persistent = 0

[State 1100]
type = velset
trigger1 = AnimElem = 4
x = -2
y = -5

[State 1100]
type = velset
trigger1 = pos Y >= -5
trigger1 = AnimElem = 5, < 0
x = 0
y = 0

[State 1100]
type = helper
trigger1 = AnimElem = 4
Id = 1042
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1101
ownpal = 1
persistent = 0

[State 1100]
type = helper
trigger1 = AnimElem = 4
Id = 1043
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1101
ownpal = 1
persistent = 0

[State 1100]
type = helper
trigger1 = AnimElem = 4
Id = 1044
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1101
ownpal = 1
persistent = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(StateType = A,44,0)
ctrl = 1

[Statedef 1101]
movetype = A
sprpriority 	= 3
ctrl = 0

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

[State 1101]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State 1101]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno	= 1102
time = 1

[State 1101]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1042)
value = 1103

[State 1101]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1043)
value = 1104

[State 1101]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1044)
value = 1105

[State 1101]
type = Velset
trigger1 = !time
trigger1 = ishelper(1042)
x = 3*0.9396926208
y = -3*0.3420201433

[State 1101]
type = Velset
trigger1 = !time
trigger1 = ishelper(1043)
x = 3

[State 1101]
type = Velset
trigger1 = !time
trigger1 = ishelper(1044)
x = 3*0.9396926208
y = 3*0.3420201433

[State 1101]
type = angleset
trigger1 = ishelper(1042)
value = 20

[State 1101]
type = angleset
trigger1 = ishelper(1043)
value = 0

[State 1101]
type = angleset
trigger1 = ishelper(1044)
value = -20

[State 1101]
type  = angledraw
trigger1  = 1
scale  = 0.5,0.5

[State 1101]
type = explod
trigger1 = ishelper(1042)
trigger1 = time%2 = 0
anim = 1007
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1101]
type = explod
trigger1 = ishelper(1043)
trigger1 = time%2 = 0
anim = 1008
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1101]
type = explod
trigger1 = ishelper(1044)
trigger1 = time%2 = 0
anim = 1009
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1101]
type  = ParentVarAdd
trigger1  = movehit
fvar(0)  = 0.10
persistent = 0

[State 1101]
type  = HitDef
trigger1 = !MoveContact
attr = S, SP
damage = 20,4
getpower = 20,20
guardflag = MA
pausetime = 0,9
hitsound = S200,8
guardsound = S300,0
sparkno = S8052*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
animtype  = Med
ground.type = High
ground.slidetime = 16
ground.hittime = 16
guard.slidetime	= 15
guard.hittime = 15
ground.velocity = -4
air.velocity = -4,-4
air.fall = 1

[State 1101]
type = ChangeState
trigger1 = time = 40
trigger2 = movecontact
trigger3 = movereversed
trigger4 = root,movetype = H
value = 1102
ignorehitpause	= 1

[State 1101]
type = Destroyself
trigger1 = screenpos X != [-50,370]

[Statedef 1102]
ctrl = 0

[State 1102]
type = trans
trigger1 = 1
trans = add

[State 1102]
type  = AssertSpecial
trigger1 = 1
flag  = Noshadow

[State 1102]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1102]
type = VarAdd
trigger1 = 1
var(0) = 23

[State 1102]
type = Palfx
trigger1 = 1
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 1102]
type = angleset
trigger1 = ishelper(1042)
value = 20

[State 1102]
type = angleset
trigger1 = ishelper(1043)
value = 0

[State 1102]
type = angleset
trigger1 = ishelper(1044)
value = -20

[State 1102]
type  = angledraw
trigger1 = 1
scale  = 0.5,0.5

[State 1102]
type = Destroyself
trigger1 = time = 10

[Statedef 1103]
type = U
movetype = I
physics = U
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[State 1103]
type = StateTypeSet
trigger1 = !time
trigger1 = StateType = A
statetype = A
physics = A

[State 1103]
type = StateTypeSet
trigger1 = !time
trigger1 = StateType != A
statetype = S
physics = S

[State 1103]
type = VarSet
trigger1 = !time
trigger2 = animtime = 0
var(4) = 0
persistent = 0

[State 1103]
type = VarSet
trigger1 = AnimElem = 7
var(4) = 1
persistent = 0

[State 1103]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100, 13
persistent = 0

[State 1103]
type = velset
trigger1 = AnimElem = 4
x = -2
y = -5

[State 1103]
type = velset
trigger1 = pos Y >= -5
trigger1 = AnimElem = 5, < 0
x = 0
y = 0

[State 1103]
type = helper
trigger1 = AnimElem = 4
Id = 1041
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1104
ownpal = 1
persistent = 0

[State 1103]
type = helper
trigger1 = AnimElem = 4
Id = 1042
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1104
ownpal = 1
persistent = 0

[State 1103]
type = helper
trigger1 = AnimElem = 4
Id = 1043
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1104
ownpal = 1
persistent = 0

[State 1103]
type = helper
trigger1 = AnimElem = 4
Id = 1044
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1104
ownpal = 1
persistent = 0

[State 1103]
type = helper
trigger1 = AnimElem = 4
Id = 1045
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1104
ownpal = 1
persistent = 0

[State 1103]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(StateType = A,44,0)
ctrl = 1

[Statedef 1104]
movetype = A
sprpriority 	= 3
ctrl = 0

[State 1104]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1104]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State 1104]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno	= 1105
time = 1

[State 1104]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1041)
value = 1102

[State 1104]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1042)
value = 1103

[State 1104]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1043)
value = 1104

[State 1104]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1044)
value = 1105

[State 1104]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1045)
value = 1106

[State 1104]
type = Velset
trigger1 = !time
trigger1 = ishelper(1041)
x = 3*0.7660444431
y = -3*0.6427876097

[State 1104]
type = Velset
trigger1 = !time
trigger1 = ishelper(1042)
x = 3*0.9396926208
y = -3*0.3420201433

[State 1104]
type = Velset
trigger1 = !time
trigger1 = ishelper(1043)
x = 3

[State 1104]
type = Velset
trigger1 = !time
trigger1 = ishelper(1044)
x = 3*0.9396926208
y = 3*0.3420201433

[State 1104]
type = Velset
trigger1 = !time
trigger1 = ishelper(1045)
x = 3*0.7660444431
y = 3*0.6427876097

[State 1104]
type = angleset
trigger1 = ishelper(1041)
value = 30

[State 1104]
type = angleset
trigger1 = ishelper(1042)
value = 20

[State 1104]
type = angleset
trigger1 = ishelper(1043)
value = 0

[State 1104]
type = angleset
trigger1 = ishelper(1044)
value = -20

[State 1104]
type = angleset
trigger1 = ishelper(1045)
value = -30

[State 1104]
type  = angledraw
trigger1  = 1
scale  = 0.5,0.5

[State 1104]
type = explod
trigger1 = ishelper(1041)
trigger1 = time%2 = 0
anim = 1006
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1104]
type = explod
trigger1 = ishelper(1042)
trigger1 = time%2 = 0
anim = 1007
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1104]
type = explod
trigger1 = ishelper(1043)
trigger1 = time%2 = 0
anim = 1008
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1104]
type = explod
trigger1 = ishelper(1044)
trigger1 = time%2 = 0
anim = 1009
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1104]
type = explod
trigger1 = ishelper(1045)
trigger1 = time%2 = 0
anim = 1010
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1104]
type  = ParentVarAdd
trigger1  = movehit
fvar(0)  = 0.10
persistent = 0

[State 1104]
type  = HitDef
trigger1 = !MoveContact
attr = S, SP
damage = 10,3
getpower = 20,20
guardflag = MA
pausetime = 0,9
hitsound = S200,8
guardsound = S300,0
sparkno = S8052*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
animtype  = Med
ground.type = High
ground.slidetime = 16
ground.hittime = 16
guard.slidetime	= 15
guard.hittime = 15
ground.velocity = -4
air.velocity = -4,-4
air.fall = 1

[State 1104]
type = ChangeState
trigger1 = time = 40
trigger2 = movecontact
trigger3 = movereversed
trigger4 = root,movetype = H
value = 1105
ignorehitpause	= 1

[State 1104]
type = Destroyself
trigger1 = screenpos X != [-50,370]

[Statedef 1105]
ctrl = 0

[State 1105]
type = trans
trigger1 = 1
trans = add

[State 1105]
type  = AssertSpecial
trigger1 = 1
flag  = Noshadow

[State 1105]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1105]
type = VarAdd
trigger1 = 1
var(0) = 23

[State 1105]
type = Palfx
trigger1 = 1
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 1105]
type = angleset
trigger1 = ishelper(1041)
value = 30

[State 1105]
type = angleset
trigger1 = ishelper(1042)
value = 20

[State 1105]
type = angleset
trigger1 = ishelper(1043)
value = 0

[State 1105]
type = angleset
trigger1 = ishelper(1044)
value = -20

[State 1105]
type = angleset
trigger1 = ishelper(1045)
value = -30

[State 1105]
type  = angledraw
trigger1 = 1
scale  = 0.5,0.5

[State 1105]
type = Destroyself
trigger1 = time = 10

[Statedef 1106]
type = U
movetype = I
physics = U
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[State 1106]
type = StateTypeSet
trigger1 = !time
trigger1 = StateType = A
statetype = A
physics = A

[State 1106]
type = StateTypeSet
trigger1 = !time
trigger1 = StateType != A
statetype = S
physics = S

[State 1106]
type = VarSet
trigger1 = !time
trigger2 = animtime = 0
var(4) = 0
persistent = 0

[State 1106]
type = VarSet
trigger1 = AnimElem = 7
var(4) = 1
persistent = 0

[State 1106]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100, 13
persistent = 0

[State 1100]
type = velset
trigger1 = AnimElem = 4
x = -2
y = -5

[State 1100]
type = velset
trigger1 = pos Y >= -5
trigger1 = AnimElem = 5, < 0
x = 0
y = 0

[State 1106]
type = helper
trigger1 = AnimElem = 4
Id = 1040
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1107
ownpal = 1
persistent = 0

[State 1106]
type = helper
trigger1 = AnimElem = 4
Id = 1041
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1107
ownpal = 1
persistent = 0

[State 1106]
type = helper
trigger1 = AnimElem = 4
Id = 1042
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1107
ownpal = 1
persistent = 0

[State 1106]
type = helper
trigger1 = AnimElem = 4
Id = 1043
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1107
ownpal = 1
persistent = 0

[State 1106]
type = helper
trigger1 = AnimElem = 4
Id = 1044
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1107
ownpal = 1
persistent = 0

[State 1106]
type = helper
trigger1 = AnimElem = 4
Id = 1045
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1107
ownpal = 1
persistent = 0

[State 1106]
type = helper
trigger1 = AnimElem = 4
Id = 1046
pos = 40,-50-IfElse(StateType=A,30,0)
Stateno = 1107
ownpal = 1
persistent = 0

[State 1106]
type = ChangeState
trigger1 = AnimTime = 0
value = IfElse(StateType = A,44,0)
ctrl = 1

[Statedef 1107]
movetype = A
sprpriority 	= 3
ctrl = 0

[State 1107]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 1107]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = 1

[State 1107]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno	= 1108
time = 1

[State 1107]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1040)
value = 1101

[State 1107]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1041)
value = 1102

[State 1107]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1042)
value = 1103

[State 1107]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1043)
value = 1104

[State 1107]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1044)
value = 1105

[State 1107]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1045)
value = 1106

[State 1107]
type = Changeanim
trigger1 = !time
trigger1 = ishelper(1046)
value = 1107

[State 1107]
type = Velset
trigger1 = !time
trigger1 = ishelper(1040)
x = 3*0.5
y = -3*0.8660254038

[State 1107]
type = Velset
trigger1 = !time
trigger1 = ishelper(1041)
x = 3*0.7660444431
y = -3*0.6427876097

[State 1107]
type = Velset
trigger1 = !time
trigger1 = ishelper(1042)
x = 3*0.9396926208
y = -3*0.3420201433

[State 1107]
type = Velset
trigger1 = !time
trigger1 = ishelper(1043)
x = 3

[State 1107]
type = Velset
trigger1 = !time
trigger1 = ishelper(1044)
x = 3*0.9396926208
y = 3*0.3420201433

[State 1107]
type = Velset
trigger1 = !time
trigger1 = ishelper(1045)
x = 3*0.7660444431
y = 3*0.6427876097

[State 1107]
type = Velset
trigger1 = !time
trigger1 = ishelper(1046)
x = 3*0.5
y = 3*0.8660254038

[State 1107]
type = angleset
trigger1 = ishelper(1040)
value = 60

[State 1107]
type = angleset
trigger1 = ishelper(1041)
value = 30

[State 1107]
type = angleset
trigger1 = ishelper(1042)
value = 20

[State 1107]
type = angleset
trigger1 = ishelper(1043)
value = 0

[State 1107]
type = angleset
trigger1 = ishelper(1044)
value = -20

[State 1107]
type = angleset
trigger1 = ishelper(1045)
value = -30

[State 1107]
type = angleset
trigger1 = ishelper(1046)
value = -60

[State 1107]
type  = angledraw
trigger1  = 1
scale  = 0.5,0.5

[State 1107]
type = explod
trigger1 = ishelper(1040)
trigger1 = time%2 = 0
anim = 1005
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1107]
type = explod
trigger1 = ishelper(1041)
trigger1 = time%2 = 0
anim = 1006
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1107]
type = explod
trigger1 = ishelper(1042)
trigger1 = time%2 = 0
anim = 1007
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1107]
type = explod
trigger1 = ishelper(1043)
trigger1 = time%2 = 0
anim = 1008
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1107]
type = explod
trigger1 = ishelper(1044)
trigger1 = time%2 = 0
anim = 1009
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1107]
type = explod
trigger1 = ishelper(1045)
trigger1 = time%2 = 0
anim = 1010
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1107]
type = explod
trigger1 = ishelper(1046)
trigger1 = time%2 = 0
anim = 1011
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.3,0.3

[State 1107]
type  = ParentVarAdd
trigger1  = movehit
fvar(0)  = 0.10
persistent = 0

[State 1107]
type  = HitDef
trigger1 = !MoveContact
attr = S, SP
damage = 7,2
getpower = 20,20
guardflag = MA
pausetime = 0,9
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
animtype  = Med
ground.type = High
ground.slidetime = 16
ground.hittime = 16
guard.slidetime	= 15
guard.hittime = 15
ground.velocity = -4
air.velocity = -4,-4
air.fall = 1

[State 1107]
type = ChangeState
trigger1 = time = 40
trigger2 = movecontact
trigger3 = movereversed
trigger4 = root,movetype = H
value = 1108
ignorehitpause	= 1

[State 1107]
type = Destroyself
trigger1 = screenpos X != [-50,370]

[Statedef 1108]
ctrl = 0

[State 1108]
type = trans
trigger1 = 1
trans = add

[State 1108]
type  = AssertSpecial
trigger1 = 1
flag  = Noshadow

[State 1108]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1108]
type = VarAdd
trigger1 = 1
var(0) = 23

[State 1108]
type = Palfx
trigger1 = 1
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 1108]
type = angleset
trigger1 = ishelper(1040)
value = 60

[State 1108]
type = angleset
trigger1 = ishelper(1041)
value = 30

[State 1108]
type = angleset
trigger1 = ishelper(1042)
value = 20

[State 1108]
type = angleset
trigger1 = ishelper(1043)
value = 0

[State 1108]
type = angleset
trigger1 = ishelper(1044)
value = -20

[State 1108]
type = angleset
trigger1 = ishelper(1045)
value = -30

[State 1108]
type = angleset
trigger1 = ishelper(1046)
value = -60

[State 1108]
type  = angledraw
trigger1 = 1
scale  = 0.5,0.5

[State 1108]
type = Destroyself
trigger1 = time = 10

[StateDef 1200]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1200
SprPriority = 2

[State 1200]
Type = PlaySnd
Trigger1 = Time = [13,45]
Value = s100,22
Channel = 4
IgnoreHitPause = 1
Persistent = 3

[State 1200, Hitdef]
Type = HitDef
Trigger1 = Time%3 = 0
Attr = S, SA
Damage = 7,3
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 7
Guard.PauseTime = 1,7
HitSound = S200,8
GuardSound = S300,0
SparkXY = -Random%20, -60-Random%20
sparkno = S8051*10**(random%4)
Guard.SparkNo = s9000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -3
Air.Velocity = -2,-4
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
YAccel = .48
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22

[State 1200, Hitdef]
Type = HitDef
Trigger1 = Time = 45
Attr = S, SA
Damage = 8,2
AnimType = Hard
HitFlag = MAFD
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1,7
Guard.PauseTime = 1,7
HitSound = S200,8
GuardSound = S300,0
SparkXY = -Random%20, -60-Random%20
sparkno = S8051*10**(random%4)
Guard.SparkNo = S9000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -4
Air.Velocity = -3,-4
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = -13
Air.CornerPush.VelOff = -3
Down.CornerPush.VelOff = -6
YAccel = .48
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22

[State 1200]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+Random%7
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 15+random%10,-60+random%10
vel = 6,-6

[State 1200]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 25-random%10,-60+random%10
vel = 5,-2

[State 1200]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 15+random%10,-60+random%15
vel = 6,0

[State 1200]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 25-random%10,-60+random%10
vel = 5,2

[State 1200]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 15+random%10,-55+random%10
vel = 6,6

[State 1200]
Type = ChangeAnim
Trigger1 = Time = 46
Value = 1202

[State 1200]
Type = ChangeState
Trigger1 = Anim = 1202 && AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 1201]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1200
SprPriority = 2

[State 1201]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+Random%7
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 15+random%10,-60+random%10
vel = 6,-6

[State 1201]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 25-random%10,-60+random%10
vel = 5,-2

[State 1201]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 15+random%10,-60+random%15
vel = 6,0

[State 1201]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 25-random%10,-60+random%10
vel = 5,2

[State 1201]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = 12
pos = 15+random%10,-55+random%10
vel = 6,6

[State 1201]
Type = PlaySnd
Trigger1 = Time = [13,45]
Value = s100,22
Channel = 4
IgnoreHitPause = 1
Persistent = 3

[State 1201, Hitdef]
Type = HitDef
Trigger1 = Time%3 = 0
Attr = S, SA
Damage = 5,2
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 7
Guard.PauseTime = 1,7
HitSound = S200,8
GuardSound = S300,0
SparkXY = -Random%20, -60-Random%20
sparkno = S8051*10**(random%4)
Guard.SparkNo = s9000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -3
Air.Velocity = -2,-4
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
YAccel = .48
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22

[State 1201]
Type = ChangeState
Trigger1 = Time = 46
Value = 1202

[StateDef 1202]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1201
SprPriority = 2

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,23

[State 1202]
type = EnvShake
Trigger1 = AnimElem = 3
time = 10
ampl = 20
freq = 127

[State 1202, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 1209
pos = 70,-55
postype = p1
stateno = 1209
helpertype = normal
name = "Burst"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1202]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 44,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = S8050
guard.sparkno = S9000
sparkxy = -40, -46
hitsound = S200,5
getpower = 20
guardsound = S300,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -9,-4
fall = 1
fall.recover = 0
airguard.velocity = -3,-1
air.type = High
air.velocity = -13,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 1205

[State 1202]
Type = ChangeState
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

[StateDef 1203]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1205
SprPriority = 2

[State 1203]
type = explod
trigger1 = time > 14
trigger1 = time%2 = 0
anim = 1005+Random%7
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = -2
pos = 15+random%10,-60+random%10
vel = 6,-6

[State 1203]
type = explod
trigger1 = time > 14
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = -2
pos = 25-random%10,-60+random%10
vel = 5,-2

[State 1203]
type = explod
trigger1 = time > 14
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = -2
pos = 15+random%10,-60+random%15
vel = 6,0

[State 1203]
type = explod
trigger1 = time > 14
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = -2
pos = 25-random%10,-60+random%10
vel = 5,2

[State 1203]
type = explod
trigger1 = time > 14
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
scale = 0.6,0.6
bindtime = 1
removetime = -2
pos = 15+random%10,-55+random%10
vel = 6,6

[State 1203]
Type = PlaySnd
Trigger1 = Time = [13,45]
Value = s100,22
Channel = 4
IgnoreHitPause = 1
Persistent = 3

[State 1203, Hitdef]
Type = HitDef
Trigger1 = Time%3 = 0
Attr = S, SA
Damage = 5,2
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 1, Hit
PauseTime = 1, 7
Guard.PauseTime = 1,7
HitSound = S200,8
GuardSound = S300,0
SparkXY = -Random%20, -60-Random%20
sparkno = S8051*10**(random%4)
Guard.SparkNo = s161
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime  = 16
Ground.Velocity = -3
Air.Velocity = -2,-4
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
YAccel = .48
Fall = 0
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = 22

[State 1203]
Type = ChangeState
Trigger1 = Time = 46
Value = 1204

[StateDef 1204]
Type = S
MoveType= A
Physics = S
Ctrl = 0
Anim = 1201
SprPriority = 2

[State 1204]
type = EnvShake
Trigger1 = AnimElem = 3
time = 10
ampl = 20
freq = 127

[State 1204, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,23

[State 1204, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 1209
pos = 70,-55
postype = p1
stateno = 1209
helpertype = normal
name = "Burst"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1204]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 60,13
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = S8050
guard.sparkno = S9000
sparkxy = -40, -46
hitsound = S200,5
getpower = 20
guardsound = S300,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -11,-5
fall = 1
fall.recover = 0
airguard.velocity = -3,-2
air.type = High
air.velocity = -13,-4
air.hittime = 15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 1205

[State 1204]
Type = ChangeState
Trigger1 = Animtime = 0
Value = 0
Ctrl = 1

[StateDef 1205]
type = A
movetype= H
physics = N
velset = 0,0

[State 1205]
type = ChangeAnim2
trigger1 = 1
value = 1203

[State 1205]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1206

[StateDef 1206]
type = A
movetype= H
physics = N

[State 1206]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1206]
type = VelAdd
trigger1 = 1
y = .45

[State 1206]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1206]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1207

[State 1206]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[StateDef 1207]
type = A
movetype= H
physics = N

[State 1207]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1207]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1207]
type = null
trigger1 = 1
x = 1
y = 1

[State 1207]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1207]
type = ChangeAnim2
trigger1 = Time = 0
value = 1204

[State 1207]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1207]
type = ChangeState
trigger1 = AnimTime = 0
value = 1208

[StateDef 1208]
type = A
movetype= H
physics = N

[State 1208]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1208]
type = VelSet
trigger1 = Time = 0
y = -2

[State 1208]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1208]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1208]
type = VelAdd
trigger1 = 1
y = .35

[State 1208]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1208]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1208]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1208]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1208]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[StateDef 1209]
Type = A
Physics = N
Ctrl = 0
Anim = 1206
SprPriority = 5

[State 1209]
type = Palfx
trigger1= Time >= 10
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 1209]
type = VarAdd
trigger1 = Time >= 10
var(0) = 12

[State 1209, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1209, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1209]
type = angledraw
trigger1 = time = [0,30]
scale = 0.1 + (time-0)*0.01,0.2 + (time-0)*0.04

[State 1209, DestroySelf]
type = DestroySelf
trigger1 = time = 30

[Statedef 1300]
type    = U
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1300
sprpriority = 2

[State 1300]
type = nothitby
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 4

[State 1300, statetypeset]
type = statetypeset
trigger1 = Pos Y != 0
statetype = A

[State 1300, velset]
type = velset
trigger1 = animelem = 3
x = 3
y = -3

[State 1300, statetypeset]
type = statetypeset
trigger1 = animelemtime(7) > 0
physics = A

[State 1300, playsnd]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 7
value = S100,2

[State 1300]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 7
attr = A, SA
damage  = 20,8
hitflag = MAFD
guardflag = MA
priority = 7,Hit
pausetime = 6,6
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-50
hitsound   = S200,2
guardsound = S300,4
animtype = Hard
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .44
fall = 1
fall.recovertime = 25

[State 1300]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 7
anim = 1301
ID = 1301
pos = -10 + (animelem = 7) * -10, 10 + (animelem = 7) * -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.25, 1.25
sprpriority = 3

[State 1300, changestate]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 0

[Statedef 1301]
type    = U
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1300
sprpriority = 2

[State 1301]
type = nothitby
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 4

[State 1301, statetypeset]
type = statetypeset
trigger1 = Pos Y != 0
statetype = A

[State 1301, velset]
type = velset
trigger1 = animelem = 3
x = 4
y = -4

[State 1301, statetypeset]
type = statetypeset
trigger1 = animelemtime(7) > 0
physics = A

[State 1301, playsnd]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 7
value = S100,2

[State 1301]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 7
attr = A, SA
damage = 30,9
hitflag = MAFD
guardflag = MA
priority = 7,Hit
pausetime = 6,6
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-50
hitsound   = S200,2
guardsound = S300,4
animtype = Hard
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .44
fall = 1
fall.recovertime = 30

[State 1301]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 7
anim = 1301
ID = 1301
pos = -10 + (animelem = 7) * -10, 10 + (animelem = 7) * -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.25, 1.25
sprpriority = 3

[State 1301, changestate]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 0

[Statedef 1302]
type    = U
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1302
sprpriority = 2

[State 1302]
type = nothitby
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 4

[State 1302, statetypeset]
type = statetypeset
trigger1 = Pos Y != 0
statetype = A

[State 1302, velset]
type = velset
trigger1 = animelem = 3
x = 3
y = -5

[State 1302, statetypeset]
type = statetypeset
trigger1 = animelemtime(7) > 0
physics = A

[State 1302, playsnd]
type = playsnd
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 18
value = S100,2

[State 1302]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 7
attr = A, SA
damage = 21,5
hitflag = MAFD
guardflag = MA
priority = 7,Hit
pausetime = 6,6
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10,-50
hitsound   = S200,2
guardsound = S300,4
animtype = Hard
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -3,-6
air.velocity = -3,-6
yaccel = .44
fall = 1
fall.recovertime = 35

[State 1302, 2]
type = HitDef
trigger1 = AnimElem = 18
attr = A, SA
damage = 24,5
priority  = 3,Hit
animtype  = hard
hitflag = MAF
guardflag = H
pausetime = 6,6
sparkno = S8050
sparkxy = -10,-22
hitsound   = S200,2
guardsound = S300,4
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4.2
air.velocity = -3,20
fall.recover = 0
air.fall = 1
yaccel = 0.5

[State 1302]
type = Explod
trigger1 = animelem = 14
anim = 1303
ID = 1303
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .6, .6
sprpriority = 5

[State 1302]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 7
anim = 1301
ID = 1301
pos = -10 + (animelem = 7) * -10, 10 + (animelem = 7) * -10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.25, 1.25
sprpriority = 3

[State 1302, changestate]
type = changestate
trigger1 = animtime = 0
value = 51
ctrl = 0

[StateDef 2000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
sprpriority = 2

[State 2000]
type = Explod
trigger1 = AnimElem= 1
anim = 10300
postype = p1
pos = -2,-50
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2000]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
movetime = 0
anim = -1
sound = S0,5
pos = 999,999
darken = 0
unhittable = 1

[State 2000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 111
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000
;ignorehitpause =
;persistent =

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 21
trigger5 = AnimElem = 28
trigger6 = AnimElem = 38
x = 5

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 21
trigger4 = AnimElem = 28
value = S100,1
;abspan =
;ignorehitpause =
;persistent =

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 38
trigger3 = AnimElem = 45
value = S100,2

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 14
trigger3 = AnimElem = 28
attr = S, HA
damage = 10,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300, 4
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 21
attr = S, HA
damage = 10,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 20
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300, 4
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
damage = 10,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,30
sparkno = S8050
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300, 4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 2001, VelSet]
type = VelSet
trigger1 = AnimElem = 45
x = 10
y = 0
;ignorehitpause =
;persistent =

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 45
attr = S, HA
damage = 50,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200, 6
guardsound = S300, 4
getpower = 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-9
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 3

[State 2000]
type = Changestate
trigger1= AnimElem = 46 >= 0 && movehit
value = 2001

[State 2000]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1

[StateDef 2001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2001
sprpriority = 2

[State 2001, Explod]
type = Explod
trigger1 =  AnimElem = 6
anim = 1003
ID = 1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1

[State 2001, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 87
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2001]
trigger1 = 1
type = NotHitBy
value = SCA

[State 2001, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 155,20
animtype = Hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = S200, 7
getpower = 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-20
fall = 1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-25
air.hittime = 12
yaccel = 0.6
fall.recover = 0

[State 2001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 2001]
type = Helper
trigger1 = MoveHit
stateno	= 2002
pos = 38,-80
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

[State 2001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2002]
anim = 2002
sprpriority = 4

[State 2002]
type = Trans
trigger1 = 1
Trans = Add

[State 2002]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2002]
type = VarAdd
trigger1 = 1
fvar(0) = IfElse(time < 10,0.2,0.02)

[State 2002]
type = EnvShake
trigger1 = 1
time = 20
freq = 120
ampl = -8
phase = 0
persistent = 0

[State 2002]
type = Helper
trigger1 = 1
stateno = 2003
ownpal = 1
persistent = 0

[State 2002]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/3,fvar(0)
value = 45

[State 2002]
type = VarAdd
trigger1 = AnimElem = 20, >= 0
var(0) = 12

[State 2002]
type = Palfx
trigger1 = AnimElem = 20
add = 0,0,0
mul = 255,255,255
time = -1

[State 2002]
type = Destroyself
trigger1 = Time = 30

[Statedef 2003]
anim = 2003
sprpriority = 4

[State 2003]
type = Trans
trigger1 = 1
Trans = Add

[State 2003]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 2003]
type = VarAdd
trigger1 = 1
fvar(0) = IfElse(time < 10,0.2,0.02)

[State 2003]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/4,fvar(0)/4

[State 2003]
type = VarAdd
trigger1 = Time >= 20
var(0) = 12

[State 2003]
type = Palfx
trigger1= Time >= 20
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 2003]
type = Destroyself
trigger1 = Time = 40

[StateDef 2100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2100
sprpriority = 2

[State 2100]
type = Explod
trigger1 = AnimElem= 5
anim = 10300
postype = p1
pos = -7,-38
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2100]
type = SuperPause
trigger1 = AnimElem = 5
time = 30
movetime = 0
anim = -1
sound = S0,5
pos = 999,999
darken = 0
unhittable = 1

[State 2100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
time = 67
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2100]
trigger1 = 1
type = NotHitBy
value = SCA

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 5
value = -1000

[State 2100, VelAdd]
type = Velset
trigger1 = AnimElem = 9, >= 0 && time
trigger1 = AnimElem = 35, < 0
x = 3.5
y = 0

[State 2100, VelSet]
type = null
trigger1 = AnimElem = 8
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,12

[State 2100]
type = explod
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 30, < 0
trigger1 = time%5 = 0
anim = 2101
ownpal = 1
sprpriority = 3
facing = -1
pos = 0,-50
scale = 1,1
bindtime = 27

[State 2100, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
trigger10 = AnimElem = 17
trigger11 = AnimElem = 18
trigger12 = AnimElem = 19
trigger13 = AnimElem = 20
trigger14 = AnimElem = 21
trigger15 = AnimElem = 22
trigger16 = AnimElem = 23
trigger17 = AnimElem = 24
trigger18 = AnimElem = 25
trigger19 = AnimElem = 26
trigger20 = AnimElem = 27
trigger21 = AnimElem = 28
trigger22 = AnimElem = 29
trigger23 = AnimElem = 30
trigger24 = AnimElem = 31
trigger25 = AnimElem = 32
trigger26 = AnimElem = 33
attr = S, HA
damage = 6,2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200, 2
guardsound = S300, 4
getpower = 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 2100, 2]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
damage = 6,2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,20
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,2
getpower = 0
guardsound = S300, 4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
fall.recover = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 2100, 2]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
damage = 90,20
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S8050
guard.sparkno = S9000
sparkxy = -40, -46
hitsound = S200,5
getpower = 0
guardsound = S300,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -13,-4
fall = 1
fall.recover = 0
airguard.velocity = -8,-1
air.type = High
air.velocity = -13,-4
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 2101

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 39
anim = 2102
ID = 2102
pos = 40,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1.5,1.5
sprpriority = 5
removeongethit = 1
ignorehitpause = 1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 39
value = S100,20
volume = 255

[State 2100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2101]
type = A
movetype= H
physics = N
velset = 0,0

[State 2101]
type = ChangeAnim2
trigger1 = 1
value = 6000

[State 2101]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2102

[Statedef 2102]
type = A
movetype= H
physics = N

[State 2102]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 2102]
type = VelAdd
trigger1 = 1
y = .45

[State 2102]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 2102]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 2103

[State 2102]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 2103]
type = A
movetype= H
physics = N

[State 2103]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 2103]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 2103]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 2103]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 2103]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[State 2103]
type = ChangeAnim2
trigger1 = Time = 0
value = 6002

[State 2103]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 2103]
type = ChangeState
trigger1 = AnimTime = 0
value = 2104

[Statedef 2104]
type = A
movetype= H
physics = N

[State 2104]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2104]
type = VelSet
trigger1 = Time = 0
y = -8

[State 2104]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 2104]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 2104]
type = VelAdd
trigger1 = 1
y = .45

[State 2104]
type = AngleAdd
trigger1 = 1
value = 25

[State 2104]
type = AngleDraw
trigger1 = 1

[State 2104]
type = null
trigger1 = command = "recovery"
trigger1 = Time > 30
value = 5210

[State 2104]
type = ChangeAnim2
trigger1 = Time = 0
value = 6003

[State 2104]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 2200]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2200
sprpriority = 2

[State 2200]
type = Explod
trigger1 = AnimElem= 5
anim = 10300
postype = p1
pos = 0,-58
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2100]
type = SuperPause
trigger1 = AnimElem = 5
time = 30
movetime = 0
anim = -1
sound = S0,5
pos = 999,999
darken = 0
unhittable = 1

[State 2100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 5
time = 67
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -1]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2200]
trigger1 = 1
type = NotHitBy
value = SCA

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 5
value = -1000

[State 2200, PosFreeze]
type = PosFreeze
trigger1 = Time = [8,14]
value = 1

[State 2200, VelAdd]
type = Velset
trigger1 = AnimElem = 6, >= 0 && time
trigger1 = AnimElem = 34, < 0
x = 0
y = -3

[State 2200, VelSet]
type = Velset
trigger1 = Time = [73,107]
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,12

[State 2100]
type = explod
trigger1 = AnimElem = 6, >= 0
trigger1 = AnimElem = 30, < 0
trigger1 = time%5 = 0
anim = 2101
ownpal = 1
sprpriority = 3
facing = -1
pos = 0,-50
scale = 1,1
bindtime = 27

[State 2100, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger8 = AnimElem = 13
trigger9 = AnimElem = 14
trigger10 = AnimElem = 15
trigger11 = AnimElem = 16
trigger12 = AnimElem = 17
trigger13 = AnimElem = 18
trigger14 = AnimElem = 19
trigger15 = AnimElem = 20
trigger16 = AnimElem = 21
trigger17 = AnimElem = 22
trigger18 = AnimElem = 23
trigger19 = AnimElem = 24
trigger20 = AnimElem = 25
trigger21 = AnimElem = 26
trigger22 = AnimElem = 27
trigger23 = AnimElem = 28
trigger24 = AnimElem = 29
trigger25 = AnimElem = 30
trigger26 = AnimElem = 31
trigger27 = AnimElem = 32
trigger28 = AnimElem = 33
attr = A, HA
damage = 5,2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200, 2
guardsound = S300, 4
getpower = 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

[State 2200, 2]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
damage = 73,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S8050
guard.sparkno = S9000
sparkxy = -40, -46
hitsound = S200,5
getpower = 0
guardsound = S300,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -13,-2
fall = 1
fall.recover = 0
airguard.velocity = -8,-1
air.type = High
air.velocity = -13,-2
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 2101

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 35
value = S100,2

[State 2200, end]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 2201
Elem = 1

[StateDef 2300]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2300
sprpriority = 2

[State 2300]
type = Explod
trigger1 = AnimElem= 1
anim = 10300
postype = p1
pos = -2,-50
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2300]
type = SuperPause
trigger1 = AnimElem = 1
time = 30
movetime = 0
anim = -1
sound = S0,5
pos = 999,999
darken = 0
unhittable = 1

[State 2300, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 111
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2300, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000
;ignorehitpause =
;persistent =

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 2306
pos = 0,0
postype = p1
stateno = 2306
helpertype = normal
name = "Burst"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2300]
type = EnvShake
Trigger1 = AnimElem = 5
time = 10
ampl = 20
freq = 127

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,20

[State 2300]
type = HitDef
trigger1 = animelem = 2
attr = S, HA
animtype = heavy
getpower = 0
damage = 34,9
priority = 5
hitflag = MAFD
guardflag = M
pausetime = 0,0
guard.pausetime = 0,0
guard.sparkno = S9000
sparkno = -1
sparkxy = -25,-53
hitsound = S200,17
guardsound = s300,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 16
ground.velocity = -10,-5
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.velocity = -9,-5
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 2303

[State 2300, changestate]
type = changestate
trigger1 = animtime = 0
value = 2301
ctrl = 0

[StateDef 2301]
type = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2301
sprpriority = 2
poweradd = 0

[State 2301, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,21

[State 2301, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2301, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 2304
pos = -10,-55
postype = p1
stateno = 2304
helpertype = normal
name = "Aura"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2301]
type = varset
trigger1 = time = 0
var(1) = 0
ignorehitpause = 1

[State 2301]
type = varset
trigger1 = MoveContact
var(1) = 3
ignorehitpause = 1

[State 2301]
type = varadd
trigger1 = var(1) > 0
var(1) = -1
ignorehitpause = 1

[State 2301]
type = varset
trigger1 = time = 0
var(0) = 0
ignorehitpause = 1

[State 2301]
type = varadd
trigger1 = MoveContact
var(0) = 1
ignorehitpause = 1

[State 2301]
type = velset
trigger1 = AnimElemTime(1) >= 0
X = 12 - 11*(var(1) > 0)
Y = -1.5
ignorehitpause = 1

[State 2301]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2301]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 2301, Hitdef]
Type = HitDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = var(0) < 19
Attr = A, HA
Damage = 8,2
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 5, Hit
PauseTime = 2,5
Guard.PauseTime = 2,5
HitSound = S200,2
GuardSound = S300,4
SparkXY = -Random%20, -60-Random%20
sparkno = S8050*10**(random%3)
Guard.SparkNo = s9000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 23
Ground.HitTime = 23
Ground.Velocity = -1
Air.Velocity = 0,-4
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall = 1
Air.Fall = 1

[State 2301]
type = HitDef
trigger1 = AnimElemTime(3) >= 0
trigger1 = var(0) = 18
attr = A, HA
animtype = heavy
getpower = 0
damage = 44,12
priority = 5
hitflag = MAFD
guardflag = M
pausetime = 0,0
guard.pausetime = 0,0
guard.sparkno = S9000
sparkno = -1
sparkxy = -25,-53
hitsound = S200,10
guardsound = s300,4
ground.type = Low
ground.slidetime = 18
ground.hittime  = 16
ground.velocity = 0,-10
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.velocity = 0,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 2305

[State 2301]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
bindtime = 1
removetime = -2
pos = 25-random%10,-55+random%10

[State 2301]
type = explod
trigger1 = time > 9
trigger1 = time%2 = 0
anim = 1005+(Random%7)
ownpal = 1
sprpriority = 4
random = 10,10
bindtime = 1
removetime = -2
vel = 0,2
pos = 15+random%10,-35+random%10

[State 2301, Helper]
type = Helper
trigger1 = AnimElemTime(3) >= 0
trigger1 = var(0) = 18
ID = 2307
pos = -10,-55
postype = p1
stateno = 2307
Name = "Finish"
helpertype = normal
pos = (floor(target,pos x-pos x))*facing, floor(target,pos y-pos y)
Ownpal = 1
persistent = 20
supermovetime = 1

[State 2301]
type = TargetState
trigger1 = movehit
value = 2305
ignorehitpause = 1

[State 2301]
Type = ChangeState
Trigger1 = Time = 45
Value = 2302

[StateDef 2302]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 2302
sprpriority = 2

[State 2302]
type = veladd
trigger1 = AnimElemTime(9) > 0
Y = 0.44

[State 2302]
type = veladd
trigger1 = time
X = 0.5

[State 2302]
type = changestate
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 52

[StateDef 2303]
type = A
movetype= H
physics = N

[State 2303]
type = NotHitBy
trigger1 = 1
value = , AT

[State 2303]
type = VelSet
trigger1 = Time = 0
y = -7

[State 2303]
type = VelSet
trigger1 = Time = 0
x = -2

[State 2303]
type = VelAdd
trigger1 = 1
y = .35

[State 2303]
type = AngleAdd
trigger1 = 1
value = 25

[State 2303]
type = AngleDraw
trigger1 = 1

[State 2303]
type = ChangeAnim2
trigger1 = Time = 0
value = 6003

[State 2303]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 2304]
type = A
physics = N
anim = 2303
sprpriority = 5

[State 2304, BindToParent]
type = BindToParent
trigger1 = 1
pos = -38,-42

[State 2304, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2304, PalFX]
type = PalFX
trigger1 = 1
add = 0,0,0
mul = 255,215,0
invertall = 0
color = 0
time = 1

[State 2304, DestroySelf]
type = DestroySelf
trigger1 = Time = 65
trigger2 = Root,Movetype = H

[StateDef 2305]
type = A
physics = N
movetype = H
ctrl = 0

[State 2305]
type = Offset
trigger1 = HitShakeOver
trigger1 = pos y<= 10
y = Const(size.mid.pos.y)

[State 2305]
type = HitVelSet
trigger1 = HitShakeOver
x = 1
y = 1
persistent = 0

[State 2305]
type = posfreeze
trigger1 = !HitShakeOver

[State 2305]
type = Veladd
trigger1 = HitShakeOver
y = GetHitVar(yaccel)

[State 2305]
type = Changeanim
trigger1 = !HitShakeOver
value = 5002

[State 2305]
type = Changeanim2
trigger1 = HitShakeOver
value = 6003

[State 2305]
type = Angleset
trigger1 = HitShakeOver
value = (time-7) * 30

[State 2305]
type = AngleDraw
trigger1 = HitShakeOver

[State 2305]
type = Angleset
trigger1 = pos y> 10
trigger1 = Vel y> 0
value = 0

[State 2305]
type = SelfState
trigger1 = pos y> 10
trigger1 = Vel y> 0
value = 5100

[StateDef 2306]
Type = A
Physics = N
Ctrl = 0
Anim = 2304
SprPriority = -1

[State 2306]
type = Palfx
trigger1= Time >= 40
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 2306]
type = VarAdd
trigger1 = Time >= 40
var(0) = 12

[State 2306]
type = Trans
trigger1 = 1
trans = Add

[State 2306]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2306]
type = angledraw
trigger1 = time = [0,60]
scale = 0.2 + (time-0)*0.04,0.1 + (time-0)*0.01

[State 2306, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[StateDef 2307]
type = A
physics = N
ctrl = 0
anim = 4508
velset = 0,0

[State 2307]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2307]
type = null;Parentvaradd
trigger1 = Time = 0
var(0) = 1

[State 2307]
type = Trans
trigger1 = Time < 5
Trans = AddAlpha
Alpha = 256,256
time = 1

[State 2307]
type = Trans
trigger1 = Time >= 5
Trans = AddAlpha
Alpha = 256-floor((Time-5)*12.8),256
time = 1

[State 2307]
type = SprPriority
trigger1 = 1
value = 10

[State 2307]
type = AngleDraw
trigger1 = parent,var(0) = 1
scale = Time*0.05,Time*0.15

[State 2307]
type = AngleDraw
trigger1 = parent,var(0) = 2
value = -30
scale = Time*0.1,Time*0.12

[State 2307]
type = AngleDraw
trigger1 = parent,var(0) = 3
value = -15
scale = Time*0.1,Time*0.08

[State 2307]
type = AngleDraw
trigger1 = parent,var(0) = 4
value = -30
scale = Time*0.06,Time*0.13

[State 2307]
type = AngleDraw
trigger1 = parent,var(0) = 5
value = 15
scale = Time*0.1,Time*0.15

[State 2307]
type = AngleDraw
trigger1 = 1;parent,var(0) = 6
value = -45
scale = Time*0.06,Time*0.2

[State 2307]
type = DestroySelf
trigger1 = time = 25

[StateDef 3000]
type = S
movetype = A
physics = S
juggle = 0
anim = 3000
ctrl = 0

[State 3000]
type = Explod
trigger1 = AnimElem = 2
anim = 10350
postype = p1
pos = -10,-40
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 3000]
type = SuperPause
trigger1 = AnimElem = 2
time = 40
movetime = 40
anim = -1
sound = S0,9
pos = 999,999
darken = 0
unhittable = 1

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
time = 48
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -1]
Type = Helper
Trigger1 = AnimElem = 2
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 2
value = -2000
;ignorehitpause =
;persistent =

[State 3000, end]
type = ChangeState
trigger1 = Time >= 48
value = 3001

[StateDef 3001]
type = S
movetype = A
physics = S
juggle = 0
anim = 3001
ctrl = 0

[State 3001, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 45
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3001]
Type = VelSet
trigger1 = Time >= 7
trigger1 = Time <= 45
x = 8

[State 3001, end]
type = ChangeState
trigger1 =(P2Dist X < 60)
trigger2 = Time >= 45
value = 3002

[StateDef 3002]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3002
ctrl = 0

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 3002, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 45
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3002, Hitdef]
Type = HitDef
Trigger1 = AnimElem = 3
Attr = S, HT
Damage = 0,10
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 5, Hit
PauseTime = 1, 7
Guard.PauseTime = 1,7
HitSound = S200,10
GuardSound = S300,4
SparkXY = -Random%20, -60-Random%20
sparkno = -1
Guard.SparkNo = S9000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 23
Ground.Velocity = -3
Air.Velocity = -2,-4
AirGuard.Velocity = -4,-2.8
Down.Velocity = -4,-2.5
Ground.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Fall = 0
Air.Fall = 1
P2Stateno = 3005

[State 3002, Explod]
type = Explod
trigger1 = movehit = 1
anim = 8050
pos = (floor(target,pos x-pos x)-35+random%20)*facing, floor(target,pos y-pos y)-63+random%30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
;ignorehitpause =
;persistent =

[State 3002]
Type = VelSet
trigger1 = AnimElem = 3
x = 6

[State 3002]
Type = Veladd
trigger1 = Time >= 8
trigger1 = Time <= 12
x = 1

[State 3002]
type = Playerpush
trigger1 = 1
Value = 0

[State 3002]
Type = Changestate
trigger1 = Moveguarded
trigger1 = time >= 45
trigger2 = time >= 45
value = 3004

[State 3002]
Type = Changestate
trigger1 = AnimElem = 3 >=0 && Movehit
trigger1 = time >= 12
value = 3003

[StateDef 3003]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3007
ctrl = 0

[State 3003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3003, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
time = 200
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3003]
Type = VelSet
trigger1 = AnimElem = 1
x = 6

[State 3003]
Type = Veladd
trigger1 = Time >= 2
trigger1 = Time <= 4
x = 1

[State 3100, Helper]
Type = Helper
Trigger1 = Time = 20
PauseMoveTime = 0
Persistent = 0
OwnPal = 1
PosType = p2
Pos = -5,-50
ID = 3008
StateNo = 3008
Name = "Charge"

[State 3003, Helper]
type = Helper
trigger1 = time = 20
ID = 3007
pos = -10,-50
postype = p2
stateno = 3007
helpertype = normal
name = "Rainbow"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3003, Helper]
type = Helper
trigger1 = time = 40
ID = 3008
pos = -10,-50
postype = p2
stateno = 3007
helpertype = normal
name = "Rainbow"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3003, Helper]
type = Helper
trigger1 = time = 60
ID = 3009
pos = -10,-50
postype = p2
stateno = 3007
helpertype = normal
name = "Rainbow"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3003, Helper]
type = Helper
trigger1 = time = 80
ID = 3010
pos = -10,-50
postype = p2
stateno = 3007
helpertype = normal
name = "Rainbow"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3003, Helper]
type = Helper
trigger1 = time = 100
ID = 3011
pos = -10,-50
postype = p2
stateno = 3007
helpertype = normal
name = "Rainbow"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3003, Helper]
type = Helper
trigger1 = time = 120
ID = 3012
pos = -10,-50
postype = p2
stateno = 3007
helpertype = normal
name = "Rainbow"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3003, Helper]
type = Helper
trigger1 = time = 140
ID = 3013
pos = -10,-50
postype = p2
stateno = 3007
helpertype = normal
name = "Rainbow"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = Time = 30
value = S100,24

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = Time = 170
value = S100,25

[State 3003]
type = AllPalFX
trigger1= Time = 170
time = 30
sinadd = 255,255,255,120

[State 3003, TargetState]
type = TargetState
trigger1 = Time = 170
value = 3006

[State 3003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 170
value = -354
ID = -1
kill = 1
absolute = 1

[State 3003]
Type = Changestate
trigger1 = time >= 230
value = 3004

[StateDef 3004]
type = S
movetype = A
physics = S
velset = 0,0
anim = 3003
ctrl = 0

[State 3004, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 19
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3004]
Type = Changestate
trigger1 = Animtime = 0
value = 0
Ctrl = 1

[StateDef 3005]
type = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 1

[State 3005, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3005, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3005

[StateDef 3006]
type = A
movetype= H
physics = N

[State 3006]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3006]
type = VelSet
trigger1 = Time = 0
x = 0
y = -8

[State 3006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 3006]
type = VelAdd
trigger1 = time >= 25
y = 0.6

[State 3006]
type = AngleAdd
trigger1 = 1
value = 60

[State 3006]
type = AngleDraw
trigger1 = 1

[State 3006]
type = ChangeAnim2
trigger1 = Time = 0
value = 3006

[State 3006]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 3007]
type = A
physics = N
velset = 0,0
anim = 3004
ctrl = 0
Sprpriority = 10

[State 3007, PalFX]
type = PalFX
trigger1 = IsHelper(3007)
trigger1 = 1
add = 0,0,0
mul = 255,0,0
invertall = 0
color = 0
time = 1

[State 3007, PalFX]
type = PalFX
trigger1 = IsHelper(3008)
trigger1 = 1
add = 0,0,0
mul = 255,255,0
invertall = 0
color = 0
time = 1

[State 3007, PalFX]
type = PalFX
trigger1 = IsHelper(3009)
trigger1 = 1
add = 0,0,0
mul = 124,252,0
invertall = 0
color = 0
time = 1

[State 3007, PalFX]
type = PalFX
trigger1 = IsHelper(3010)
trigger1 = 1
add = 0,0,0
mul = 0,191,255
invertall = 0
color = 0
time = 1

[State 3007, PalFX]
type = PalFX
trigger1 = IsHelper(3011)
trigger1 = 1
add = 0,0,0
mul = 25,25,112
invertall = 0
color = 0
time = 1

[State 3007, PalFX]
type = PalFX
trigger1 = IsHelper(3012)
trigger1 = 1
add = 0,0,0
mul = 160,32,240
invertall = 0
color = 0
time = 1

[State 3007, PalFX]
type = PalFX
trigger1 = IsHelper(3013)
trigger1 = 1
add = 0,0,0
mul = 255,192,203
invertall = 0
color = 0
time = 1

[State 3007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3007, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 3007]
type = VarSet
trigger1 = 1
fv = 0
value = parent, fvar(3)

[State 3007]
type = ParentVarSet
trigger1 = Facing != Enemy, Facing
trigger1 = Facing = 1
fv = 3
value = fvar(0) + (Pi / 2)

[State 3007]
type = ParentVarSet
trigger1 = Facing != Enemy, Facing
trigger1 = Facing = -1
fv = 3
value = fvar(0) - (Pi / 2)

[State 3007]
type = VarAdd
trigger1 = 1
fv = 0
value = 1

[State 3007]
type = TargetBind
trigger1 = Facing = 1
pos = floor(55 * (sin(fvar(0)))), (floor(55 * (cos(fvar(0))))) - 30
time = 1

[State 3007]
type = TargetBind
trigger1 = Facing = -1
pos = floor(55 * (cos(fvar(0)))), (floor(55 * (sin(fvar(0))))) - 30
time = 1

[State 3007, AngleDraw]
type = AngleDraw
trigger1 = 1
Value = 3*time
scale = 2,2

[State 3007, DestroySelf]
type = DestroySelf
trigger1 = Root,time = 200

[StateDef 3008]
Type = A
Physics = N
Ctrl = 0
Anim = 3008
SprPriority = 9

[state fadein]
type=trans
trans=addalpha
alpha=8*(time+1),256
trigger1=time<32

[State 3008, Trans]
type = Trans
trigger1 = time>31
trans = add

[State 3008, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
pos = 44,-60

[State 3008, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3008]
type = angledraw
trigger1 = time = [0,180]
scale = 0.5 + (time-0)*0.002,0.5 + (time-0)*0.002

[State 3008, DestroySelf]
type = DestroySelf
trigger1 = Root,time = 200
trigger2 = Parent,movetype = H

[StateDef 3500]
type = S
movetype = A
physics = S
juggle = 0
anim = 3500
ctrl = 0

[state 3500]
type = VarSet
trigger1 = Time = 0
var(33) = 420

[State 3500, Helper]
type = Helper
trigger1 = time = 1
ID = 3501
pos = -10,-90
postype = back
stateno = 3501
helpertype = normal
name = "Sakuya"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 3501]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3501
sprpriority = 2
facep2 = 1

[State 3501]
type = velset
trigger1 = time = 0
X = (parentdist X+72) / 8
Y = 6

[State 3501]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3501]
type = Gravity
trigger1 = 1

[State 3501]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3501]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3502

[StateDef 3502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3502
sprpriority = 2

[State 3502, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,0

[State 3502, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3503
ctrl = 1

[StateDef 3503]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3503
sprpriority = 2

[State 3503]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3503
trigger2 = AnimElem = 1

[State 3503, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3503, end]
type = ChangeState
trigger1 = Time = 10
value = 3504
ctrl = 1

[StateDef 3504]
type = S
movetype = A
physics = S
juggle = 0
anim = 3504
ctrl = 0

[State 3504, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3504, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,15

[State 3504, Helper]
type = Helper
trigger1 = AnimElem = 6
ID = 3507
pos = 20,0
postype = p1
stateno = 3507
helpertype = normal
name = "Knife"
keyctrl = 0
ownpal = 1
supermovetime = 1
ignorehitpause = 0

[State 3504, Helper]
type = Helper
trigger1 = AnimElem = 6
ID = 3508
pos = 20,0
postype = p1
stateno = 3508
helpertype = normal
name = "Knife"
keyctrl = 0
ownpal = 1
supermovetime = 1
ignorehitpause = 0

[State 3504, Helper]
type = Helper
trigger1 = AnimElem = 6
ID = 3509
pos = 20,0
postype = p1
stateno = 3509
helpertype = normal
name = "Knife"
keyctrl = 0
ownpal = 1
supermovetime = 1
ignorehitpause = 0

[State 3504, Helper]
type = Helper
trigger1 = AnimElem = 6
ID = 3510
pos = 20,0
postype = p1
stateno = 3510
helpertype = normal
name = "Knife"
keyctrl = 0
ownpal = 1
supermovetime = 1
ignorehitpause = 0

[State 3504, Helper]
type = Helper
trigger1 = AnimElem = 6
ID = 3511
pos = 20,0
postype = p1
stateno = 3511
helpertype = normal
name = "Knife"
keyctrl = 0
ownpal = 1
supermovetime = 1
ignorehitpause = 0

[State 3504]
type = HitOverride
trigger1 = Anim = 3504
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3512

[State 3504]
type = nothitby
trigger1 = Anim = 3504
value = , NT, ST, HT
time = -1

[State 3504, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3505
ctrl = 1

[StateDef 3505]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3503
sprpriority = 2

[State 3505]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3503
trigger1 = Time = 10
Value = 3513

[State 3505, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3505, end]
type = ChangeState
trigger1 = Time = 10
value = 3506
ctrl = 1

[StateDef 3506]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3505
sprpriority = 2

[State 3506, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,14

[State 3506, DestroySelf]
type = DestroySelf
trigger1 = time = 73

[StateDef 3507]
movetype= A
ctrl = 0
anim = 3506
sprpriority = 2

[State 3507, VelAdd]
type = VelAdd
trigger1 = time
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 3507, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 3507, BindToParent]
type = BindToParent
trigger1 = time = 1
time = 1
facing = 1
pos = 50,-40
ignorehitpause = 0

[State 3507, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
hitsound = S200, 5
guardsound = S300,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -2,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 12
fall = 1
fall.recover = 0

[State 3507, DestroySelf]
type = DestroySelf
trigger1 = time = 90
;ignorehitpause =
;persistent =

[StateDef 3508]
movetype= A
ctrl = 0
anim = 3506
sprpriority = 2

[State 3508, VelAdd]
type = VelAdd
trigger1 = time
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 3508, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 3508, BindToParent]
type = BindToParent
trigger1 = time = 1
time = 1
facing = 1
pos = 40,-30
ignorehitpause =
persistent =

[State 3508, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = S8052*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
hitsound = S200, 5
guardsound = S300, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -2,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 12
fall = 1
fall.recover = 0

[State 3508, DestroySelf]
type = DestroySelf
trigger1 = time = 90
;ignorehitpause =
;persistent =

[StateDef 3509]
movetype= A
ctrl = 0
anim = 3506
sprpriority = 2

[State 3509, VelAdd]
type = VelAdd
trigger1 = time
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 3509, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 3509, BindToParent]
type = BindToParent
trigger1 = time = 1
time = 1
facing = 1
pos = 30,-20
ignorehitpause =0

[State 3509, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
hitsound = S200, 5
guardsound = S300, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -2,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 12
fall = 1
fall.recover = 0

[State 3509, DestroySelf]
type = DestroySelf
trigger1 = time = 90
;ignorehitpause =
;persistent =

[StateDef 3510]
movetype= A
ctrl = 0
anim = 3506
sprpriority = 2

[State 3510, VelAdd]
type = VelAdd
trigger1 = time
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 3510, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 3510, BindToParent]
type = BindToParent
trigger1 = time = 1
time = 1
facing = 1
pos = 40,-50
ignorehitpause = 0

[State 3510, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = S8052*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
hitsound = S200, 5
guardsound = S300, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -2,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 12
fall = 1
fall.recover = 0

[State 3510, DestroySelf]
type = DestroySelf
trigger1 = time = 90
;ignorehitpause =
;persistent =

[StateDef 3511]
movetype= A
ctrl = 0
anim = 3506
sprpriority = 2

[State 3511, VelAdd]
type = VelAdd
trigger1 = time
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 3511, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 3511, BindToParent]
type = BindToParent
trigger1 = time = 1
time = 1
facing = 1
pos = 30,-60
ignorehitpause = 0

[State 3511, 1]
type = HitDef
trigger1 = !movecontact
attr = S, SA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = 0,0
hitsound = S200, 5
guardsound = S300,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -2,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 12
fall = 1
fall.recover = 0

[State 3511, DestroySelf]
type = DestroySelf
trigger1 = time = 90
;ignorehitpause =
;persistent =

[Statedef 3512]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3507
sprpriority = 1

[State 3512]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3507
trigger1 = Animtime = 0
Value = 3513


[State 3512]
type = velset
trigger1 = AnimElemTime(3) <= 0
X =  -0.8

[State 3512]
Type = Changestate
trigger1 = AnimTime = 0
value = 3505
ctrl = 1

[statedef 3513]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3503
sprpriority = 3
facep2 = 1

[State 3513]
type = nothitby
trigger1 = 1
value = SCA

[State 3513]
type = ScreenBound
trigger1 = 1
value = 1

[State 3513]
type = turn
trigger1 = (P2Dist X < 0)

[State 3513]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3514

[State 3513]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3515

[StateDef 3514]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3508
sprpriority = 1
facep2 = 1

[State 3514, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1
volume = 255

[State 3514]
type = ScreenBound
trigger1 = 1
value = 1

[State 3514]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3515]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3509
sprpriority = 0
facep2 = 1

[State 3515]
type = ScreenBound
trigger1 = 1
value = 1

[State 3515]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3600]
type = S
movetype = A
physics = S
juggle = 0
anim = 3500
ctrl = 0

[state 3600]
type = VarSet
trigger1 = Time = 0
var(33) = 420

[State 3600, Helper]
type = Helper
trigger1 = time = 1
ID = 3601
pos = -10,-90
postype = back
stateno = 3601
helpertype = normal
name = "Remilia"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3601]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3600
sprpriority = 2
facep2 = 1

[State 3601]
type = velset
trigger1 = time = 0
X = (parentdist X+72) / 8
Y = 6

[State 3601]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3601]
type = Gravity
trigger1 = 1

[State 3601]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3601]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3602

[StateDef 3602]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3601
sprpriority = 2

[State 3602, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,0

[State 3602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3603
ctrl = 1

[StateDef 3603]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3602
sprpriority = 2

[State 3603]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3602
trigger2 = AnimElem = 1

[State 3603, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3603, end]
type = ChangeState
trigger1 = Time = 10
value = 3604
ctrl = 1

[StateDef 3604]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3603
sprpriority = 2

[State 3604, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3604]
type = HitOverride
trigger1 = Anim = 3603
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3611

[State 3604]
type = nothitby
trigger1 = Anim = 3603
value = , NT, ST, HT
time = -1

[State 3604, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3605
ctrl = 1

[StateDef 3605]
type = S
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3604
sprpriority = 2

[State 3605, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3605, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3608
ID = 3608
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1.5,1.5
sprpriority = 5
ignorehitpause = 0

[State 3605, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,16

[State 3605, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 6.5
y = -12
;ignorehitpause =
;persistent =

[State 3605, VelMul]
type = VelMul
trigger1 = AnimElem = 2
x = 1
y = 0.8
;ignorehitpause =
;persistent =

[State 3605, Hitdef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 80,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 6
getpower = 0
guardsound = S300, 4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-9
air.hittime = 12
fall = 1
fall.recover = 0

[State 3605, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3606
ctrl = 1

[StateDef 3606]
type = A
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3605
sprpriority = 2

[State 3606, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3606, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 15
y = 0
;ignorehitpause =
;persistent =

[State 3606]
type = Gravity
trigger1 = 1

[State 3606]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3606]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3607

[StateDef 3607]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3601
sprpriority = 2

[State 3601, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3607, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,0

[State 3607, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3608
ctrl = 1

[StateDef 3608]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3602
sprpriority = 2

[State 3608, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3608]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3602
trigger1 = Time = 5
Value = 3612

[State 3608, end]
type = ChangeState
trigger1 = Time = 5
value = 3609
ctrl = 1

[StateDef 3609]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3606
sprpriority = 2

[State 3609, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3609, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3610
ctrl = 1

[StateDef 3610]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3607
sprpriority = 2

[State 3610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,2

[State 3610, DestroySelf]
type = DestroySelf
trigger1 = time = 12
;ignorehitpause =
;persistent =

[StateDef 3611]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3611
sprpriority = 1

[State 3608]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3611
trigger1 = Animtime = 0
Value = 3612

[State 3611]
type = velset
trigger1 = AnimElemTime(3) <= 0
X =  -0.8

[State 3611]
Type = Changestate
trigger1 = AnimTime = 0
value = 3610
ctrl = 1

[StateDef 3612]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3602
sprpriority = 3
facep2 = 1

[State 3612]
type = nothitby
trigger1 = 1
value = SCA

[State 3612]
type = ScreenBound
trigger1 = 1
value = 1

[State 3612]
type = turn
trigger1 = (P2Dist X < 0)

[State 3612]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3613

[State 3612]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3614

[StateDef 3613]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3609
sprpriority = 1
facep2 = 1

[State 3613]
type = ScreenBound
trigger1 = 1
value = 1

[State 3613]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3614]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3610
sprpriority = 0
facep2 = 1

[State 3614]
type = ScreenBound
trigger1 = 1
value = 1

[State 3614]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 4000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4000
sprpriority = 2

[State 4000]
trigger1 = AnimElem = 1
type = NotHitBy
time = 18
value = SCA

[State 4000, TargetBind]
type = TargetBind
trigger1 = Movehit = 1
pos = 40,0

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 3
value = -3000

[State 4000]
Type = null
Trigger1 = AnimElem = 3
Name = "Hyper"
Stateno = 10400
ID = 10400
Pos = -15,-50
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 3
Name = "Hyper"
Stateno = 10401
ID = 10401
Pos = -15,-50
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 3
Name = "Hyper"
Stateno = 10402
ID = 10402
Pos = -15,-50
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000]
type = SuperPause
trigger1 = AnimElem = 3
time = 30
movetime = 0
anim = -1
sound = S0,10
pos = 999,999
darken = 0
unhittable = 1

[State 4000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 30
PalBright = 0,0,0
PalContrast = 256,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State -1]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 6020
ID = 10002
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 14,7
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30,0
sparkno = -1
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200,12
getpower = 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0
guard.kill = 0
P2Stateno = 4008
envshake.time = 12
envshake.ampl = 4

[State 4000, Explod]
type = Explod
trigger1 = AnimElem = 5 ,>=0
trigger1 = movehit = 1
anim = 8054*10**(random%4)
pos = -20,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = 3
ignorehitpause = 0
;persistent =

[State 4000]
type = Changestate
trigger1= AnimElem = 5 >= 0 && movehit
value = 4001
ctrl = 1

[State 4000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4001
sprpriority = 2

[State 4001, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 30,0
ignorehitpause = 0

[State 4001]
trigger1 = 1
type = NotHitBy
value = SCA

[State 4001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
;flag3 = nomusic
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 4001]
type = BGPalFx
trigger1 = 1
time = 1
add = -240,-240,-240
ignorehitpause = 1

[State 4001, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 158
PalBright = 0,0,0
PalContrast = 256,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 4001, VelSet]
type = VelSet
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 93, < 0
x = 4
y = 0
;ignorehitpause =
;persistent =

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 18
trigger3 = AnimElem = 33
trigger4 = AnimElem = 48
trigger5 = AnimElem = 62
trigger6 = AnimElem = 72
trigger7 = AnimElem = 82
trigger8 = AnimElem = 98
value = S100,1

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 27
trigger3 = AnimElem = 42
trigger4 = AnimElem = 57
trigger5 = AnimElem = 66
trigger6 = AnimElem = 78
trigger7 = AnimElem = 88
value = S100,0

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 106
value = S100,2

[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 18
trigger3 = AnimElem = 33
trigger4 = AnimElem = 48
trigger5 = AnimElem = 62
trigger6 = AnimElem = 72
trigger7 = AnimElem = 82
trigger8 = AnimElem = 98
attr = S, HA
damage = 16,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = -1
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0
envshake.time = 12
envshake.ampl = 4

[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 27
trigger3 = AnimElem = 42
trigger4 = AnimElem = 57
trigger5 = AnimElem = 66
trigger6 = AnimElem = 78
trigger7 = AnimElem = 88
attr = S, HA
damage = 18,5
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = -1
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0
envshake.time = 12
envshake.ampl = 4

[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 106
attr = S, HA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,100
sparkno = -1
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200,12
getpower = 0
guardsound = S300,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0
p2Stateno = 4008
envshake.time = 12
envshake.ampl = 4

[State 4001, Explod]
type = Explod
trigger1 = movehit = 1
anim = 8050
pos = -20+Random%15,-70+Random%55
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
;ignorehitpause =
;persistent =

[State 4001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4002
ctrl = 1

[StateDef 4002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4002
sprpriority = 2

[State 4002, Explod]
type = Explod
trigger1 = AnimElem = 23
trigger2 = AnimElem = 30
trigger3 = AnimElem = 40
anim = 1003
ID = 1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1

[State 4002]
trigger1 = 1
type = NotHitBy
value = SCA

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,13
volume = 255

[State 4002]
type = Helper
trigger1 = time = 15
name = "cut-in"
stateno = 4900
ownpal = 1
postype = left
pos = 160
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
size.xscale = .625
size.yscale = .625

[State 4002]
type = SuperPause
trigger1 = time = 15
anim = -1
time = 50
movetime = 50
darken = 0

[State 4002]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
;flag3 = nomusic
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 4002]
type = BGPalFx
trigger1 = 1
time = 1
add = -240,-240,-240
ignorehitpause = 1

[State 4002, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 158
PalBright = 0,0,0
PalContrast = 256,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 23
trigger2 = AnimElem = 30
trigger3 = AnimElem = 40
value = S100,2

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 23
value = S0,16
channel = 0
Volume = 255

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 30
value = S0,17
channel = 0
Volume = 255

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 40
value = S0,18
channel = 0
Volume = 255

[State 4002, 1]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
damage = 30
animtype = hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 30, 60
sparkno = -1
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 9
getpower = 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0
guard.kill = 0

[State 4002, 1]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
damage = 30
animtype = medium
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 30, 60
sparkno = -1
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 10
getpower = 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0
guard.kill = 0

[State 4002, 1]
type = HitDef
trigger1 = AnimElem = 40
attr = S, HA
damage = 150
animtype = Up
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = -1
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 7
getpower = 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-25
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-25
air.hittime = 12
yaccel = 0.6
fall = 1
fall.recover = 0

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Unguardable

[State 4002]
type = Helper
Trigger1 = AnimElem = 23 ,>=0
Trigger1 = Movehit=1
stateno	= 4003
pos = 63,-50
ownpal = 1
persistent = 0
Supermovetime = 9999
Pausemovetime = 9999
ignorehitpause = 1

[State 4002]
type = Helper
trigger1 = AnimElem = 30 && movehit
stateno	= 4005
pos = 63,-40
ownpal = 1
persistent = 0
Supermovetime = 9999
Pausemovetime = 9999
ignorehitpause = 0

[State 4002]
type = Helper
trigger1 = AnimElem = 40 && movehit
stateno	= 2002
pos = 38,-80
ownpal = 1
persistent = 0
Supermovetime = 9999
Pausemovetime = 9999
ignorehitpause = 0

[State 4002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4003]
anim = 2002
sprpriority = 4

[State 4003]
type = Trans
trigger1 = 1
Trans = Add

[State 4003]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 4003]
type = VarAdd
trigger1 = 1
fvar(0) = IfElse(time < 10,0.2,0.02)

[State 4003]
type = EnvShake
trigger1 = 1
time = 20
freq = 120
ampl = -8
phase = 0
persistent = 0

[State 4003]
type = Helper
trigger1 = 1
stateno = 2003
ownpal = 1
persistent = 0

[State 4003]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/3,fvar(0)

[State 4003]
type = VarAdd
trigger1 = AnimElem = 20, >= 0
var(0) = 12

[State 4003]
type = Palfx
trigger1 = AnimElem = 20
add = 0,0,0
mul = 255,255,255
time = -1

[State 4003]
type = Destroyself
trigger1 = Time = 30

[Statedef 4004]
anim = 2003
sprpriority = 4

[State 4004]
type = Trans
trigger1 = 1
Trans = Add

[State 4004]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 4004]
type = VarAdd
trigger1 = 1
fvar(0) = IfElse(time < 10,0.2,0.02)

[State 4004]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/3,fvar(0)
value = 15

[State 4004]
type = VarAdd
trigger1 = Time >= 20
var(0) = 12

[State 4004]
type = Palfx
trigger1= Time >= 20
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 4004]
type = Destroyself
trigger1 = Time = 40

[Statedef 4005]
anim 		= 2002
sprpriority 	= 4

[State 4005]
type = Trans
trigger1 = 1
Trans = Add

[State 4005]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 4005]
type = VarAdd
trigger1 = 1
fvar(0) = IfElse(time < 10,0.2,0.02)

[State 4005]
type = EnvShake
trigger1 = 1
time = 20
freq = 120
ampl = -8
phase = 0
persistent = 0

[State 4005]
type = Helper
trigger1 = 1
stateno = 2003
ownpal = 1
persistent = 0

[State 4005]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/3,fvar(0)
value = 315

[State 4005]
type = VarAdd
trigger1 = AnimElem = 20, >= 0
var(0) = 12

[State 4005]
type = Palfx
trigger1 = AnimElem = 20
add = 0,0,0
mul = 255,255,255
time = -1

[State 4005]
type = Destroyself
trigger1 = Time = 30

[Statedef 4006]
anim = 2003
sprpriority = 4

[State 4006]
type = Trans
trigger1 = 1
Trans = Add

[State 4006]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 4006]
type = VarAdd
trigger1 = 1
fvar(0) = IfElse(time < 10,0.2,0.02)

[State 4006]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/4,fvar(0)/4

[State 4006]
type = VarAdd
trigger1 = Time >= 20
var(0) = 12

[State 4006]
type = Palfx
trigger1= Time >= 20
add = 0,0,0
mul = 255-var(0),255-var(0),255-var(0)
time = -1

[State 4006]
type = Destroyself
trigger1 = Time = 40

[StateDef 4008]
type = S
movetype = H
Physics = S
ctrl = 0
velset = 0,0

[State 4008]
type = NotHitBy
trigger1=!time
time = 26
value = SCA

[State 4008, PlayerPush]
type = PlayerPush
trigger1=time<=26
value = 0

[State 4008, PosSet]
type = PosSet
trigger1 = 1
y = 0

[state you're not falling, stupid]
type=hitfallset
value=0
trigger1=!time

[State 4008]
type = ChangeAnim2
trigger1 = time = 0
value = 4003

[StateDef 4500]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 4500
sprpriority = 2

[State 4500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,11
channel = 0
Volume = 255

[State 4500, Helper]
Type = null
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10400
ID = 10400
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500, Helper]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10450
ID = 10450
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500, Helper]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10451
ID = 10451
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500, Helper]
type = SuperPause
trigger1 = AnimElem = 4
time = 30
movetime = 30
anim = -1
sound = S0,10
pos = 999,999
darken = 0
unhittable = 1

[State 4500]
type = PowerAdd
trigger1 = AnimElem = 4
value = -3000
ignorehitpause = 1

[State 4500, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 7000
id = 7000
postype = Left
pos = 0, 0
keyctrl = 0
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4500, Helper]
type = Helper
trigger1 = AnimElem = 4
persistent = 0
id = 7050
name = "Face"
pos = 0,0
postype = P1
stateno = 7050
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 4500, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 4501

[StateDef 4501]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 4501
sprpriority = 2

[State 4501, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
value = S100,0

[State 4501, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 21
trigger3 = AnimElem = 26
value = S100,1

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 37
value = S100,23

[State 4501, VelSet]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 14
trigger4 = AnimElem = 21
trigger5 = AnimElem = 26
x = 4

[State 4501, VelSet]
type = VelSet
trigger1 = AnimElem = 37
x = 12

[State 4501, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 20
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300, 4
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 4501, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HT
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30,30
guard.pausetime = 8,8
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300, 4
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2Stateno = 4506
P1Stateno = 4502
envshake.time = 12
envshake.ampl = 3
kill = 0

[State 4501, HitDef]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 21
attr = S, HA
damage = 13,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = S8050
guard.sparkno = S9000
sparkxy = -25, -46
hitsound = S200,12
getpower = 0
guardsound = S300, 4
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
kill = 0

[State 4501, HitDef]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
damage = 24,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno = S8050
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 2
guardsound = S300, 4
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-10.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-10.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 4501, HitDef]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HA
damage = 123,45
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = S8050
guard.sparkno = S9000
sparkxy = -40, -46
hitsound = S200,5
getpower = 20
guardsound = S300,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 8
ground.velocity = -20,-4
fall = 1
fall.recover = 0
airguard.velocity = -3,-1
air.type = High
air.velocity = -20,-5
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 1205

[State 4501, Helper]
type = Helper
trigger1 = AnimElem = 37
ID = 1209
pos = 80,-55
postype = p1
stateno = 1209
helpertype = normal
name = "Burst"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4501, EnvShake]
type = EnvShake
trigger1 = AnimElem = 37
time = 13
freq = 60
ampl = -3

[State 4501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4502]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 4502
sprpriority = 2

[State 4502, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 40,0

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S200,12

[State 4502, HitAdd]
type = HitAdd
trigger1 = AnimElem = 6
value = 1

[State 4502, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -34
kill = 0
absolute = 1

[State 4502, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 13
freq = 60
ampl = -3

[State 4502, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 8050
pos = (floor(target,pos x-pos x)-15+random%30)*facing, floor(target,pos y-pos y)-93+random%70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 8
pausemovetime = 9999
supermovetime = 9999

[State 4502, TargetState]
type = TargetState
trigger1 = AnimElem = 6
value = 4507

[State 4502, TargetState]
type = TargetState
trigger1 = Time = 50
value = 4508

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = Time = 50
trigger2 = Time = 53
trigger3 = Time = 56
trigger4 = time = 59
trigger5 = time = 62
trigger6 = time = 65
trigger7 = time = 68
trigger8 = time = 71
trigger9 = time = 74
trigger10 = time = 77
trigger11 = time = 80
trigger12 = time = 83
trigger13 = time = 86
trigger14 = time = 89
trigger15 = time = 92
trigger16 = time = 95
trigger17 = time = 98
trigger18 = time = 101
trigger19 = time = 104
trigger20 = time = 107
value = S200,2

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = Time = 50
trigger2 = Time = 53
trigger3 = Time = 56
trigger4 = time = 59
trigger5 = time = 62
trigger6 = time = 65
trigger7 = time = 68
trigger8 = time = 71
trigger9 = time = 74
trigger10 = time = 77
trigger11 = time = 80
trigger12 = time = 83
trigger13 = time = 86
trigger14 = time = 89
trigger15 = time = 92
trigger16 = time = 95
trigger17 = time = 98
trigger18 = time = 101
trigger19 = time = 104
trigger20 = time = 107
value = S100,22

[State 4502, HitAdd]
type = HitAdd
trigger1 = Time = 50
trigger2 = Time = 53
trigger3 = Time = 56
trigger4 = time = 59
trigger5 = time = 62
trigger6 = time = 65
trigger7 = time = 68
trigger8 = time = 71
trigger9 = time = 74
trigger10 = time = 77
trigger11 = time = 80
trigger12 = time = 83
trigger13 = time = 86
trigger14 = time = 89
trigger15 = time = 92
trigger16 = time = 95
trigger17 = time = 98
trigger18 = time = 101
trigger19 = time = 104
trigger20 = time = 107
value = 1

[State 4502, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 50
trigger2 = Time = 53
trigger3 = Time = 56
trigger4 = time = 59
trigger5 = time = 62
trigger6 = time = 65
trigger7 = time = 68
trigger8 = time = 71
trigger9 = time = 74
trigger10 = time = 77
trigger11 = time = 80
trigger12 = time = 83
trigger13 = time = 86
trigger14 = time = 89
trigger15 = time = 92
trigger16 = time = 95
trigger17 = time = 98
trigger18 = time = 101
trigger19 = time = 104
trigger20 = time = 107
value = -3
kill = 0
absolute = 1

[State 4502, Explod]
type = Explod
trigger1 = Time = 50
trigger2 = Time = 53
trigger3 = Time = 56
trigger4 = time = 59
trigger5 = time = 62
trigger6 = time = 65
trigger7 = time = 68
trigger8 = time = 71
trigger9 = time = 74
trigger10 = time = 77
trigger11 = time = 80
trigger12 = time = 83
trigger13 = time = 86
trigger14 = time = 89
trigger15 = time = 92
trigger16 = time = 95
trigger17 = time = 98
trigger18 = time = 101
trigger19 = time = 104
trigger20 = time = 107
anim = 8050
pos = (floor(target,pos x-pos x)-35+random%60)*facing, floor(target,pos y-pos y)-93+random%70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 8
pausemovetime = 9999
supermovetime = 9999

[State 4502, PosAdd]
type = PosSet
trigger1 = time = 0
x = 0
y = 0

[State 4502, ChangeState]
type = ChangeState
trigger1 = Time = 110
value = 4503

[StateDef 4503]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 4503
sprpriority = 2

[State 4502, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8050
pos = (floor(target,pos x-pos x)-35+random%60)*facing, floor(target,pos y-pos y)-93+random%70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 8
pausemovetime = 9999
supermovetime = 9999

[State 4503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,15
channel = 0
Volume = 255

[State 4503, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 4503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S200,12

[State 4503, TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 4509

[State 4502, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -48
kill = 0
absolute = 1

[State 4503, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 13
freq = 60
ampl = -3

[State 4503, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4503, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 15
statetype = A
Physics = N

[State 4503, VelSet]
type = VelSet
trigger1 = AnimElem = 15
x = 20
y = -10

[State 4503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S0,2

[State 4503, Explod]
type = Explod
trigger1 =  AnimElem = 15
anim = 1003
ID = 1003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1

[State 4503, Helper]
type = Helper
trigger1 = AnimElem = 15
ID = 4513
pos = -35,-55
postype = p1
stateno = 4513
helpertype = normal
name = "Aura"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4503, ChangeState]
type = ChangeState
trigger1 = Time = 112
value = 4504

[StateDef 4504]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 4504
sprpriority = 2

[State 4504, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4504, PosSet]
type = PosSet
trigger1 = Time = 0
x = IfElse(Facing = 1,-240,240)
y = 75

[State 4504, VelSet]
type = VelSet
trigger1 = Time = 80
x = 20
y = -10

[State 4504, VelSet]
type = VelSet
trigger1 = Time > 90
x = 0.25
y = -0.25

[State 4504, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,4

[State 4504, PlaySnd]
type = PlaySnd
trigger1 = Time = 90
value = S200,7

[State 4504, VelAdd]
type = VelAdd
trigger1 = Time > 150
x = 30
y = -15

[State 4504, PlaySnd]
type = PlaySnd
trigger1 = Time = 70
value = S0,14
channel = 0
Volume = 255

[State 4504, Varset]
type = varset
trigger1 = time = 0
fvar(8) = 1 + 0.05*ceil(Random%21)

[State 4504, Explod]
type = Explod
trigger1 = Random%3 < 2
anim = 1005 + Random%6
ID = 1005
pos = -40+Random%25,-40+Random%40
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(8), fvar(8)
vel = -10,5
accel = 0, 0
ignorehitpause = 1

[State 4504, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4510

[State 4504, Helper]
type = Helper
trigger1 = Time = 90
id = 4512
name = "Explosion"
pos = -17,-51
postype = P2
stateno = 4512
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999

[State 4504, TargetState]
type = TargetState
trigger1 = Time = 90
value = 4511

[State 4504, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 90
value = -387
kill = 1
absolute = 1

[State 4504, HitAdd]
type = HitAdd
trigger1 = Time = 90
value = 1

[State 4504, TargetState]
type = TargetState
trigger1 = Time = 150
value = 3006

[State 4504, ChangeState]
type = ChangeState
trigger1 = Time = 200
value = 4505

[StateDef 4505]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 44
sprpriority = 2

[State 4505, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4505, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = -500

[State 4505] ;Gravity
type = VelAdd
Trigger1 = time > 30
y = .4

[State 4505, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

[StateDef 4506]
type = S
movetype = H
physics = N
Velset = 0,0

[State 4506, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4505

[StateDef 4507]
type = S
movetype = H
physics = N
Velset = 0,0

[State 4507, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4506

[StateDef 4508]
type = S
movetype = H
physics = N
Velset = 0,0

[State 4508, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4510

[StateDef 4509]
type = A
movetype = H
physics = N
Velset = 0,0

[State 4509, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4507

[State 4509, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4509, VelSet]
type = VelSet
trigger1 = Time = 0
x = -7
y = -21

[StateDef 4510]
type = A
movetype = H
physics = N
Velset = 0,0

[State 4510, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4508

[State 4510, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4510, VelSet]
type = velset
trigger1 = time = 0
X = -1
Y = -11

[State 4510, VelSet]
type = veladd
trigger1 = time > 0
Y = 0.2

[State 4510, PosSet]
type = PosSet
trigger1 = Time = 0
x = IfElse(Facing = 1,100,-100)
y = 120

[StateDef 4511]
type = A
movetype = H
physics = N
Velset = 0,0

[State 4511, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4509

[StateDef 4512]
type = A
movetype= I
physics = N
anim = 99999
velset = 0,0
ctrl = 0

[State 4512, PalFX]
type = PalFX
trigger1 = time = [1,30]
time = 1
add = 0-(Time*9),0-(Time*9),0-(Time*9)
supermovetime = 99999
pausemovetime = 99999

[State 4512, Envshake]
type = EnvShake
trigger1 = time = 0
time = 20
ampl = -30

[State 4512, Trans]
Type = Trans
Trigger1 = 1
Trans = add

[State 4512, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4512, Explod]
type = Explod
trigger1 = Time = 0
anim = 4511
id = 4511
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 7
supermove = 1
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State 4512, Varset]
type = VarSet
trigger1 = Time = 1
fvar(5) = .1

[State 4512, VarAdd]
type = VarAdd
trigger1 = 1
fvar(5) = .09

[State 4512, ModifyExplod]
type = modifyExplod
trigger1 = 1
Id = 4511
scale = fvar(5),fvar(5)

[State 4512, RemoveExplod]
type = RemoveExplod
trigger1 = time = 30
id = 4511

[State 4512, Explod]
type = Explod
trigger1 = Time = 0
anim = 4512
id = 4512
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 7
supermove = 1
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State 4512, Varset]
type = VarSet
trigger1 = Time = 1
fvar(2) = .1

[State 4512, VarAdd]
type = VarAdd
trigger1 = 1
fvar(2) = .06

[State 4512, ModifyExplod]
type = modifyExplod
trigger1 = 1
Id = 4512
scale = fvar(2),fvar(2)

[State 4512, RemoveExplod]
type = RemoveExplod
trigger1 = time = 30
id = 4512

[State 4512, Explod]
type = Explod
trigger1 = Time = 0
anim = 4513
id = 4513
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 7
supermove = 1
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State 4512, Varset]
type = VarSet
trigger1 = Time = 1
fvar(4) = .1

[State 4512, VarAdd]
type = VarAdd
trigger1 = 1
fvar(4) = .06

[State 4512, ModifyExplod]
type = modifyExplod
trigger1 = 1
Id = 4513
scale = fvar(4),fvar(4)

[State 4512, RemoveExplod]
type = RemoveExplod
trigger1 = time = 30
id = 4513

[State 4512, Explod]
type = Explod
trigger1 = Time = 0
anim = 4514
id = 4514
pos = 0,0
postype = P1
scale = .5,.5
sprpriority = 7
supermove = 1
bindtime = -1
removetime = -1
ownpal = 0
persistent = 0
pausemovetime = 999999
Supermovetime = 999999

[State 4512, Varset]
type = VarSet
trigger1 = Time = 1
fvar(6) = .1

[State 4512, VarAdd]
type = VarAdd
trigger1 = 1
fvar(6) = .07

[State 4512, ModifyExplod]
type = modifyExplod
trigger1 = 1
Id = 4514
scale = fvar(6),fvar(6)

[State 4512, RemoveExplod]
type = RemoveExplod
trigger1 = time = 30
id = 4514

[State 4512, DestroySelf]
type = DestroySelf
trigger1 = time = 30

[StateDef 4513]
type = A
physics = N
anim = 2303
sprpriority = 5

[State 4513, Null]
type = Null
trigger1 = time%112 = [0,31]
trigger1 = var(0) := 256
trigger1 = var(1) := 0+8*(time%112)
trigger1 = var(2) := 0
trigger2 = time%112 = [32,47]
trigger2 = var(0) := 256-16*((time%112)-32)
trigger2 = var(1) := 256
trigger2 = var(2) := 0
trigger3 = time%112 = [48,63]
trigger3 = var(0) := 0
trigger3 = var(1) := 256-8*((time%112)-48)
trigger3 = var(2) := 0+time*16
trigger4 = time%112 = [64,79]
trigger4 = var(0) := 0
trigger4 = var(1) := 0
trigger4 = var(2) := 256
trigger5 = time%112 = [80,95]
trigger5 = var(0) := 0+8*((time%112)-80)
trigger5 = var(1) := 0+8*((time%112)-80)
trigger5 = var(2) := 256
trigger6 = time%112 = [96,111]
trigger6 = var(0) := 128+8*((time%112)-96)
trigger6 = var(1) := 128
trigger6 = var(2) := 256

[State 4513, PalFX]
type = PalFX
trigger1 = 1
add = 0,0,0
mul = Var(0),Var(1),Var(2)
invertall = 0
color = 0
time = 9999

[State 4513, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4513, BindToParent]
type = BindToParent
trigger1 = 1
pos = -53,-37

[State 4513, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4513, DestroySelf]
type = DestroySelf
trigger1 = Time = 237

[Statedef 4900]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4900
sprpriority = 3

[State 4900, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 4900, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4900, 2]
type = PosSet
trigger1 = time = 0
y = (239-ScreenPos Y)-150

[State 4900, 2]
type = PalFx
trigger1 = Time <= 25
time = 1
add = -250+(Time)*10,-250+(Time)*10,-250+(Time)*10

[State 4900, 3]
type = PalFx
trigger1 = Time >= 40
time = 1
add = -(Time-40)*6,-(Time-40)*6,-(Time-40)*6

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4900
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4900
scale = .565+time/500.0,.565+time/500.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4900
scale = .615+(time-25)/750.0,.615+(time-25)/750.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4900
scale = .635+(time-40)/400.0,.635+(time-40)/400.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4901
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4901
scale = .505+time/250.0,.505+time/250.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4901
scale = .605+(time-25)/375.0,.605+(time-25)/375.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4901
scale = .645+(time-40)/200.0,.645+(time-40)/200.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4902
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4902
scale = .395+time/125.0,.395+time/125.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4902
scale = .595+(time-25)/187.5,.595+(time-25)/187.5

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4902
scale = .655+(time-40)/100.0,.655+(time-40)/100.0

[State 4900, 9]
type = DestroySelf
trigger1 = time = 80

[StateDef 6010]
Type = A
Physics = N
Anim = 99999
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = VarAdd
Trigger1 = Time = [1,3]
Trigger2 = Time = [10,15]
FV  = 3
Value = 0.05

[State -1]
Type = VarAdd
Trigger1 = Time = [4,9]
Trigger2 = Time = [16,32]
FV  = 3
Value = -0.05

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 10000
Anim = 10000
Ownpal = 1
Scale = 0.725+FVar(3),0.725+FVar(3)
SprPriority = 5
RemoveTime = 32
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,32]
ID = 10000
Scale = 0.725+FVar(3),0.725+FVar(3)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = Explod
Trigger1 = IsHelper(10001)
Trigger1 = Time = 0
ID = 10001
Anim = IfElse(((Root,Life*100)/LifeMax) <= 30,10003,10001)
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = Explod
Trigger1 = IsHelper(10002)
Trigger1 = Time = 0
ID = 10002
Anim = 10002
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 10001
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 2000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 26
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 27
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

[StateDef 6020]
Type = A
Physics = N
Anim = 99999
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = AddAlpha
Alpha = 255,255

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26

[State -1]
Type = VarAdd
Trigger1 = Time = [1,3]
Trigger2 = Time = [10,15]
FV  = 3
Value = 0.05

[State -1]
Type = VarAdd
Trigger1 = Time = [4,9]
Trigger2 = Time = [16,32]
FV  = 3
Value = -0.05

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 10000
Anim = 10000
Ownpal = 1
Scale = 0.725+FVar(3),0.725+FVar(3)
SprPriority = 5
RemoveTime = 32
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,32]
ID = 10000
Scale = 0.725+FVar(3),0.725+FVar(3)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1]
Type = Explod
Trigger1 = IsHelper(10001)
Trigger1 = Time = 0
ID = 10002
Anim = 10002
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = Explod
Trigger1 = IsHelper(10002)
Trigger1 = Time = 0
ID = 10002
Anim = 10002
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.50+FVar(4),0.50+FVar(4)
SprPriority = -5
RemoveTime = 50
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 10002
Scale = 0.50+FVar(4),0.50+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 2000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 26
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 27
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50

[Statedef 7000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0
ownpal = 1
sprpriority = 7

[State 7000]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7000]
type = Explod
trigger1 = !NumExplod(10700)
anim = 10700
id = 10700
postype = back
pos = 0, 0
bindtime = -1
removetime = 99999
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = PlaySnd
trigger1 = (Parent,Stateno != [4500, 4505])
trigger2 = (Parent,Stateno = 4501) &&(Parent,AnimElemTime(37) = 0)
trigger3 = (Parent,Anim = 44)
value = S0,12
persistent = 0
volume = 255

[State 7000]
type = Explod
triggerall = !NumExplod(10800)
trigger1 = (Parent,Stateno != [4500, 4505])
trigger2 = (Parent,Stateno = 4501) &&(Parent,AnimElemTime(37) = 0)
trigger3 = (Parent,Anim = 44)
anim = 10800
id = 10800
postype = back
pos = 0, 0
bindtime = -1
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = RemoveExplod
trigger1 = (Parent,Stateno != [4500, 4505])
trigger2 = (Parent,Stateno = 4501) &&(Parent,AnimElemTime(37) = 0 )
trigger3 = (Parent,Anim = 44)
ID = 10700

[State 7000]
type = DestroySelf
trigger1 = (Parent,Stateno != [4500,4505])
trigger2 = (Parent,Stateno = 4501) &&(Parent,AnimElemTime(37) = 0)
trigger3 = (Parent,Anim = 44)

[Statedef 7050]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999
ownpal = 1

[State 7050]
Type = VarSet
Trigger1 = Time = 0 || Time = 11
var(5) = 0

[State 7050]
Type = VarAdd
Trigger1 = time <= 10
Trigger2 = time >= 70
var(5) = 1

[State 7050]
Type = ModifyExplod
Trigger1 = Time < 10
Scale = .5,0+(Var(5)*.05)

[State 7050]
Type = ModifyExplod
Trigger1 = Time = [10,69]
Scale = .5,.5

[State 7050]
Type = ModifyExplod
Trigger1 = Time >= 70
Scale = .5,.5-(Var(5)*.05)

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10600
pos = 0,90
postype = back
sprpriority = -4
ownpal = 0
supermove = 1
persistent = 0
Removetime = 80
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10500
pos = 0,90
postype = back
sprpriority = -3
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 80
supermove = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = DestroySelf
trigger1 = Time = 85

[StateDef 10400]
Type = A
MoveType = I
Physics = N
Anim = 10400
SprPriority = 999

[State 10400]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.3

[State 10400]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.16

[State 10400]
Type = VarAdd
Trigger1 = Time = [5,8]
FV = 1
Value = 0.1

[State 10400]
Type = VarAdd
Trigger1 = Time > 8
FV = 1
Value = 0.02

[State 10400]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10400]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10400]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10400]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10400]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10400]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10401]
Type = A
MoveType = I
Physics = N
Anim = 10401
SprPriority = 999

[State 10401]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10401]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10401]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10401]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10401]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10401]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10401]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10401]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10401]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10402]
Type = A
MoveType = I
Physics = N
Anim = 10402
SprPriority = 999

[State 10402]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10402]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10402]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10402]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10402]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10402]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10402]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10450]
Type = A
MoveType = I
Physics = N
Anim = 10451
SprPriority = 999

[State 10450]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10450]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10450]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10450]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10450]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10450]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10450]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10450]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10450]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10451]
Type = A
MoveType = I
Physics = N
Anim = 10450
SprPriority = 999

[State 10451]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10451]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10451]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10451]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10451]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10451]
Type = AngleDraw
Trigger1 = 1
Scale = FVar(1), FVar(1)

[State 10451]
Type = DestroySelf
Trigger1 = Time = 32

[statedef 16000]
anim=99999
ctrl=0

[state asserts]
type=assertspecial
flag=invisible
flag2=noshadow
trigger1=1

[state pos y]
type=null
trigger1=numexplod((var(59)-numexplod)%8)
trigger1=var((var(59)-numexplod)%8+8)%1000>60
trigger1=0&&var((var(59)-numexplod)%8+8):=var((var(59)-numexplod)%8+8)-5
trigger2=numexplod((var(59)-numexplod+1)%8)
trigger2=var((var(59)-numexplod+1)%8+8)%1000>70
trigger2=0&&var((var(59)-numexplod+1)%8+8):=var((var(59)-numexplod+1)%8+8)-5
trigger3=numexplod((var(59)-numexplod+2)%8)
trigger3=var((var(59)-numexplod+2)%8+8)%1000>80
trigger3=0&&var((var(59)-numexplod+2)%8+8):=var((var(59)-numexplod+2)%8+8)-5
trigger4=numexplod((var(59)-numexplod+3)%8)
trigger4=var((var(59)-numexplod+3)%8+8)%1000>90
trigger4=0&&var((var(59)-numexplod+3)%8+8):=var((var(59)-numexplod+3)%8+8)-5
trigger5=numexplod((var(59)-numexplod+4)%8)
trigger5=var((var(59)-numexplod+4)%8+8)%1000>100
trigger5=0&&var((var(59)-numexplod+4)%8+8):=var((var(59)-numexplod+4)%8+8)-5
trigger6=numexplod((var(59)-numexplod+5)%8)
trigger6=var((var(59)-numexplod+5)%8+8)%1000>110
trigger6=0&&var((var(59)-numexplod+5)%8+8):=var((var(59)-numexplod+5)%8+8)-5
trigger7=numexplod((var(59)-numexplod+6)%8)
trigger7=var((var(59)-numexplod+6)%8+8)%1000>120
trigger7=0&&var((var(59)-numexplod+6)%8+8):=var((var(59)-numexplod+6)%8+8)-5
trigger8=numexplod((var(59)-numexplod+7)%8)
trigger8=var((var(59)-numexplod+7)%8+8)%1000>130
trigger8=0&&var((var(59)-numexplod+7)%8+8):=var((var(59)-numexplod+7)%8+8)-5

[state striker msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16000
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=root,var(33)=-2
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+199*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state striker reset]
type=parentvarset
var(33)=-1
trigger1=root,var(33)=-2

[state counter msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16001
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/10)%10=4
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+192*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state counter reset]
type=parentvarset
var(34)=root,var(34)-20
trigger1=(root,var(34)/10)%10=4

[state recovery msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16003
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/100)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+210*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state recovery reset]
type=parentvarset
var(34)=root,var(34)-100
trigger1=(root,var(34)/100)%10=1

[state ex-shield msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16004
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/1000)%10=2
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+209*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state ex-shield reset]
type=parentvarset
var(34)=root,var(34)-2000
trigger1=(root,var(34)/1000)%10=2

[state shield msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16005
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/1000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+235*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state shield reset]
type=parentvarset
var(34)=root,var(34)-1000
trigger1=(root,var(34)/1000)%10=1

[state parry msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16006
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/10000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+235*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state parry reset]
type=parentvarset
var(34)=root,var(34)-10000
trigger1=(root,var(34)/10000)%10=1

[state jd msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16007
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/1000000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+168*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state jd reset]
type=parentvarset
var(34)=root,var(34)-1000000
trigger1=(root,var(34)/1000000)%10=1

[state gc msg]
type=explod
postype=left
pos=var(7+var(59)%8)/1000,var(7+var(59)%8)%1000
anim=16002
id=(var(59)-1)%8
removetime=100
scale=.5,.5
ontop=1
supermovetime=99999999
pausemovetime=99999999
triggerall=numexplod<8
trigger1=(root,var(34)/100000)%10=1
trigger1=1||var(var(59)%8):=time
trigger1=1||var(8+var(59)%8):=(20+176*(teamside=2))*1000+220+20*numexplod
trigger1=var(59):=var(59)+1

[state gc reset]
type=parentvarset
var(34)=root,var(34)-100000
trigger1=(root,var(34)/100000)%10=1

[state explod1 fadein]
type=modifyexplod
postype=left
pos=var(8)/1000,var(8)%1000
trans=addalpha
alpha=ifelse(time-var(0)<=14,8*(time-var(0)+1),256),ifelse(time-var(0)<=16,256,(32-time+var(0))*8)
id=0
triggerall=numexplod(0)
trigger1=time-var(0)<=32

[state explod1 stop]
type=modifyexplod
postype=left
pos=var(8)/1000,var(8)%1000
trans=none
id=0
triggerall=numexplod(0)
trigger1=time-var(0)=[33,84]

[state explod1 fadeout]
type=modifyexplod
postype=left
pos=var(8)/1000-5*(time-var(0)-85)*ifelse(teamside=2,-1,1),var(8)%1000
trans=addalpha
alpha=ifelse(time-var(0)>=92,32*(99-time+var(0)),256),ifelse(time-var(0)<=90,32*(time-var(0)-84),256)
id=0
triggerall=numexplod(0)
trigger1=time-var(0)>=85

[state explod2 fadein]
type=modifyexplod
postype=left
pos=var(9)/1000,var(9)%1000
trans=addalpha
alpha=ifelse(time-var(1)<=14,8*(time-var(1)+1),256),ifelse(time-var(1)<=16,256,(32-time+var(1))*8)
id=1
triggerall=numexplod(1)
trigger1=time-var(1)<=32

[state explod2 stop]
type=modifyexplod
postype=left
pos=var(9)/1000,var(9)%1000
trans=none
id=1
triggerall=numexplod(1)
trigger1=time-var(1)=[33,84]

[state explod2 fadeout]
type=modifyexplod
postype=left
pos=var(9)/1000-5*(time-var(1)-85)*ifelse(teamside=2,-1,1),var(9)%1000
trans=addalpha
alpha=ifelse(time-var(1)>=92,32*(99-time+var(1)),256),ifelse(time-var(1)<=90,32*(time-var(1)-84),256)
id=1
triggerall=numexplod(1)
trigger1=time-var(1)>=85

[state explod3 fadein]
type=modifyexplod
postype=left
pos=var(10)/1000,var(10)%1000
trans=addalpha
alpha=ifelse(time-var(2)<=14,8*(time-var(2)+1),256),ifelse(time-var(2)<=16,256,(32-time+var(2))*8)
id=2
triggerall=numexplod(2)
trigger1=time-var(2)<=32

[state explod3 stop]
type=modifyexplod
postype=left
pos=var(10)/1000,var(10)%1000
trans=none
id=2
triggerall=numexplod(2)
trigger1=time-var(2)=[33,84]

[state explod3 fadeout]
type=modifyexplod
postype=left
pos=var(10)/1000-5*(time-var(2)-85)*ifelse(teamside=2,-1,1),var(10)%1000
trans=addalpha
alpha=ifelse(time-var(2)>=92,32*(99-time+var(2)),256),ifelse(time-var(2)<=90,32*(time-var(2)-84),256)
id=2
triggerall=numexplod(2)
trigger1=time-var(2)>=85

[state explod4 fadein]
type=modifyexplod
postype=left
pos=var(11)/1000,var(11)%1000
trans=addalpha
alpha=ifelse(time-var(3)<=14,8*(time-var(3)+1),256),ifelse(time-var(3)<=16,256,(32-time+var(3))*8)
id=3
triggerall=numexplod(3)
trigger1=time-var(3)<=32

[state explod4 stop]
type=modifyexplod
postype=left
pos=var(11)/1000,var(11)%1000
trans=none
id=3
triggerall=numexplod(3)
trigger1=time-var(3)=[33,84]

[state explod4 fadeout]
type=modifyexplod
postype=left
pos=var(11)/1000-5*(time-var(3)-85)*ifelse(teamside=2,-1,1),var(11)%1000
trans=addalpha
alpha=ifelse(time-var(3)>=92,32*(99-time+var(3)),256),ifelse(time-var(3)<=90,32*(time-var(3)-84),256)
id=3
triggerall=numexplod(3)
trigger1=time-var(3)>=85

[state explod5 fadein]
type=modifyexplod
postype=left
pos=var(12)/1000,var(12)%1000
trans=addalpha
alpha=ifelse(time-var(4)<=14,8*(time-var(4)+1),256),ifelse(time-var(4)<=16,256,(32-time+var(4))*8)
id=4
triggerall=numexplod(4)
trigger1=time-var(4)<=32

[state explod5 stop]
type=modifyexplod
postype=left
pos=var(12)/1000,var(12)%1000
trans=none
id=4
triggerall=numexplod(4)
trigger1=time-var(4)=[33,84]

[state explod5 fadeout]
type=modifyexplod
postype=left
pos=var(12)/1000-5*(time-var(4)-85)*ifelse(teamside=2,-1,1),var(12)%1000
trans=addalpha
alpha=ifelse(time-var(4)>=92,32*(99-time+var(4)),256),ifelse(time-var(4)<=90,32*(time-var(4)-84),256)
id=4
triggerall=numexplod(4)
trigger1=time-var(4)>=85

[state explod6 fadein]
type=modifyexplod
postype=left
pos=var(13)/1000,var(13)%1000
trans=addalpha
alpha=ifelse(time-var(5)<=14,8*(time-var(5)+1),256),ifelse(time-var(5)<=16,256,(32-time+var(5))*8)
id=5
triggerall=numexplod(5)
trigger1=time-var(5)<=32

[state explod6 stop]
type=modifyexplod
postype=left
pos=var(13)/1000,var(13)%1000
trans=none
id=5
triggerall=numexplod(5)
trigger1=time-var(5)=[33,84]

[state explod6 fadeout]
type=modifyexplod
postype=left
pos=var(13)/1000-5*(time-var(5)-85)*ifelse(teamside=2,-1,1),var(13)%1000
trans=addalpha
alpha=ifelse(time-var(5)>=92,32*(99-time+var(5)),256),ifelse(time-var(5)<=90,32*(time-var(5)-84),256)
id=5
triggerall=numexplod(5)
trigger1=time-var(5)>=85

[state explod7 fadein]
type=modifyexplod
postype=left
pos=var(14)/1000,var(14)%1000
trans=addalpha
alpha=ifelse(time-var(6)<=14,8*(time-var(6)+1),256),ifelse(time-var(6)<=16,256,(32-time+var(6))*8)
id=6
triggerall=numexplod(6)
trigger1=time-var(6)<=32

[state explod7 stop]
type=modifyexplod
postype=left
pos=var(14)/1000,var(14)%1000
trans=none
id=6
triggerall=numexplod(6)
trigger1=time-var(6)=[33,84]

[state explod7 fadeout]
type=modifyexplod
postype=left
pos=var(14)/1000-5*(time-var(6)-85)*ifelse(teamside=2,-1,1),var(14)%1000
trans=addalpha
alpha=ifelse(time-var(6)>=92,32*(99-time+var(6)),256),ifelse(time-var(6)<=90,32*(time-var(6)-84),256)
id=6
triggerall=numexplod(6)
trigger1=time-var(6)>=85

[state explod8 fadein]
type=modifyexplod
postype=left
pos=var(15)/1000,var(15)%1000
trans=addalpha
alpha=ifelse(time-var(7)<=14,8*(time-var(7)+1),256),ifelse(time-var(7)<=16,256,(32-time+var(7))*8)
id=7
triggerall=numexplod(7)
trigger1=time-var(7)<=32

[state explod8 stop]
type=modifyexplod
postype=left
pos=var(15)/1000,var(15)%1000
trans=none
id=7
triggerall=numexplod(7)
trigger1=time-var(7)=[33,84]

[state explod8 fadeout]
type=modifyexplod
postype=left
pos=var(15)/1000-5*(time-var(7)-85)*ifelse(teamside=2,-1,1),var(15)%1000
trans=addalpha
alpha=ifelse(time-var(7)>=92,32*(99-time+var(7)),256),ifelse(time-var(7)<=90,32*(time-var(7)-84),256)
id=7
triggerall=numexplod(7)
trigger1=time-var(7)>=85

[state destroy]
type=destroyself
trigger1=!numexplod

[statedef 850]
type=u
movetype=i
physics=u
anim=ifelse(statetype=a,852,850+(statetype=c))
facep2=1
ctrl=0
sprpriority=2

[state type]
type=statetypeset
physics=s
trigger1=!time
trigger1=statetype=s

[state type]
type=statetypeset
physics=c
trigger1=!time
trigger1=statetype=c

[state type]
type=statetypeset
physics=a
trigger1=!time
trigger1=statetype=a

[state shield_helper]
type=helper
name="shield"
id=855
stateno=855
ownpal=1
trigger1=!time

[state shield_helper]
type=helper
name="shield_proj"
id=856
stateno=856
ownpal=1
trigger1=!time

[state shield sound]
type=playsnd
value=s820,0
trigger1=!time

[state ghost]
type=explod
anim=anim
id=850
removetime=16
sprpriority=3
ownpal=1
trigger1=!time

[state ghost alpha]
type=modifyexplod
id=850
postype=p1
pos=random%9-4,random%9-4
trans=addalpha
alpha=floor(256*cos(.1*time)),256
trigger1=time<=16
trigger1=numexplod(850)

[state shield_explod]
type=explod
id=855
anim=860*10**(random%4)
pos=24-4*(anim=851),ifelse(anim=850,-52,ifelse(anim=851,-32,-60))
sprpriority=3
ownpal=1
bindtime=-1
removetime=-1
scale=.5,.5
trigger1=!time

[state shield remove]
type=removeexplod
id=855
triggerall=numexplod(855)
trigger1=numhelper(855)
trigger1=helper(855),stateno!=855
trigger2=numhelper(856)
trigger2=helper(856),stateno!=856
trigger3=time>=8
trigger3=command!="hold_a"||power<=0

[state power]
type=poweradd
value=-8-(time%3=0)
trigger1=time>=8
trigger1=numhelper(855)
trigger1=numhelper(856)
trigger1=helper(855),stateno=855
trigger1=helper(856),stateno=856

[state end]
type=changestate
value=854
trigger1=time>=128||(time>=8&&(command!="hold_a"||power<=0))

[state success]
type=changestate
value=851
triggerall=numhelper(855)
triggerall=numhelper(856)
trigger1=helper(855),stateno!=855
trigger2=helper(856),stateno!=856

[statedef 851]
type=u
movetype=i
physics=n
anim=anim+3
ctrl=0

[state ex explod]
type=explod
id=858
anim=99999
removetime=24
triggerall=!time
trigger1=numhelper(855)
trigger1=!helper(855),var(1)
trigger2=numhelper(856)
trigger2=!helper(856),var(1)

[state shield spark]
type=explod
id=856
anim=(861+numexplod(858))*10**(random%4)
pos=24-4*(anim=854),ifelse(anim=853,-52,ifelse(anim=854,-32,-60))
sprpriority=3
ownpal=1
bindtime=-1
pausemovetime=88888888
supermovetime=88888888
triggerall=!time
trigger1=numhelper(855)
trigger1=helper(855),stateno!=855
trigger2=numhelper(856)
trigger2=helper(856),stateno!=856

[state pause]
type=pause
time=12
movetime=12
trigger1=!time

[state invul]
type=hitby
value=
trigger1=time<=12

[state freeze]
type=posfreeze
value=1
trigger1=time<=12

[state type]
type=statetypeset
statetype=a
movetype=i
physics=a
trigger1=time=12
trigger1=statetype=a

[state end]
type=changestate
value=50*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>=24

[statedef 852]
type=u
movetype=i
physics=n
ctrl=0

[state type]
type=statetypeset
statetype=c
movetype=i
physics=n
triggerall=!time
triggerall=statetype=s
trigger1=numhelper(855)
trigger1=helper(855),var(1)=1
trigger2=numhelper(856)
trigger2=helper(856),var(1)=1

[state anim]
type=changeanim
value=ifelse(statetype=a,855,853+(statetype=c))
trigger1=!time

[state parry spark]
type=explod
id=856
anim=862*10**(random%4)
pos=12-4*(statetype=c),ifelse(statetype=s,-52,ifelse(statetype=c,-32,-60))
sprpriority=3
ownpal=1
bindtime=-1
pausemovetime=88888888
supermovetime=88888888
trigger1=!time

[state pause]
type=pause
time=20
movetime=20
trigger1=!time

[state vel_air]
type=velset
x=vel x/2
y=-4
trigger1=time=20
trigger1=statetype=a

[state invul]
type=hitby
value=
trigger1=1

[state push]
type=playerpush
value=0
trigger1=1

[state freeze]
type=posfreeze
value=1
trigger1=1

[state end]
type=changestate
value=50*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>=24

[statedef 854]
type=u
movetype=u
physics=u
anim=anim+3
ctrl=0

[state change]
type=changestate
value=50*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>=24

[statedef 855]
type=a
movetype=h
ctrl=0

[state id/low parry/shield]
type=null
trigger1=!time
trigger1=0&&var(0):=855
trigger2=!time
trigger2=root,var(30)%10=1
trigger2=0&&var(1):=root,command="down"
trigger3=time=8
trigger3=root,var(30)%10=0
trigger3=0&&var(1):=1

[state anim]
type=changeanim
value=ifelse(root,statetype=a,858,856+root,statetype=c)
trigger1=!time
trigger1=root,var(30)%10=0

[state anim]
type=changeanim
value=ifelse(root,command="down",857,856+2*root,statetype=a)
trigger1=!time
trigger1=root,var(30)%10=1

[state anim]
type=changeanim
value=856
trigger1=root,var(30)%10=1
trigger1=anim=858
trigger1=root,statetype!=a

[state invul]
type=hitby
value=
trigger1=1

[state bind]
type=bindtoroot
facing=1
trigger1=1

[state attack reversal]
type=reversaldef
reversal.attr=SCA,AA
hitflag=mafdp
sparkno=-1
numhits=0
pausetime=0,0;12+8*(root,var(30)%10=1)
p1stateno=858
trigger1=!time
trigger1=anim=856

[state attack reversal]
type=reversaldef
reversal.attr=SC,AA
hitflag=mafdp
sparkno=-1
numhits=0
pausetime=0,0;12+8*(root,var(30)%10=1)
p1stateno=858
trigger1=!time
trigger1=anim=857

[state attack reversal]
type=reversaldef
reversal.attr=SA,AA
hitflag=mafdp
sparkno=-1
numhits=0
pausetime=0,0;12+8*(root,var(30)%10=1)
p1stateno=858
trigger1=!time
trigger1=anim=858

[state disable]
type=changeanim
value=99999
triggerall=root,var(30)%10=1
trigger1=time=4
trigger1=ifelse(anim!=857,root,command="holdfwd",root,command="holddown")
trigger2=time=8
trigger3=!root,ctrl
trigger4=root,command="holdback"
trigger5=root,command="holdup"
trigger6=ifelse(anim!=857,root,command="holddown",root,command="holdfwd")
trigger7=time
trigger7=root,command="downfwd"||ifelse(anim!=857,root,command="fwd",root,command="down")

[state destroy]
type=destroyself
triggerall=!(root,var(30)%10)
trigger1=root,command!="hold_a"
trigger1=time>7
trigger2=time>=127
trigger3=root,stateno!=850

[state destroy]
type=destroyself
triggerall=root,var(30)%10=1
trigger1=time>=27
trigger2=root,stateno=852

[statedef 856]
type=a
movetype=h
ctrl=0

[state id/low parry/shield]
type=null
trigger1=!time
trigger1=0&&var(0):=856
trigger2=!time
trigger2=root,var(30)%10=1
trigger2=0&&var(1):=root,command="down"
trigger3=time=8
trigger3=root,var(30)%10=0
trigger3=0&&var(1):=1

[state anim]
type=changeanim
value=ifelse(root,statetype=a,858,856+root,statetype=c)
trigger1=!time
trigger1=root,var(30)%10=0

[state anim]
type=changeanim
value=ifelse(root,command="down",857,856+2*root,statetype=a)
trigger1=!time
trigger1=root,var(30)%10=1

[state anim]
type=changeanim
value=856
trigger1=root,var(30)%10=1
trigger1=anim=858
trigger1=root,statetype!=a

[state bind]
type=bindtoroot
facing=1
trigger1=1

[state invul]
type=hitby
value=
trigger1=1

[state proj reversal]
type=reversaldef
reversal.attr=SCA,AP
hitflag=mafdp
sparkno=-1
id=856
numhits=0
pausetime=0,2;12+8*(root,var(30)%10=1)
p1stateno=858
priority=7,hit
trigger1=!time
trigger1=anim=856

[state proj reversal]
type=reversaldef
reversal.attr=SC,AP
hitflag=mafdp
sparkno=-1
id=856
numhits=0
pausetime=0,2;12+8*(root,var(30)%10=1)
p1stateno=858
priority=7,hit
trigger1=!time
trigger1=anim=857

[state proj reversal]
type=reversaldef
reversal.attr=SA,AP
hitflag=mafdp
sparkno=-1
id=856
numhits=0
pausetime=0,2;12+8*(root,var(30)%10=1)
p1stateno=858
priority=7,hit
trigger1=!time
trigger1=anim=858

[state disable]
type=changeanim
value=99999
triggerall=root,var(30)%10=1
trigger1=time=4
trigger1=ifelse(anim!=857,root,command="holdfwd",root,command="holddown")
trigger2=time=8
trigger3=!root,ctrl
trigger4=root,command="holdback"
trigger5=root,command="holdup"
trigger6=ifelse(anim!=857,root,command="holddown",root,command="holdfwd")
trigger7=time
trigger7=root,command="downfwd"||ifelse(anim!=857,root,command="fwd",root,command="down")

[state destroy]
type=destroyself
triggerall=!(root,var(30)%10)
trigger1=root,command!="hold_a"
trigger1=time>7
trigger2=time>=127
trigger3=root,stateno!=850

[state destroy]
type=destroyself
triggerall=root,var(30)%10=1
trigger1=time>=27
trigger2=root,stateno=852

[statedef 858]
type=a
movetype=a
poweradd=50*(root,var(30)%10=1||!var(1))
anim=859
ctrl=0

[state snd]
type=playsnd
value=s820,ifelse(root,var(30)%10=1,3,2-var(1))
trigger1=!time

[state invul]
type=hitby
value=
trigger1=1

[state negate]
type=hitdef
attr=s,hp
hitflag=mafdp
guard.dist=0
sparkno=-1
numhits=0
chainid=856
priority=7,hit
trigger1=!time
trigger1=var(0)=856
trigger1=target(856),ishelper

[state destroy]
type=destroyself
trigger1=time

[statedef 19000]
type=a
movetype=i
physics=n
anim=99999
sprpriority=4000

[state config]
type=null
triggerall=!time
trigger1=0&&var(59):=90        ; pause time (also specifies when the portrait and winquote appear)
trigger2=0&&var(58):=4          ; number of winquotes (anims 18062+)
trigger3=0&&var(57):=-0        ; portrait x offset
trigger4=0&&var(56):=0         ; portrait y offset
trigger5=0&&fvar(39):=.5        ; portrait scale
trigger6=0&&var(56):=5          ; D rank (Technique)
trigger7=0&&var(55):=10         ; C rank (Technique)
trigger8=0&&var(54):=20         ; B rank (Technique)
trigger9=0&&var(53):=35         ; A rank (Technique)

[state vars]
type=null
triggerall=!time
trigger1=0&&var(0):=floor((root,var(32)%1000)*1./roundno/20)
trigger2=var(0)=5
trigger2=0&&var(0):=4
trigger3=0&&var(1):=floor((root,var(32)%1000000)*1./1000/roundno/20)
trigger4=var(1)=5
trigger4=0&&var(1):=4
trigger5=0&&var(2):=floor((root,var(32)%1000000000)*1./1000000)
trigger6=var(2)<6
trigger6=0&&var(2):=0
trigger7=var(2)=[var(56),var(55))
trigger7=var(2):=1
trigger8=var(2)=[var(55),var(54))
trigger8=var(2):=2
trigger9=var(2)=[var(54),var(53))
trigger9=var(2):=3
trigger10=var(2)>=var(53)
trigger10=var(2):=4

[state vars]
type=null
triggerall=!time
trigger1=0&&var(0):=floor((root,var(32)%1000)*1./roundno/20)
trigger2=var(0)=5
trigger2=0&&var(0):=4
trigger3=0&&var(1):=floor((root,var(32)%1000000)*1./1000/roundno/20)
trigger4=var(1)=5
trigger4=0&&var(1):=4
trigger5=0&&var(2):=floor((root,var(32)%1000000000)*1./1000000)
trigger6=var(2)<6
trigger6=0&&var(2):=0
trigger7=var(2)=[var(56),var(55))
trigger7=var(2):=1
trigger8=var(2)=[var(55),var(54))
trigger8=var(2):=2
trigger9=var(2)=[var(54),var(53))
trigger9=var(2):=3
trigger10=var(2)>=var(53)
trigger10=var(2):=4

[state dtc]
type=displaytoclipboard
text="%d %d %d"
params=var(0),var(1),var(2)
trigger1=1

[state pos]
type=posadd
x=260-screenpos x
y=90-screenpos y
trigger1=1

[state assert]
type=assertspecial
flag=noshadow
flag2=roundnotover
flag3=nomusic
trigger1=1

[state assert]
type=assertspecial
flag=nobardisplay
flag2=nofg
trigger1=1

[state bgm1]
type=playsnd
value=18000,0
abspan=0
trigger1=!time

[state bgm2]
type=playsnd
value=18000,1
abspan=0
loop=1
trigger1=time=146

[state anim]
type=changeanim
value=19024
trigger1=time=28

[state rotate]
type=angledraw
value=(time%5760)/16.
scale=.5+(44-time)*.1,.5+(44-time)*.1
trigger1=time=[28,43]

[state rotate]
type=angledraw
value=(time%5760)/16.
scale=.5,.5
trigger1=time>43

[state pal]
type=palfx
time=-1
add=-80,-80,-80
sinadd=60,60,60,60
trigger1=time=28

[state trans]
type=trans
trans=sub
trigger1=time>27

[state title alpha]
type=explod
id=19011
anim=19011
supermovetime=44444444
pausemovetime=44444444
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=0,256
trigger1=time=20

[state title alpha ctrl]
type=modifyexplod
id=19011
postype=left
pos=ceil((time-56)/2.),16
trans=addalpha
alpha=16*(time-23),256
trigger1=time=[24,39]

[state title alpha ctrl]
type=modifyexplod
id=19011
postype=left
pos=ceil((time-56)/2.),16
trans=add
trigger1=time=[40,55]

[state title alpha ctrl]
type=modifyexplod
postype=left
pos=0,16
id=19011
trans=add
trigger1=time>55

[state title]
type=explod
id=19010
anim=19010
supermovetime=44444444
pausemovetime=44444444
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=0,256
trigger1=time=20

[state title ctrl]
type=modifyexplod
postype=left
pos=ceil((time-56)/2.),16
id=19010
trans=sub
trigger1=time=[24,39]

[state title ctrl]
type=modifyexplod
postype=left
pos=ceil((time-56)/2.),16
id=19010
trans=sub
trigger1=time=[40,55]

[state title ctrl]
type=modifyexplod
postype=left
pos=0,16
id=19010
trans=sub
trigger1=time>55

[state flames]
type=explod
postype=left
pos=-144,-8
anim=19000
id=19000
supermovetime=44444444
pausemovetime=44444444
scale=.5,.5
ontop=1
ownpal=1
trans=add
trigger1=time=20

[state flames ctrl]
type=modifyexplod
id=19000
postype=left
pos=-144,-8
trigger1=time>20

[state flames snd]
type=playsnd
value=18000,2
abspan=-160
trigger1=time=20

[state bars alpha]
type=explod
postype=left
pos=316,20
scale=.0625,.5
anim=19026
id=19026
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state bars alpha ctrl]
type=modifyexplod
id=19026
postype=left
pos=316,20
scale=.0625*(time-43),.5
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state bars alpha ctrl]
type=modifyexplod
id=19026
postype=left
pos=316,20
scale=.5,.5
trans=add
trigger1=time>51

[state bars]
type=explod
postype=left
pos=316,20
scale=.0625,.5
anim=19020
id=19020
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state bars ctrl]
type=modifyexplod
id=19020
postype=left
pos=316,20
scale=.0625*(time-43),.5
trans=sub
trigger1=time=[45,51]

[state bars ctrl]
type=modifyexplod
id=19020
postype=left
pos=316,20
scale=.5,.5
trans=sub
trigger1=time>51

[state bars snd]
type=playsnd
value=18000,3
abspan=120
trigger1=time=54

[state win alpha]
type=explod
postype=left
pos=188,29
anim=19031
id=19031
scale=.0625,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state win alpha ctrl]
type=modifyexplod
id=19031
postype=left
pos=188,29
scale=.0625*(time-43),.5
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state win alpha ctrl]
type=modifyexplod
id=19031
postype=left
pos=188,29
scale=.5,.5
trans=add
trigger1=time>51

[state win]
type=explod
postype=left
pos=188,29
anim=19030
id=19030
scale=.0625,.5
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state win ctrl]
type=modifyexplod
id=19030
postype=left
pos=188,29
scale=.0625*(time-43),.5
trans=sub
trigger1=time=[45,51]

[state win ctrl]
type=modifyexplod
id=19030
postype=left
pos=188,29
scale=.5,.5
trans=sub
trigger1=time>51

[state stats alpha]
type=explod
postype=left
pos=184,72
anim=19025
id=19025
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state stats alpha ctrl]
type=modifyexplod
id=19025
postype=left
pos=184,72
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state stats alpha ctrl]
type=modifyexplod
id=19025
postype=left
pos=184,72
trans=add
trigger1=time>51

[state stats]
type=explod
postype=left
pos=184,72
anim=19021
id=19021
scale=.5,.5
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state stats ctrl]
type=modifyexplod
id=19021
postype=left
pos=184,72
trans=sub
trigger1=time=[45,51]

[state stats ctrl]
type=modifyexplod
id=19021
postype=left
pos=184,72
trans=sub
trigger1=time>51

[state spot1]
type=explod
id=19023
anim=19023
postype=left
pos=204,31
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state spot1 ctrl]
type=modifyexplod
id=19023
postype=left
pos=204,31
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state spot1 ctrl]
type=modifyexplod
id=19023
postype=left
pos=204,31
trans=add
trigger1=time>51

[state spot2]
type=explod
id=19024
anim=19023
postype=left
pos=188,64
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state spot2 ctrl]
type=modifyexplod
id=19024
postype=left
pos=188,64
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state spot2 ctrl]
type=modifyexplod
id=19024
postype=left
pos=188,64
trans=add
trigger1=time>51

[state caption alpha]
type=explod
id=19027
anim=19027
postype=left
pos=193,28
scale=.5,.5
ontop=1
ownpal=1
trans=addalpha
alpha=32,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state caption alpha ctrl]
type=modifyexplod
id=19027
postype=left
pos=193,28
trans=addalpha
alpha=32*(time-43),256
trigger1=time=[45,51]

[state caption alpha ctrl]
type=modifyexplod
id=19027
postype=left
pos=193,28
trans=add
trigger1=time>51

[state caption]
type=explod
id=19022
anim=19022
postype=left
pos=193,28
scale=.5,.5
ontop=1
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state caption ctrl]
type=modifyexplod
id=19022
postype=left
pos=193,28
trans=sub
trigger1=time=[45,51]

[state caption ctrl]
type=modifyexplod
id=19022
postype=left
pos=193,28
trans=sub
trigger1=time>51

[state Ograde alpha]
type=explod
id=19051
anim=19059-var(0)
postype=left
pos=240,86
ontop=1
scale=.0455,.5
ownpal=1
trans=addalpha
alpha=23,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Ograde alpha ctrl]
type=modifyexplod
id=19051
postype=left
pos=240,86
scale=.0455*(time-43),.5
trans=addalpha
alpha=ceil(23.27*(time-43)),256
trigger1=time=[45,53]

[state Ograde alpha ctrl]
type=modifyexplod
id=19051
postype=left
pos=240,86
scale=.5,.5
trans=add
trigger1=time>53

[state Ograde]
type=explod
id=19050
anim=19054-var(0)
postype=left
pos=240,86
ontop=1
scale=.0455,.5
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Ograde ctrl]
type=modifyexplod
id=19050
postype=left
pos=240,86
scale=.0455*(time-43),.5
trans=sub
trigger1=time=[45,53]

[state Ograde ctrl]
type=modifyexplod
id=19050
postype=left
pos=240,86
scale=.5,.5
trans=sub
trigger1=time>53

[state Dgrade alpha]
type=explod
id=19053
anim=19059-var(1)
postype=left
pos=233,102
ontop=1
scale=.0455,.5
ownpal=1
trans=addalpha
alpha=23,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Dgrade alpha ctrl]
type=modifyexplod
id=19053
postype=left
pos=233,102
scale=.0455*(time-43),.5
trans=addalpha
alpha=ceil(23.27*(time-43)),256
trigger1=time=[45,53]

[state Dgrade alpha ctrl]
type=modifyexplod
id=19053
postype=left
pos=233,102
scale=.5,.5
trans=add
trigger1=time>53

[state Dgrade]
type=explod
id=19052
anim=19054-var(1)
postype=left
pos=233,102
ontop=1
scale=.0455,.5
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Dgrade ctrl]
type=modifyexplod
id=19052
postype=left
pos=233,102
scale=.0455*(time-43),.5
trans=sub
trigger1=time=[45,53]

[state Dgrade ctrl]
type=modifyexplod
id=19052
postype=left
pos=233,102
scale=.5,.5
trans=sub
trigger1=time>53

[state Tgrade alpha]
type=explod
id=19055
anim=19059-var(2)
postype=left
pos=226,118
ontop=1
scale=.0455,.5
ownpal=1
trans=addalpha
alpha=23,256
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Tgrade alpha ctrl]
type=modifyexplod
id=19055
postype=left
pos=226,118
scale=.0455*(time-43),.5
trans=addalpha
alpha=ceil(23.27*(time-43)),256
trigger1=time=[45,53]

[state Tgrade alpha ctrl]
type=modifyexplod
id=19055
postype=left
pos=226,118
scale=.5,.5
trans=add
trigger1=time>53

[state Tgrade]
type=explod
id=19054
anim=19054-var(2)
postype=left
pos=226,118
ontop=1
scale=.0455,.5
ownpal=1
trans=sub
supermovetime=44444444
pausemovetime=44444444
trigger1=time=44

[state Tgrade ctrl]
type=modifyexplod
id=19054
postype=left
pos=226,118
scale=.0455*(time-43),.5
trans=sub
trigger1=time=[45,53]

[state Tgrade ctrl]
type=modifyexplod
id=19054
postype=left
pos=226,118
scale=.5,.5
trans=sub
trigger1=time>53

[state window alpha]
type=explod
id=19061
anim=19061
postype=right
pos=-6,192
ontop=1
ownpal=1
supermovetime=44444444
pausemovetime=44444444
scale=.03125,.5
trans=addalpha
alpha=16,256
trigger1=time=var(59)-16

[state window alpha ctrl]
type=modifyexplod
id=19061
postype=right
pos=-6,192
scale=.03125*(time-var(59)+17),.5
trans=addalpha
alpha=16*(time-var(59)+17),256
trigger1=time=[var(59)-15,var(59)-1]

[state window alpha ctrl]
type=modifyexplod
id=19061
postype=right
pos=-6,192
scale=.5,.5
trans=add
trigger1=time>var(59)-1

[state window]
type=explod
id=19060
anim=19060
postype=right
pos=-6,192
ontop=1
ownpal=1
supermovetime=44444444
pausemovetime=44444444
scale=.03125,.5
trans=sub
trigger1=time=var(59)-16

[state window ctrl]
type=modifyexplod
id=19060
postype=right
pos=-6,192
scale=.03125*(time-var(59)+17),.5
trans=sub
trigger1=time=[var(59)-15,var(59)-1]

[state window ctrl]
type=modifyexplod
id=19060
postype=right
pos=-6,192
scale=.5,.5
trans=sub
trigger1=time>var(59)-1

[state msg]
type=explod
id=19062
anim=19062+random%var(58)
postype=left
pos=4,192
ontop=1
supermovetime=44444444
pausemovetime=44444444
ownpal=1
scale=.03125,.5
trans=addalpha
alpha=16,240
trigger1=time=var(59)-16

[state msg ctrl]
type=modifyexplod
id=19062
postype=left
pos=4,192
scale=.03125*(time-var(59)+17),.5
trans=addalpha
alpha=16*(time-var(59)+17),256-(time-var(59)+17)*16
trigger1=time=[var(59)-15,var(59)-1]

[state msg ctrl]
type=modifyexplod
id=19062
postype=left
pos=4,192
scale=.5,.5
trans=none
trigger1=time>var(59)-1

[state portrait]
type=explod
id=19040
anim=19040
postype=left
pos=var(57),var(56)
ownpal=1
sprpriority=3999
supermovetime=44444444
pausemovetime=44444444
scale=fvar(39),fvar(39)
trans=addalpha
alpha=16,240
trigger1=time=var(59)-16

[state portrait ctrl]
type=modifyexplod
id=19040
postype=left
pos=var(57),var(56)
trans=addalpha
alpha=16*(time-var(59)+17),256-(time-var(59)+17)*16
trigger1=time=[var(59)-16,var(59)-1]

[state portrait ctrl]
type=modifyexplod
id=19040
postype=left
pos=var(57),var(56)
trans=none
trigger1=time>var(59)-1

[state darken]
type=explod
id=19041
anim=19041
postype=left
pos=0,0
sprpriority=3998
supermovetime=44444444
pausemovetime=44444444
scale=320,240
trans=addalpha
alpha=0,248
trigger1=time=var(59)-16

[state darken ctrl]
type=modifyexplod
id=19041
postype=left
pos=0,0
trans=addalpha
alpha=0,256-(time-var(59)+17)*8
trigger1=time=[var(59)-15,var(59)-1]

[state darken ctrl]
type=modifyexplod
id=19041
postype=left
pos=0,0
trans=add1
trigger1=time>var(59)-1

[state msg snd]
type=playsnd
value=18000,5
abspan=0
trigger1=time=var(59)

[state pause]
type=pause
time=44444444
movetime=44444444
pausebg=1
trigger1=time=var(59)

[StateDef 20000]
Type = S
Anim = 20000
VelSet = 0,0
Sprpriority = 2

[State 20000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 20000,AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 20000]
type = ChangeState
trigger1 = time = 100
value = 20001

[StateDef 20001]
Type = S
Anim = 20003
VelSet = 0,0
Sprpriority = 2

[State 20001]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 20001,AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 20001]
type = ChangeAnim
trigger1 = time = 150
value = 0

[State 20001]
type = ChangeState
trigger1 = Anim = 0 && time >= 60
value = 20002

[StateDef 20002]
Type = S
Anim = 191
VelSet = 0,0
Sprpriority = 2

[State 20002]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 20002,AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 20002]
type = ChangeAnim
trigger1 = time = 71
value = 192

[State 20002]
type = ChangeState
trigger1 = Anim = 192 && time >= 70
value = 20003

[StateDef 20003]
Type = S
Anim = 20003
VelSet = 0,0
Sprpriority = 2

[State 20003]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 20003,AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 20003]
type = ChangeAnim
trigger1 = time = 40
value = 20001

[State 20003]
type = ChangeState
trigger1 = Anim = 20001 && time >= 118
value = 20004

[StateDef 20004]
Type = S
Anim = 20002
VelSet = 0,0
Sprpriority = 2

[State 20004]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 20004,AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 20004]
type = Helper
trigger1 = Anim = 20002 && AnimElem = 7
stateno	= 2002
pos = 38,-80
name = "Mountain_Breaker"
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 20004, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S200,7

[State 20004]
type = ChangeAnim
trigger1 = time = 60
value = 20004

[State 20003]
type = ChangeState
trigger1 = Anim = 20004 && Animtime = 0
value = 0

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State -2, Striker Bars]
type = Helper
trigger1 = roundstate=2
trigger1 = numhelper(10900)=0
trigger1 = var(33)!=4444
id = 10900
name = "strikerbars"
stateno = 10900
ownpal = 1
postype = left
pos = 160
ignorehitpause = 1

[state @_@]
type=helper
id=17000
stateno=17000
name="defense"
ownpal=1
pausemovetime=99999999
supermovetime=99999999
trigger1=!numhelper(17000)
trigger1=!roundsexisted
trigger1=roundstate<1

[State -2, VarSet]
Type     = VarSet
Trigger1 = Var(12) > 0
Trigger1 = StateType != A
V        = 12
Value    = 0
IgnoreHitPause = 1

[state shield remove]
type=removeexplod
id=855
triggerall=numexplod(855)
trigger1=stateno!=850

[state shield remove]
type=removeexplod
id=850
triggerall=numexplod(850)
trigger1=stateno!=850

[state shield remove]
type=removeexplod
id=858
triggerall=numexplod(858)
trigger1=stateno!=[851,852]

[State -2]
Type       = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(13) = 0
Trigger1   = Command = "FF"
Trigger2   = Command = "BB"
V          = 13
Value      = IfElse((Command = "FF"), 7, -7)
IgnoreHitPause = 1

[State -2]
Type       = VarAdd
TriggerAll = Var(59) = 0
Trigger1   = Var(13) != 0
V          = 13
Value      = IfElse(Var(13) > 0, -1, 1)
IgnoreHitPause = 1

[State -2]
Type       = VarSet
TriggerAll = Var(59) = 0
TriggerAll = Var(13) != 0
Trigger1   = Time = 2
Trigger2   = P2Dist X < 0
V          = 13
Value      = 0

[state parry]
type=helper
name="parry1"
id=855
stateno=855
ownpal=1
triggerall=roundstate=[2,3]
triggerall=var(30)%10=1
triggerall=statetype!=l
triggerall=!numhelper(855)
trigger1=ifelse(statetype=a,command="fwd",command="fwd"^^command="down")
trigger1=command!="rls_dir"
ignorehitpause=1

[state parry]
type=helper
name="parry2"
id=856
stateno=856
ownpal=1
triggerall=roundstate=[2,3]
triggerall=var(30)%10=1
triggerall=statetype!=l
triggerall=!numhelper(856)
trigger1=ifelse(statetype=a,command="fwd",command="fwd"^^command="down")
trigger1=command!="rls_dir"
ignorehitpause=1

[State striker var]
type=null
triggerall=var(33)!=4444
trigger1=var(33)>=1
trigger1=0&&var(33):=var(33)-1
trigger2=var(33)<-1
trigger2=0&&var(33):=-1

[state jd]
type=null
triggerall=var(30)%10=2
triggerall=roundstate=[2,3]
trigger1=stateno=[150,154]
trigger1=stateno%2=0
trigger1=!time
trigger1=(var(31)/10)%10=0
trigger1=var(31)%10>1
trigger1=0&&var(31):=10
trigger2=var(31)%10>0
trigger2=0&&var(31):=var(31)-1
trigger3=var(31)%10=[0,1]
trigger3=ctrl||stateno=[150,155]
trigger3=ifelse(statetype=a,command="back",command="downback"||command="back")
trigger3=0&&var(31):=(var(31)/10)*10+4
trigger4=var(31)%10<0
trigger4=0&&var(31):=var(31)+1
trigger5=var(31)%10>1
trigger5=command!="holdback"
trigger5=0&&var(31):=1-var(31)%10
trigger6=(var(31)/10)%10
trigger6=!(stateno=150||stateno=152||stateno=154)
trigger6=0&&var(31):=var(31)-((var(31)/10)%10)*10
ignorehitpause=1

[state jd reset]
type=defencemulset
value=1
triggerall=var(30)%10=2
triggerall=var(31)%10<=1
trigger1=!(stateno=120||stateno=[150,155])
trigger1=(var(31)/10)%10!=1
trigger2=stateno=150||stateno=152||stateno=154
trigger2=(var(31)/10)%10=2
trigger3=var(31)<0

[state message var]
type=null
trigger1=0&&var(34):=var(34)-(var(34)/10-var(34)%10)*10
trigger2=0&&var(34):=(var(34)/10)*10+ifelse(p2movetype=a,1,ifelse(p2movetype=h,2,3))
ignorehitpause=1

[state messages]
type=helper
postype=left
name="messages"
stateno=16000
id=16000
ownpal=1
supermovetime=99999999
pausemovetime=99999999
triggerall=roundstate>=2
trigger1=!(var(33)||numhelper(3501)||numhelper(3601))
trigger1=0&&var(33):=-2
trigger2=(var(34)%100)/10=1
trigger2=var(34)%10=2
trigger2=0&&var(34):=var(34)-((var(34)/10)%10-4)*10
trigger3=(stateno=5201||stateno=5210)
trigger3=time=1
trigger3=0&&var(34):=var(34)-((var(34)/100)%10-1)*100
trigger4=stateno=851
trigger4=time=1
trigger4=0&&var(34):=var(34)-((var(34)/1000)%10-(1+numexplod(858)))*1000
trigger5=stateno=852
trigger5=time=1
trigger5=0&&var(34):=var(34)-((var(34)/10000)%10-1)*10000
trigger6=prevstateno=[150,154]
trigger6=prevstateno%2=0
trigger6=movetype=a
trigger6=time=1
trigger6=0&&var(34):=var(34)-((var(34)/100000)%10-1)*100000
trigger7=var(31)=10
trigger7=0&&var(34):=var(34)-((var(34)/1000000)%10-1)*1000000
trigger8=!numhelper(16000)
trigger8=var(33)=-2||(var(34)/10)%10=4||(var(34)/100)%10=1||(var(34)/1000)%10||(var(34)/10000)%10||(var(34)/100000)%10||(var(34)/1000000)%10
ignorehitpause=1

[state dtc]
type=displaytoclipboard
text="%d %d"
params=var(31),life
trigger1=1
ignorehitpause=1

[State -2]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .8**fvar(12)))
ignorehitpause=1

[State -2]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, 1, .9**fvar(12)))
ignorehitpause=1

[State -2, VarSet]
type = VarSet
trigger1 = StateType != A || StateNo = 5210
var(17) = 0

[state stats]
type=null
trigger1=roundstate>2
trigger1=!numexplod(4321)
trigger1=0&&var(32):=var(32)+floor(life*100./lifemax)*1000+floor((1-enemy,life*1./enemy,lifemax)*100.)
trigger2=enemy,gethitvar(hitcount)>var(32)/1000000
trigger2=var(32):=var(32)%1000000+enemy,gethitvar(hitcount)*1000000
ignorehitpause=1

[state stats]
type=explod
id=4321
anim=99999
trigger1=roundstate>2
trigger1=!numexplod(4321)
ignorehitpause=1

[state airjump]
type=null
trigger1=statetype=a
trigger1=var(17)>=0
trigger1=command!="holdup"
trigger1=var(17):=-var(17)-1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;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 = S0, 0
