; 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
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 = 0			;Volume offset (negative for softer)
IntPersistIndex = 45,47	;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 = 0.335			;Horizontal scaling factor.
yscale = 0.335			;Vertical scaling factor.
ground.back = 13		;Player width (back, ground)
ground.front = 12		;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 = 0, -85	;Approximate position of head
mid.pos = 0, -49		;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  = 2.0		;Walk forward
walk.back = -2.0		;Walk backward
run.fwd  = 7, 0		;Run forward (x, y)
run.back = -15,-2	;Hop backward (x, y)
jump.neu = 0,-8.6		;Neutral jumping velocity (x, y)
jump.back = -3		;Jump back Speed (x, y)
jump.fwd = 3		;Jump forward Speed (x, y)
runjump.back = -2.55 ;Running jump speeds (opt)
runjump.fwd = 2.2,-8.1	;.
airjump.neu = 0,-8	;.
airjump.back = -3	;Air jump speeds (opt)
airjump.fwd = 3		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 30	;Minimum distance from ground before you can air jump (opt)
yaccel = .4		;Vertical acceleration
stand.friction = .8	;Friction coefficient when standing
crouch.friction = .8	;Friction coefficient when crouching

[Quotes]
Victory1 = "Places and opponents I've never seen. Seems to me something truly strange is happening..."
Victory2 = "I refuse to give into despair! My big brother taught me I'll be ok as long as I stay strong."
Victory3 = "These opponents are strong...but I musn't let big brother be disappointed."
Victory4 = "My dream will never come true...but by following that dream, I will become stronger!"
Victory5 = "Even if everyone despises and talks trash about my big brother, I'll always respect him no matter what."
Victory6 = "They're not dead. But once frozen over a mind can rarely be brought back..."
Victory7 = "You would be wise to pray. If nothing for your life itself."
Victory8 = "It looks like I went overboard again. I don't deserve to be Tatsuya's sister..."
Victory9 = "Excuse me, I still have to go home and prepare big brother's dinner."

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

[State 170, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S170,0+Random%2
Channel = 0

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

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

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180+Random%3
velset = 0,0

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 180
flag = roundnotover

[State 181, Helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 6004
ID = 181
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = Time = 0
value = S180,0+Random%3
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = Time = 0
value = S180,3+Random%4
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 182
trigger1 = Time = 0
value = S180,6
Channel = 0

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

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

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

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 190
trigger1 = Time = 1
value = S190,0+Random%4
Channel = 0

[State 190, ChangeState]
type = ChangeState
trigger1 = Time >= 180
trigger1 = Anim = 190
value = 191
ctrl = 0

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Shana_K"
trigger1 = Time = 0
value = 192

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

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

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

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

[StateDef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 192, PlaySnd]
type = PlaySnd
trigger1 = Anim = 190
trigger1 = Time = 190
value = S191,0
Channel = 0

[State 192, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 190
trigger1 = Time >= 400 
value = 191

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 191
value = 0

[StateDef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0
sprpriority = 2

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 193, PlaySnd]
type = PlaySnd
trigger1 = Anim = 192
trigger1 = Time = 0
value = S191,1
Channel = 0

[State 193, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 192
trigger1 = Time >= 420 
value = 193

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

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

[State 195, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S195,0
channel = 0

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

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = IfElse(Var(49) <= 0,200,205)				;Change animation (Def: no change)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2 = 1

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

[State 200, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%5
channel = 0

[State 200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = Normal
name = "Wind"
pos = 10,-60
stateno = 201
ID = 201
ownpal = 1
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage = IfElse(Var(10),18,15)
pausetime = 6,8
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -70))
hitsound = S200,3
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 11
air.hittime = 12
ground.velocity = -5,0
air.velocity = -5,-1
getpower = 20
givepower = 15

[State 200, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage = IfElse(Var(10),20,17),6
pausetime = 6,8
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -70))
hitsound = S200,3
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 11
air.hittime = 12
ground.velocity = -5,0
air.velocity = -5,-1
getpower = 20
givepower = 15
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

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

[StateDef 201]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 201, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 201, BindToParent]
type = BindToParent
trigger1 = IsHelper(611)
pos = 0,-90

[State 201, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(201)
scale = 3,-1

[State 201, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(211)
scale = 3,1

[State 201, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(611)
scale = 3,-1

[State 201, AngleSet]
type = AngleSet
trigger1 = IsHelper(201)
value = 25

[State 201, AngleSet]
type = AngleSet
trigger1 = IsHelper(211)
value = 0

[State 201, AngleSet]
type = AngleSet
trigger1 = IsHelper(611)
value = 0

[State 201, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = IfElse(Var(49) <= 0,210,215)
facep2 = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,1

[State 210, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%7
channel = 0

[State 210, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage = IfElse(Var(10),18,15)
pausetime = 6,9
hitflag = MAF
guardflag = MA
hitSound = S200,4
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 13
air.hittime = 15
ground.velocity = -5,0
air.velocity = -2.5,-2
getPower = 30,20
givePower = 18,9
envshake.time = 9
envshake.ampl = 2

[State 210, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage = IfElse(Var(10),20,17)
pausetime = 6,9
hitflag = MAF
guardflag = MA
hitSound = S200,4
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 13
air.hittime = 15
ground.velocity = -5,0
air.velocity = -2.5,-2
getPower = 30,20
givePower = 18,9
envshake.time = 9
envshake.ampl = 2
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 210, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 10,-60
stateno = 201
ID = 211
ownpal = 1
ignorehitpause = 1

[State 210, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 10,-60
stateno = 211
ID = 212
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

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

[StateDef 211]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 211

[State 211, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 211, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 211, BindToParent]
type = BindToParent
trigger1 = IsHelper(601)
pos = 15,-65

[State 211, BindToParent]
type = BindToParent
trigger1 = IsHelper(612)
pos = 0,-90

[State 211, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(212)
scale = 3,1.2

[State 211, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(223)
scale = 2.5,1.3

[State 211, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(412)
scale = 3.5,1

[State 211, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(601)
scale = 2.2,1.2

[State 211, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(612)
scale = 3,-0.8

[State 211, AngleSet]
type = AngleSet
trigger1 = IsHelper(212)
value = 180

[State 211, AngleSet]
type = AngleSet
trigger1 = IsHelper(223)
value = 220

[State 211, AngleSet]
type = AngleSet
trigger1 = IsHelper(412) 
value = 205

[State 211, AngleSet]
type = AngleSet
trigger1 = IsHelper(601) 
value = 160

[State 211, AngleSet]
type = AngleSet
trigger1 = IsHelper(612) 
value = 180

[State 211, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = IfElse(Var(49) <= 0,220,225)
facep2 = 1

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

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%6
channel = 0

[State 220, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = !MoveContact
attr = S, NA
animtype  = Medium
damage = IfElse(Var(10),29,24)
pausetime = 8,11
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -75))
hitsound = S200,5
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
air.hittime = 15
ground.velocity = -5.5,0
air.velocity = -2.5,-5
envshake.time = 9
envshake.ampl = 3
getpower = 50
givepower = 15

[State 220, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = !MoveContact
attr = S, NA
animtype  = Medium
damage = IfElse(Var(10),32,27),9
pausetime = 8,11
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -75))
hitsound = S200,5
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
air.hittime = 15
ground.velocity = -5.5,0
air.velocity = -2.5,-5
envshake.time = 9
envshake.ampl = 3
getpower = 50
givepower = 15
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 220, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 222
ID = 222
pos = 30,5
ownpal = 1
sprpriority = 5
scale = 1.25,0.5
Facing = 1
ignorehitpause = 1
persistent = 1

[State 220, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 50,-100
stateno = 221
ID = 221
ownpal = 1
ignorehitpause = 1

[State 220, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 80,-90
stateno = 221
ID = 222
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 220, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 50,-90
stateno = 211
ID = 223
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 220, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 70,-90
stateno = 211
ID = 223
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

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

[StateDef 221]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 221

[State 221, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 221, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 221, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(221)
scale = 1.1,1.2

[State 221, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(222)
scale = 1,-1.5

[State 221, AngleSet]
type = AngleSet
trigger1 = IsHelper(221) 
value = -50

[State 221, AngleSet]
type = AngleSet
trigger1 = IsHelper(222) 
value = -60

[State 221, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
; 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
ctrl = 0
anim = IfElse(Var(49) <= 0,400,405)
facep2 = 1

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

[State 400, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%5
channel = 0

[State 400, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 2
attr = C, NA
animtype  = light
damage = IfElse(Var(10),16,13)
pausetime = 6,7
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
hitsound = S200,3
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 11
air.hittime = 12
ground.velocity = -5,0
air.velocity = -5,-3
getpower = 20
givepower = 15

[State 400, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 2
attr = C, NA
animtype  = light
damage = IfElse(Var(10),18,15),3
pausetime = 6,7
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
hitsound = S200,3
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 11
air.hittime = 12
ground.velocity = -5,0
air.velocity = -5,-3
getpower = 20
givepower = 15
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 400, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = Normal
name = "Wind"
pos = 0,-30
stateno = 401
ID = 401
ownpal = 1
ignorehitpause = 1

[State 400, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 4
helpertype = Normal
name = "Wind"
pos = 5,-35
stateno = 401
ID = 401
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

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

[StateDef 401]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 401

[State 401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 401, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 401, BindToParent]
type = BindToParent
trigger1 = IsHelper(621)
pos = -10,-55

[State 401, BindToParent]
type = BindToParent
trigger1 = IsHelper(622)
pos = -10,-85

[State 401, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(401)
scale = 2.5,0.8

[State 401, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(621)
scale = 3,-1

[State 401, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(622)
scale = 3,-1.6

[State 401, AngleSet]
type = AngleSet
trigger1 = IsHelper(401)
value = -25

[State 401, AngleSet]
type = AngleSet
trigger1 = IsHelper(621)
value = -10

[State 401, AngleSet]
type = AngleSet
trigger1 = IsHelper(622)
value = -55

[State 401, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
anim = IfElse(Var(49) <= 0,410,415)
facep2 = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

[State 410, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%7
channel = 0

[State 410, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),25,21)
pausetime = 8,8
hitflag = MAF
guardflag = L
hitsound = S200,4
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 14
ground.hittime  = 14
guard.hittime = 12
air.hittime = 14
ground.velocity = -4.2,0
air.velocity = -2.5,-4
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2

[State 410, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),28,23),8
pausetime = 8,8
hitflag = MAF
guardflag = L
hitsound = S200,4
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 14
ground.hittime  = 14
guard.hittime = 12
air.hittime = 14
ground.velocity = -4.2,0
air.velocity = -2.5,-4
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 410, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 0,-30
stateno = 211
ID = 412
ownpal = 1
ignorehitpause = 1

[State 410, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = -5,-50
stateno = 411
ID = 411
ownpal = 1
ignorehitpause = 1

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

[StateDef 411]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 411

[State 411, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 411, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 411, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(411)
scale = 1.5,2.5

[State 411, AngleSet]
type = AngleSet
trigger1 = IsHelper(411)
value = 115

[State 411, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
ctrl = 0
anim = IfElse(Var(49) <= 0,420,425)
facep2 = 1

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%6
channel = 0

[State 420, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),37,31)
pausetime = 8,10
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,5
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-7
air.velocity = -2,-7
fall = 1
fall.recover = 1
getpower = 45
givepower = 15
envshake.time = 9
envshake.ampl = 2
fall.recovertime = 30

[State 420, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),41,34),11
pausetime = 8,10
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,5
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-7
air.velocity = -2,-7
fall = 1
fall.recover = 1
getpower = 45
givepower = 15
envshake.time = 9
envshake.ampl = 2
fall.recovertime = 30
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 420, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 222
ID = 222
pos = 30,5
ownpal = 1
sprpriority = 5
scale = 1.25,0.5
Facing = 1
ignorehitpause = 1
persistent = 1

[State 420, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 50,-90
stateno = 221
ID = 222
ownpal = 1
ignorehitpause = 1

[State 420, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 80,-80
stateno = 221
ID = 222
ownpal = 1
ignorehitpause = 1

[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
ctrl = 0
anim = IfElse(Var(49) <= 0,600,605)

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

[State 600, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%5
channel = 0

[State 600, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 3
attr = A, NA
animtype  = light
damage = IfElse(Var(10),18,15)
pausetime = 8,10
hitflag = MAF
guardflag = HA
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,3
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime =13
ground.hittime  = 13
guard.hittime = 12
air.hittime = 13
ground.velocity = -3,0
air.velocity = -2.5,-3
getpower = 24
givepower = 15

[State 600, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 3
attr = A, NA
animtype  = light
damage = IfElse(Var(10),20,17),6
pausetime = 8,10
hitflag = MAF
guardflag = HA
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,3
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime =13
ground.hittime  = 13
guard.hittime = 12
air.hittime = 13
ground.velocity = -3,0
air.velocity = -2.5,-3
getpower = 24
givepower = 15
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 600, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 211
ID = 601
ownpal = 1
ignorehitpause = 1

[State 600, 5]
type = CtrlSet
trigger1 = Time = 19
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
ctrl = 0
anim = IfElse(Var(49) <= 0,610,615)

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

[State 610, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%7
channel = 0

[State 610, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Medium
damage = IfElse(Var(10),30,25)
pausetime = 12,14
hitflag = MAF
guardflag = HA
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S200,4
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime =16
ground.hittime  = 16
guard.hittime = 14
air.hittime = 16
ground.velocity = -3,0
air.velocity = -2.5,-3
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2

[State 610, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Medium
damage = IfElse(Var(10),34,28),9
pausetime = 12,14
hitflag = MAF
guardflag = HA
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S200,4
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime =16
ground.hittime  = 16
guard.hittime = 14
air.hittime = 16
ground.velocity = -3,0
air.velocity = -2.5,-3
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 610, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 201 
ID = 611
ownpal = 1
ignorehitpause = 1

[State 610, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 211
ID = 612
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 610, 5]
type = CtrlSet
trigger1 = Time = 30
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
ctrl = 0
anim = IfElse(Var(49) <= 0,620,625)

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

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%6
channel = 0

[State 620, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 4
attr = A, NA
animtype  = Hard
damage = IfElse(Var(10),44,37)
pausetime = 10,15
hitflag = MAF
guardflag = HA
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-10)))
guardSound = S300,0
ground.type = high
air.type = high
air.animtype = back
fall.animtype = back
ground.slidetime =23
ground.hittime  = 23
guard.hittime = 21
air.hittime = 23
ground.velocity = -4,0
air.velocity = -4,-2
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3

[State 620, HitDef]
type = HitDef
trigger1 = Var(49) > 0
trigger1 = AnimElem = 4
attr = A, NA
animtype  = Hard
damage = IfElse(Var(10),48,40),13
pausetime = 10,15
hitflag = MAF
guardflag = HA
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-10)))
guardSound = S300,0
ground.type = high
air.type = high
air.animtype = back
fall.animtype = back
ground.slidetime =23
ground.hittime  = 23
guard.hittime = 21
air.hittime = 23
ground.velocity = -4,0
air.velocity = -4,-2
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 620, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 401
ID = 621
ownpal = 1
ignorehitpause = 1

[State 620, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 401
ID = 622
ownpal = 1
ignorehitpause = 1

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

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

[State 801, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 2
value = SCA
time = 5

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
hitsound = S800,3
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", 1, -1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down
numhits = 0

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

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 8

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 4

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = MoveContact = 1
v = 45
value = -12

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30,0

[State 810, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A       

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
value = S100,0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,2

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S800,0+Random%3
Channel = 0

[State 810, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 222
ID = 222
pos = 0,5
ownpal = 1
sprpriority = 5
scale = 1.25,0.5
Facing = 1
ignorehitpause = 1
persistent = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 0,-160
stateno = 811
ID = 811
ownpal = 1
ignorehitpause = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Wind"
pos = 20,-150
stateno = 811
ID = 812
ownpal = 1
ignorehitpause = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 40,-140
stateno = 812 
ID = 813
ownpal = 1
ignorehitpause = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 60,-140
stateno = 812 
ID = 813
ownpal = 1
ignorehitpause = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
name = "Wind"
pos = 20,-70
stateno = 813 
ID = 814
ownpal = 1
ignorehitpause = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
name = "Wind"
pos = 10,-80
stateno = 813 
ID = 815
ownpal = 1
ignorehitpause = 1

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage = 25
pausetime = 0,30
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,5
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
air.hittime = 15
ground.velocity = -5.5,0
air.velocity = -2.5,-5
fall = 0
envshake.time = 9
envshake.ampl = 3
kill = 0
forcenofall = 1

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S,NA
animtype  = Hard
damage = 50
hitflag = MAF
guardflag =
pausetime = 0,10
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -72))
hitsound = S200,5
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -3,-8.4
guard.velocity = -6.4
air.velocity = -3,-8.4
fall = 1
fall.recover = 0
yaccel = 0.55
envshake.time = 10
envshake.ampl = 3

[State 810, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = -2
y = -4

[State 810, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
x = 0
y = 0.4

[State 810, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

[StateDef 811]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 221

[State 811, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 811, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 811, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(811)
scale = 2.2,-1.8

[State 811, AngleSet]
type = AngleSet
trigger1 = IsHelper(811)
value = -50

[State 811, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(812)
scale = 2,-2

[State 811, AngleSet]
type = AngleSet
trigger1 = IsHelper(812)
value = -60

[State 811, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[StateDef 812]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 211

[State 812, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 812, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 812, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(813)
scale = 2.5,1.3

[State 812, AngleSet]
type = AngleSet
trigger1 = IsHelper(813)
value = 220

[State 812, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[StateDef 813]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 401

[State 813, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 813, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 813, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(814)
scale = 3,-1

[State 813, AngleSet]
type = AngleSet
trigger1 = IsHelper(814)
value = -10

[State 813, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(815)
scale = 3,-1.6

[State 813, AngleSet]
type = AngleSet
trigger1 = IsHelper(815)
value = -55

[State 813, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 820, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA 
time = 19

[State 820, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 0

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

[State 950, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -100

[State 950, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = time = 0
value = -1000

[state 950, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 43

[State 950, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = A 

[State 950, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,4

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,2

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem =2
value = S800,0+Random%3
Channel = 0

[State 950, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = -1
pos = 0,0
p2defmul = 1
poweradd = 0
darken = 0
unhittable = 1

[State 950, Helper]
type = Helper
trigger1 = Time = 0
Helpertype = normal
StateNo = 951
ID = 951
name = "Guard_Counter"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-50 * const(size.yscale))
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 950, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
name = "Wind"
pos = 20,-70
stateno = 813 
ID = 814
ownpal = 1
ignorehitpause = 1

[State 950, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
name = "Wind"
pos = 10,-80
stateno = 813 
ID = 815
ownpal = 1
ignorehitpause = 1

[State 950, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S,SA
animtype = Hard
damage = 100
hitflag = MAF
guardflag =
priority = 4, Hit
pausetime = 10,10
guard.pausetime = 10,10
hitsound = S200,5
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
ground.type = High
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -10,-6
air.velocity = -10,-6
down.velocity = -4,-2
yaccel = .54
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 90
p2Stateno = 952

[State 950, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = -2
y = -4

[State 950, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
x = 0
y = 0.4

[State 950, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

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

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

[State 951, Explod]
type = Explod
trigger1 = Time = 0
Anim = 951
ID = 951
sprpriority = 3
postype = p1
pos = 0,-53
removetime = 16
supermovetime = -1
ownpal = 1

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

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

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

[StateDef 952]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 952, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 952, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 952, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 952, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 952, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 953

[StateDef 953]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 953, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 953, VelSet]
type = VelSet
trigger1 = Time = 0
x = -20

[State 953, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 953, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 953, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 953, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 953, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 953, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 954

[State 953, ChangeState]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 955

[StateDef 954]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 954, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 954, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 954, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 954, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 954, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 954, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 954, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 954, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 954, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 954, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 954, Turn]
type = Turn
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger1 = Command = "recovery"
trigger2 = Vel Y > 4
trigger2 = Command = "recovery"
value = 1

[State 954, Turn]
Type = Turn
Trigger1 = Time = 0

[State 954, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 955]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 955, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 955, Turn]
Type = Turn
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Pos Y >= -20
trigger1 = Command = "recovery"
trigger2 = Command = "recovery"
value = 1

[State 955, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 955, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 955, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 955, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 955, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 955, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 955, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 955, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 955, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 955, Turn]
type = Turn
trigger1 = Time = 0

[State 955, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

[StateDef 1000]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1000
poweradd = 110
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,0+Random%4
channel = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1003
ID = 1003
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 1000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1003
scale = 0+(AnimElemTime(3)*0.04),0.0+(AnimElemTime(3)*0.01)

[State 1000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1003
scale = 0.4,0.1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1004
ID = 1004
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 1000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1004
scale = 0+(AnimElemTime(3)*0.12),0.0+(AnimElemTime(3)*0.08)

[State 1000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1004
scale = 1.2,0.8

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Floral"
pos = 100,-90
stateno = 1002
ID = 1002
ownpal = 1
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time >= 44
value = 1001

[StateDef 1001]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1001
sprpriority = 2
velset = 0,0

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

[StateDef 1002]
type = A
movetype = A
physics = N
sprpriority = 6
anim = 1002
velset = 0,0

[State 1002, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1002)
trigger1 = NumHelper(1002)
trigger1 = Helper(1002),MoveHit = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1002, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1002)
trigger1 = NumHelper(1002)
trigger1 = Helper(1002),MoveGuarded = 1
var(45) = 3-18*(!!Root,Var(46))

[State 1002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1002, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 1002, AngleDraw]
type = AngleDraw
triggerall = IsHelper(1002)
trigger1 = time < 3
scale = 0+Time*0.1,1+Time*0.1

[State 1002, AngleDraw]
type = AngleDraw
triggerall = IsHelper(1002)
trigger1 = time < 23
scale = 1.2,3

[State 1002, AngleDraw]
type = AngleDraw
triggerall = IsHelper(1002)
trigger1 = time >= 23
scale = 1.8,4.5

[State 1002, AngleSet]
type = AngleSet
trigger1 = IsHelper(1002)
value = 20

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,11

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,12

[State 1002, HitDef]
type = HitDef
trigger1 = Time = 3
trigger2 = Time = 13
attr = S, SP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),44,37)*(root,fvar(1)*root,fvar(2))),7
pausetime = 0,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 19
ground.hittime  = 19
guard.hittime = 18
air.hittime = 19
ground.velocity = -2.5,0
air.velocity = -2.5,-7
fall = 0
air.fall = 1
yaccel = 0.54
fall.recovertime = 35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0

[State 1002, Helper]
type = Helper
trigger1 = time = [3,12]
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1002, Helper]
type = Helper
trigger1 = time = [13,20]
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1002, Helper]
type = Helper
trigger1 = time = [3,12]
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1002, Helper]
type = Helper
trigger1 = time = [13,20]
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1002, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1002, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1010]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1000
poweradd = 110
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,0+Random%4
channel = 0

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1003
ID = 1003
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 1010, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1003
scale = 0+(AnimElemTime(3)*0.04),0.0+(AnimElemTime(3)*0.01)

[State 1010, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1003
scale = 0.4,0.1

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1004
ID = 1004
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 1010, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1004
scale = 0+(AnimElemTime(3)*0.12),0.0+(AnimElemTime(3)*0.08)

[State 1010, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1004
scale = 1.2,0.8

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Floral"
pos = 150,-90
stateno = 1002
ID = 1002
ownpal = 1
ignorehitpause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = Time >= 44
value = 1001

[StateDef 1020]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1000
poweradd = 110
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,0+Random%4
channel = 0

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1003
ID = 1003
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 1020, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1003
scale = 0+(AnimElemTime(3)*0.04),0.0+(AnimElemTime(3)*0.01)

[State 1020, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1003
scale = 0.4,0.1

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1004
ID = 1004
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 1020, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1004
scale = 0+(AnimElemTime(3)*0.12),0.0+(AnimElemTime(3)*0.08)

[State 1020, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1004
scale = 1.2,0.8

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Floral"
pos = 200,-90
stateno = 1002
ID = 1002
ownpal = 1
ignorehitpause = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = Time >= 44
value = 1001

[StateDef 1100]
type = S
movetype = A
physics = N
anim = 1100
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1100, VelSet]
type = VelSet
trigger1 = Time >= 10
x = 20

[State 1100, VelSet]
type = VelSet
trigger1 = Time >= 10
trigger1 = Vel X > 0
x = 16 - ((Time-10)*0.4)

[State 1100, VelSet]
type = VelSet
trigger1 = Time >= 10
trigger1 = Vel X <= 0
x = 0

[State 1100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1102, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S, SA
damage = IfElse(Var(10),29,24),3
hitflag = MAF
guardflag = MA
pausetime = 0,8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-25)))
hitsound = S200,1
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = 0,-8.75
guard.velocity = -3
air.velocity = 0,-8
fall = 1
air.fall = 1
fall.recovertime = 35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
ignorehitpause = 1

[State 1100, Helper]
type = Helper
trigger1 = Time >= 12
trigger1 = Time%5 = 0
trigger1 = Time < 32
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 1102
ID = 1102
ownpal = 1
ignorehitpause = 1

[State 1100, Helper]
type = Helper
trigger1 = Time >= 15
trigger1 = Time%5 = 0
trigger1 = Time < 36
helpertype = Normal
name = "Fenrir"
pos = -50,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 1100, Helper]
type = Helper
trigger1 = Time >= 36
trigger1 = Time%5 = 0
trigger1 = Time < 48
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 1100, Helper]
type = Helper
trigger1 = Time >= 39
trigger1 = Time%5 = 0
trigger1 = Time < 52
helpertype = Normal
name = "Fenrir"
pos = -50,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,7

[State 1100, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1100,0+Random%3
channel = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = Time = 12
trigger2 = Time = 20
value = S100,9

[State 1100, ChangeState]
type = ChangeState
trigger1 = Time >= 52
value = 1101

[StateDef 1101]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1101
sprpriority = 2
velset = 0,0

[State 1101, Turn]
type = Turn
trigger1 = Facing = -1
trigger1 = AnimElem = 5

[State 1101, Helper]
type = Helper
trigger1 = Time >= 0
trigger1 = Time%5 = 0
trigger1 = Time < 5
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 1101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1102]
type = A
movetype = A
physics = N
sprpriority = 6
velset = 0,0
anim = IfElse(IsHelper(1102),1102,1103)

[State 1102, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1102)
trigger1 = NumHelper(1102)
trigger1 = Helper(1102),MoveContact = 1
var(45) = 4-19*(!!Root,Var(46))

[State 1102, StateTypeSet]
type = StateTypeSet
trigger1 = IsHelper(1103)
movetype = I        

[State 1102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1102, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1102, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SA
damage = ceil(IfElse(Root,Var(10),29,24)*(root,fvar(1)*root,fvar(2))),3
hitflag = MAF
guardflag = MA
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
hitsound = S200,1
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = 0,-8.75
guard.velocity = -3
air.velocity = 0,-8
fall = 1
air.fall = 1
fall.recovertime = 35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
ignorehitpause = 1

[State 1102, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 25)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1102, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 25)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1102, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1102, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1102, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1102)
trigger1 = AnimTime = 0
trigger2 = IsHelper(1103)
trigger2 = AnimTime = 0

[StateDef 1200]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1200
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A       

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(6) < 0
y = 0.60

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = 0.45

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 3.5
y = -11

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 2
y = -7

[State 1200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2

[State 1200, Gravity]
type = Gravity
trigger1 = Time >= 55

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1200,0+Random%2
channel = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,18

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,17

[State 1200, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Freeze Zone"
pos = 0,Ceil(-pos y)
stateno = 1201
ID = 1201
ownpal = 1
ignorehitpause = 1

[State 1200, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1203

[StateDef 1201]
Type = A
Movetype = A
Physics = N
Anim = 1201
velset = 0,0
Ctrl = 0

[State 1201, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1201)
trigger1 = NumHelper(1201)
trigger1 = Helper(1201),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1201, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1201)
trigger1 = NumHelper(1201)
trigger1 = Helper(1201),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1201, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1201, Explod]
type = Explod
trigger1 = Time = 0
anim = 1202
ID = 1202
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1,1
Ignorehitpause = 1

[State 1201, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
trigger1 = Time <= 9
ID = 1202
scale = 0.50,0.50+(Time*0.05)

[State 1201, Explod]
type = Explod
trigger1 = Time = 0
anim = 1204
ID = 1204
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1.0,0.35
Facing = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1
persistent = 1

[State 1201, Helper]
type = Helper
trigger1 = Time = [1,11]
trigger1 = Time%4 = 0
helpertype = Normal
stateno = 1202
ID = 1202
name = "Wind"
pos = 0,0-(Time*20)
ownpal = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1201, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,SP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),84,70)*(root,fvar(1)*root,fvar(2))),7
pausetime = 1,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
air.hittime = 30
ground.velocity = -2.5,-7
air.velocity = -2.5,-7
fall = 1
air.fall = 1
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0

[State 1201, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1201, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1201, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1201, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1201, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1202]
Type = A
Movetype = I
Physics = N
Anim = 1203
velset = 0,0
Ctrl = 0
sprpriority = 5

[State 1202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1202, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1202, VelSet]
type = VelSet
trigger1 = IsHelper(3001)
trigger1 = Time > 0
x = 0
y = -20

[State 1202, AngleDraw]
type = AngleDraw
trigger1 = !IsHelper(3001)
trigger1 = 1
scale = 3,1

[State 1202, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(3001)
trigger1 = 1
scale = 4,1

[State 1202, AngleSet]
type = AngleSet
trigger1 = 1
value = 30

[State 1202, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1203]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1205
sprpriority = 2

[State 1203, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1203, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1203, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1203, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1210]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1200
poweradd = 50
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A       

[State 1210, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(6) < 0
y = 0.60

[State 1210, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = 0.45

[State 1210, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 5.5
y = -11

[State 1210, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 2
y = -7

[State 1210, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1210, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2

[State 1210, Gravity]
type = Gravity
trigger1 = Time >= 55

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1200,0+Random%2
channel = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,18

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,17

[State 1210, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Freeze Zone"
pos = 0,Ceil(-pos y)
stateno = 1201
ID = 1201
ownpal = 1
ignorehitpause = 1

[State 1210, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1203

[StateDef 1220]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1200
poweradd = 50
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A       

[State 1220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(6) < 0
y = 0.60

[State 1220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = 0.45

[State 1220, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 8.5
y = -11

[State 1220, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 2
y = -7

[State 1220, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1220, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2

[State 1220, Gravity]
type = Gravity
trigger1 = Time >= 55

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1200,0+Random%2
channel = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,18

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,17

[State 1220, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Freeze Zone"
pos = 0,Ceil(-pos y)
stateno = 1201
ID = 1201
ownpal = 1
ignorehitpause = 1

[State 1220, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1203

[StateDef 1300]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1300
poweradd = 100
sprpriority = 2
velset = 0,0   

[State 1300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.45

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 5
y = -6.5

[State 1300, Gravity]
type = Gravity
trigger1 = Time >= 35

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1300,0+Random%2
channel = 0

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 2201 
ID = 2201
ownpal = 1
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 2202
ID = 2202
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1300, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,SA
animtype  = hard
damage = IfElse(Var(10),22,18),2
pausetime = 8,8
hitflag = MAF
guardflag = MA
hitSound = S200,4
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -5))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
air.hittime = 15
ground.velocity = -5.5,0
air.velocity = -2.5,-5
down.velocity = -3,0
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 30

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Trap"
pos = 80,Ceil(-pos y)
stateno = 1301
ID = 1301
ownpal = 1
ignorehitpause = 1

[State 1300, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1303

[StateDef 1301]
Type = A
Movetype = I
Physics = N
Anim = 99999
velset = 0,0
Ctrl = 0

[State 1301, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1302)
trigger1 = Helper(1302),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1301, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1302)
trigger1 = Helper(1302),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1301, Explod]
type = Explod
trigger1 = Time = 0
anim = 1003
ID = 1003
postype = p1
pos = 0,0
removetime = 40
ownpal = 1
sprpriority = 0
scale = 1.2,0.3

[State 1301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
ID = 1003
scale = 0+(AnimElemTime(3)*0.04),0.0+(AnimElemTime(3)*0.01)

[State 1301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 10
ID = 1003
scale = 0.4,0.1

[State 1301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 30
ID = 1003
scale = 0.4-((Time-30)*0.04),0.1-((Time-30)*0.01)

[State 1301, Explod]
type = Explod
trigger1 = Time = 0
anim = 1004
ID = 1004
postype = p1
pos = 0,0
removetime = 40
ownpal = 1
sprpriority = 3
scale = 1.2,0.3

[State 1301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
ID = 1004
scale = 0+(Time*0.12),0.0+(Time*0.08)

[State 1301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 10
ID = 1004
scale = 1.2,0.8

[State 1301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 30
ID = 1004
scale = 1.2-((Time-30)*0.12),0.8-((Time-30)*0.08)

[State 1301, Helper]
type = Helper
trigger1 = !NumHelper(1302)
trigger1 = Time >= 5
trigger1 = Abs(ceil(EnemyNear,pos X - pos X)) <= 50
helpertype = Normal
StateNo = 1302
ID = 1302
name = "Javelin"
pos = 0,ceil(-pos y)
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 1301, DestroySelf]
type = DestroySelf
trigger1 = Time >= 38

[StateDef 1302]
Type = A
Movetype = A
Physics = N
Anim = 1301
velset = 0,0
Ctrl = 0
SprPriority = 5

[State 1302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1302, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1302, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1302)
scale = 2.5,2

[State 1302, Explod]
type = Explod
trigger1 = Time = 0
anim = 1202
ID = 1202
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1,1
Ignorehitpause = 1

[State 1302, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
trigger1 = Time <= 9
ID = 1202
scale = 0.50,0.50+(Time*0.05)

[State 1302, Explod]
type = Explod
trigger1 = Time = 0
anim = 1204
ID = 1204
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1.0,0.35
Facing = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1
persistent = 1

[State 1302, HitDef]
type = HitDef
trigger1 = Time = 1
trigger2 = Time = 10
attr = S,SP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),50,42)*(root,fvar(1)*root,fvar(2))),4
pausetime = 1,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
air.hittime = 30
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,12

[State 1302, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1302, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1302, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1302, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1302, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1303]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1302
sprpriority = 2

[State 1303, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1303, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1303, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1400]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1400
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1400, VarSet]
type = VarSet
trigger1 = time = 0
v = 48
value = 0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,0+Random%4
channel = 0

[State 1400, Helper]
type = Helper
trigger1 = time = 0
ID = 1402
pos = 50,0
postype = P1
stateno = 1402
helpertype = normal
name = "Tatsuya"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1400, ChangeState]
type = ChangeState
trigger1 = Time >= 32
value = 1401

[StateDef 1401]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1401
sprpriority = 2

[State 1401, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1402]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1402
sprpriority = 2
facep2 = 1

[State 1402, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1402)
trigger1 = NumHelper(1402)
trigger1 = Helper(1402),MoveHit = 1
trigger2 = IsHelper(1403)
trigger2 = NumHelper(1403)
trigger2 = Helper(1403),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1402, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1402)
trigger1 = NumHelper(1402)
trigger1 = Helper(1402),MoveGuarded = 1
trigger2 = IsHelper(1403)
trigger2 = NumHelper(1403)
trigger2 = Helper(1403),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1402, NotHitBy]
type = NotHitBy
trigger1 = Time < 12
value = SCA

[State 1402, NotHitBy]
type = NotHitBy
trigger1 = Time >= 12
value = ,NT,ST,HT

[State 1402, HitOverride]
type = HitOverride
trigger1 = Time >= 12
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1403

[State 1402, VelSet]
type = velset
trigger1 = AnimElemTime(13) >= 0
x = -5
y = -5+(AnimElemTime(13)*0.4)

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1410,0+Random%2
channel = 1

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,19

[State 1402, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = normal
stateno = 1404
ID = 1404
name = "Gunfire"
postype = p1
pos = 50,-65
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.25
size.yscale = 0.25
ownpal = 1

[State 1402, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S,SA
animtype  = diagup
damage = 0,0
hitflag = MAF
guardflag = MA
pausetime = 0,80
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = S300,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 32
ground.velocity = -5,0
guard.velocity = -10
air.velocity = 0,0
down.velocity = 0,-3
down.hittime = 50
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
EnvShake.time = 10
EnvShake.ampl = 3
EnvShake.freq = 127
palfx.sinadd = 100,100,100,200
palfx.time = 100

[State 1402, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1402, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1402, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1402, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1402, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1403]
type = A
movetype = H
physics = N
ctrl = 0
anim = 1403
velset = 0,0

[State 1403, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1430,0+Random%3
channel = 1

[State 1403, VelSet]
type = Velset
trigger1 = Time > 0
X = -5
Y = -5

[State 1403, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1404]
Type = A
Movetype = A
Physics = N
Anim = 1404
Ctrl = 0
Sprpriority = 5

[State 1404, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1404, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1404, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 1404, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -45
ignorehitpause = 1

[State 1404, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1410]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1400
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1410, VarSet]
type = VarSet
trigger1 = time = 0
v = 48
value = 0

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,0+Random%4
channel = 0

[State 1410, Helper]
type = Helper
trigger1 = Time = 0
ID = 1411
pos = 50,0
postype = P1
stateno = 1411
helpertype = normal
name = "Tatsuya"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = Time >= 32
value = 1401

[StateDef 1411]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1410
sprpriority = 2
facep2 = 1

[State 1411, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 1411, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1403

[State 1411, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1412

[StateDef 1412]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1411
sprpriority = 2

[State 1412, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveHit = 1
var(45) = 5-15*(!!Root,Var(46))

[State 1412, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveGuarded = 1
var(45) = 3-13*(!!Root,Var(46))

[State 1412, VelSet]
type = VelSet
trigger1 = Time = [4,8]
x = 40

[State 1412, VelSet]
type = Velset
trigger1 = AnimElemTime(6) >= 0
x = 0

[State 1412, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1410,0
channel = 1

[State 1412, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,25

[State 1412, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1415
ID = 1415
pos = -50,0
postype = p1
removetime = -2
pausemovetime = 0
supermovetime = 0
scale = 1,1
sprpriority = 6
ownpal = 1
removeongethit = 0

[State 1412, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Slash"
pos = 40,-80
stateno = 1414
ID = 1414
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 1412, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Slash"
pos = -30,-75
stateno = 1414
ID = 1415
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 1412, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,SA
animtype  = Hard
damage = IfElse(Var(10),24,20)
pausetime = 0,15
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-6
air.velocity = -2,-5
fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.56

[State 1412, HitDef]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
attr = S,SA
animtype  = Hard
damage = IfElse(Var(10),24,20)
pausetime = 0,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-6
air.velocity = -2,-5
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56

[State 1412, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1412, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1412, ChangeState]
type = ChangeState
trigger1 = Time >= 44
value = 1413

[StateDef 1413]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1412
sprpriority = 2

[State 1413, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1414]
movetype = I
sprpriority = 5
velset = 0,0

[State 1414, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = IsHelper(1414)
value = 1413

[State 1414, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = IsHelper(1415)
value = 1414

[State 1414, Trans]
type = Trans
trigger1 = Time < 15
trans = Add
ignorehitpause = 1

[State 1414, Trans]
type = Trans
trigger1 = Time >= 15
trans = addalpha
alpha = 256-((Time-15)*25),256
ignorehitpause = 1

[State 1414, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1414)
value = 20
scale = 2,2
ignorehitpause = 1

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1415)
value = 0
scale = 2,2
ignorehitpause = 1

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = time = 24

[StateDef 2000]
type = S
movetype = I
physics = S
ctrl = 0
anim = 2000
sprpriority = 2
velset = 0,0
facep2 = 1

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 7
v = 47
Value = -1

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 13

[State 2000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2000, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2000, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,0+Random%4
channel = 0

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1003
ID = 1003
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1003
scale = 0+(AnimElemTime(3)*0.04),0.0+(AnimElemTime(3)*0.01)

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1003
scale = 0.4,0.1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1004
ID = 1004
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 0
ID = 1004
scale = 0+(AnimElemTime(3)*0.12),0.0+(AnimElemTime(3)*0.08)

[State 2000, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(3) >= 10
ID = 1004
scale = 1.2,0.8

[State 2000, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = AnimElem = 6
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 6
helpertype = Normal
name = "Floral EX"
pos = ceil(enemynear,pos X - pos X)*facing,-90
stateno = 2001
ID = 2001
ownpal = 1
ignorehitpause = 1

[State 2000, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 6
helpertype = Normal
name = "Floral EX"
pos = ceil(enemynear,pos X - pos X)*facing,-90
stateno = 2001
ID = 2002
ownpal = 1
ignorehitpause = 1

[State 2000, ChangeState]
type = ChangeState
trigger1 = Time >= 41
value = 1001

[StateDef 2001]
type = A
movetype = A
physics = N
sprpriority = 6
anim = IfElse(IsHelper(2001),2001,2002)
velset = 0,0

[State 2001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2001, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 2001, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2001)
trigger1 = time < 3
scale = 0+Time*0.1,1+Time*0.1

[State 2001, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2001)
trigger1 = time < 33
scale = 1.2,3

[State 2001, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2001)
trigger1 = time >= 33
scale = 1.8,4.5

[State 2001, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2002)
trigger1 = time < 3
scale = 0+Time*0.12,1.2+Time*0.12

[State 2001, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2002)
trigger1 = time < 33
scale = 1.44,3.6

[State 2001, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2002)
trigger1 = time >= 33
scale = 2.16,5.4

[State 2001, AngleSet]
type = AngleSet
trigger1 = IsHelper(2001)
trigger2 = IsHelper(2002)
value = 20

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,11

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,12

[State 2001, HitDef]
type = HitDef
triggerall = IsHelper(2001)
trigger1 = Time = 3
trigger2 = Time = 8
trigger3 = Time = 13
trigger4 = Time = 18
attr = S, HP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),38,32)*(root,fvar(1)*root,fvar(2))),5
pausetime = 0,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 19
ground.hittime  = 19
guard.hittime = 18
air.hittime = 19
ground.velocity = -2.5,-7
air.velocity = -2.5,-7
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
getpower = 0

[State 2001, HitDef]
type = HitDef
triggerall = IsHelper(2002)
trigger1 = Time = 3
trigger2 = Time = 8
trigger3 = Time = 13
trigger4 = Time = 18
trigger5 = Time = 23
attr = S, HP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),38,32)*(root,fvar(1)*root,fvar(2))),5
pausetime = 0,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 19
ground.hittime  = 19
guard.hittime = 18
air.hittime = 19
ground.velocity = -2.5,-7
air.velocity = -2.5,-7
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
getpower = 0

[State 2001, Helper]
type = Helper
trigger1 = time = [3,7]
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = time = [8,12]
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = time = [13,17]
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = time = [18,22]
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
triggerall = IsHelper(2002)
trigger1 = time = [23,30]
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = time = [3,7]
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = time = [8,12]
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = time = [13,17]
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = time = [18,22]
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
triggerall = IsHelper(2002)
trigger1 = time = [23,30]
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2001, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2001, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2100]
type = S
movetype = A
physics = N
anim = 1100
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2

[State 2100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 15

[State 2100, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2100, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2100, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2100, VelSet]
type = VelSet
trigger1 = Time >= 10
x = 20

[State 2100, VelSet]
type = VelSet
trigger1 = Time >= 10
trigger1 = Vel X > 0
x = 16 - ((Time-10)*0.4)

[State 2100, VelSet]
type = VelSet
trigger1 = Time >= 10
trigger1 = Vel X <= 0
x = 0

[State 2100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2100, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,HA
damage = IfElse(Var(10),29,24),3
hitflag = MAF
guardflag = MA
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = 0,-8.75
guard.velocity = -3
air.velocity = 0,-8
fall = 1
air.fall = 1
fall.recovertime = 35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
ignorehitpause = 1
getpower = 0

[State 2100, Helper]
type = Helper
trigger1 = Time >= 12
trigger1 = Time%3 = 0
trigger1 = Time < 32
helpertype = Normal
name = "Leviathan"
pos = 0,0
stateno = 2103
ID = 2104
ownpal = 1
ignorehitpause = 1

[State 2100, Helper]
type = Helper
trigger1 = Time >= 12
trigger1 = Time%5 = 0
trigger1 = Time < 32
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 2102
ID = 2102
ownpal = 1
ignorehitpause = 1

[State 2100, Helper]
type = Helper
trigger1 = Time >= 15
trigger1 = Time%5 = 0
trigger1 = Time < 36
helpertype = Normal
name = "Fenrir"
pos = -50,5
stateno = 2102
ID = 2103
ownpal = 1
ignorehitpause = 1

[State 2100, Helper]
type = Helper
trigger1 = Time >= 36
trigger1 = Time%5 = 0
trigger1 = Time < 48
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 2102
ID = 2103
ownpal = 1
ignorehitpause = 1

[State 2100, Helper]
type = Helper
trigger1 = Time >= 39
trigger1 = Time%5 = 0
trigger1 = Time < 52
helpertype = Normal
name = "Fenrir"
pos = -50,5
stateno = 2102
ID = 2103
ownpal = 1
ignorehitpause = 1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,7

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1100,0+Random%3
channel = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 12
trigger2 = Time = 20
value = S100,9

[State 2100, ChangeState]
type = ChangeState
trigger1 = Time >= 52
value = 2101

[StateDef 2101]
type = S
movetype = I
physics = S
ctrl = 0
anim = 2100
sprpriority = 2
velset = 0,0

[State 2101, Turn]
type = Turn
trigger1 = Facing = -1
trigger1 = AnimElem = 5

[State 2101, Helper]
type = Helper
trigger1 = Time >= 0
trigger1 = Time%5 = 0
trigger1 = Time < 5
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 2102
ID = 2103
ownpal = 1
ignorehitpause = 1

[State 2101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2102]
type = A
movetype = A
physics = N
sprpriority = 6
velset = 0,0
anim = IfElse(IsHelper(2102),1102,1103)

[State 2102, StateTypeSet]
type = StateTypeSet
trigger1 = IsHelper(1103)
movetype = I        

[State 2102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2102, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2102, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SA
damage = ceil(IfElse(Root,Var(10),29,24)*(root,fvar(1)*root,fvar(2))),3
hitflag = MAF
guardflag = MA
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
hitsound = S200,7
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = 0,-8.75
guard.velocity = -3
air.velocity = 0,-8
fall = 1
air.fall = 1
fall.recovertime = 35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
ignorehitpause = 1
getpower = 0

[State 2102, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 25)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2102, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 25)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2102, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2102, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2102, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2102)
trigger1 = AnimTime = 0
trigger2 = IsHelper(2103)
trigger2 = AnimTime = 0

[StateDef 2103]
Type = A
Movetype = A
Physics = N
Anim = 2101
velset = 0,0
Ctrl = 0
SprPriority = 5

[State 2103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2103, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2103, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.5,1

[State 2103, Explod]
type = Explod
trigger1 = Time = 0
anim = 1204
ID = 1204
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1.0,0.35
Facing = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1
persistent = 1

[State 2103, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,HP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),50,42)*(root,fvar(1)*root,fvar(2))),4
pausetime = 1,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,10
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
air.hittime = 30
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
getpower = 0

[State 2103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,12

[State 2103, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2103, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2103, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2103, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2103, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2200]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1200
sprpriority = 2
velset = 0,0
facep2 = 1

[State 2200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 7
v = 47
Value = -1

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2200, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 39

[State 2200, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2200, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2200, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A       

[State 2200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(6) < 0
y = 0.60

[State 2200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = 0.45

[State 2200, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 8
y = -10

[State 2200, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 2
y = -7

[State 2200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2200, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 2201 
ID = 2201
ownpal = 1
ignorehitpause = 1

[State 2200, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 2202
ID = 2202
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2

[State 2200, Gravity]
type = Gravity
trigger1 = Time >= 55

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1200,2+Random%2
channel = 0

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,18

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,17

[State 2200, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Freeze Zone"
pos = 0,Ceil(-pos y)
stateno = 2203
ID = 2203
ownpal = 1
ignorehitpause = 1

[State 2200, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 6
helpertype = Normal
name = "Freeze Zone"
pos = 90,Ceil(-pos y)
stateno = 2203
ID = 2204
ownpal = 1
ignorehitpause = 1

[State 2200, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 6
helpertype = Normal
name = "Freeze Zone"
pos = -90,Ceil(-pos y)
stateno = 2203
ID = 2204
ownpal = 1
ignorehitpause = 1

[State 2200, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

[StateDef 2201]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 2201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2201, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2201, BindToParent]
type = BindToParent
trigger1 = Ishelper(2201)
pos = 0,-60

[State 2201, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2201)
scale = 3,-0.8

[State 2201, AngleSet]
type = AngleSet
trigger1 = IsHelper(2201)
value = -40

[State 2201, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2202]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 211

[State 2202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2202, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2202, BindToParent]
type = BindToParent
trigger1 = Ishelper(2202)
pos = 0,-60

[State 2202, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2202)
scale = 3,-1

[State 2202, AngleSet]
type = AngleSet
trigger1 = IsHelper(2202)
value = 140

[State 2202, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2203]
Type = A
Movetype = A
Physics = N
Anim = 2201
velset = 0,0
Ctrl = 0

[State 2203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2203, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2203, Explod]
type = Explod
trigger1 = Time = 0
anim = 2200
ID = 2200
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1,1
Ignorehitpause = 1

[State 2203, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
trigger1 = Time <= 9
ID = 2200
scale = 0.50,0.50+(Time*0.05)

[State 2203, Explod]
type = Explod
trigger1 = Time = 0
anim = 4015
ID = 4015
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1.0,0.35
Facing = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1
persistent = 1

[State 2203, Helper]
type = Helper
trigger1 = Time = [1,11]
trigger1 = Time%2 = 0
helpertype = Normal
stateno = 1202
ID = 1202
name = "Wind"
pos = 0,0-(Time*20)
ownpal = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 2203, HitDef]
type = HitDef
triggerall = IsHelper(2203)
trigger1 = Time = [5,25]
trigger1 = Time%5 = 0
attr = S,HP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),33,28)*(root,fvar(1)*root,fvar(2))),3
pausetime = 1,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
air.hittime = 30
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
air.fall = 1
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
getpower = 0

[State 2203, HitDef]
type = HitDef
triggerall = IsHelper(2204)
trigger1 = Time = [5,25]
trigger1 = Time%5 = 0
attr = S,HP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),12,10)*(root,fvar(1)*root,fvar(2))),1
pausetime = 1,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
air.hittime = 30
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
air.fall = 1
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
getpower = 0

[State 2203, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 2203, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 2203, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2203, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2203, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2300]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1300
sprpriority = 2
velset = 0,0  

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2300, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2300, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2300, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 17

[State 2300, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2300, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2300, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.45

[State 2300, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 5
y = -6.5

[State 2300, Gravity]
type = Gravity
trigger1 = Time >= 35

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1300,2+Random%2
channel = 0

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 2201 
ID = 2201
ownpal = 1
ignorehitpause = 1

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 2202
ID = 2202
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 2300, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,HA
animtype  = hard
damage = IfElse(Var(10),22,18),2
pausetime = 8,8
hitflag = MAF
guardflag = MA
hitSound = S200,4
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -5))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
air.hittime = 15
ground.velocity = -5.5,0
air.velocity = -2.5,-5
down.velocity = -3,0
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 30

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Trap"
pos = 80,Ceil(-pos y)
stateno = 2301
ID = 2301
ownpal = 1
ignorehitpause = 1

[State 2300, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2303

[StateDef 2301]
Type = A
Movetype = I
Physics = N
Anim = 99999
velset = 0,0
Ctrl = 0

[State 2301, Explod]
type = Explod
trigger1 = Time = 0
anim = 1003
ID = 1003
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3

[State 2301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
ID = 1003
scale = 0+(Time*0.08),0.0+(Time*0.02)

[State 2301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 10
ID = 1003
scale = 0.8,0.2

[State 2301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 40
ID = 1003
scale = 0.8-((Time-40)*0.04),0.2-((Time-40)*0.02)

[State 2301, Explod]
type = Explod
trigger1 = Time = 0
anim = 1004
ID = 1004
postype = p1
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 3
scale = 1.2,0.3

[State 2301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
ID = 1004
scale = 0+(Time*0.24),0.0+(Time*0.16)

[State 2301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 10
ID = 1004
scale = 2.4,1.6

[State 2301, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 30
ID = 1004
scale = 2.4-((Time-40)*0.24),1.6-((Time-40)*0.16)

[State 2301, Helper]
type = Helper
trigger1 = !NumHelper(2302)
trigger1 = Time >= 5
trigger1 = Abs(ceil(EnemyNear,pos X - pos X)) <= 150
helpertype = Normal
StateNo = 2302
ID = 2302
name = "Gungnir"
pos = 0,ceil(-pos y)
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 2301, DestroySelf]
type = DestroySelf
trigger1 = Time >= 50

[StateDef 2302]
Type = A
Movetype = A
Physics = N
Anim = 2300
velset = 0,0
Ctrl = 0
SprPriority = 5

[State 2302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2302, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2302, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2302)
scale = 2,2

[State 2302, AngleSet]
Type = Angleset
trigger1 = ishelper(2302)
value = 10
ignorehitpause = 1

[State 2302, Explod]
type = Explod
trigger1 = Time = 0
anim = 1202
ID = 1202
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 1,1
Ignorehitpause = 1

[State 2302, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
trigger1 = Time <= 9
ID = 1202
scale = 2,0.10+(Time*0.05)

[State 2302, Explod]
type = Explod
trigger1 = Time = 0
anim = 1204
ID = 1204
pos = 0,0
ownpal = 1
sprpriority = 5
scale = 3,0.35
Facing = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1
persistent = 1

[State 2302, Explod]
type = Explod
trigger1 = Time = 10
anim = 2301
ID = 2301
pos = 0,0
ownpal = 1
removetime = -2
sprpriority = 3
scale = 1.5,1.5
Facing = 1
ignorehitpause = 1
persistent = 1

[State 2302, HitDef]
type = HitDef
trigger1 = Time = 1
trigger2 = Time = 10
attr = S,HP
animtype  = Medium
damage = ceil(IfElse(Root,Var(10),72,60)*(root,fvar(1)*root,fvar(2))),6
pausetime = 0,10
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = up
fall.animtype = up
ground.slidetime = 20
ground.hittime  = 20
guard.hittime = 18
air.hittime = 30
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0

[State 2302, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,12

[State 2302, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 2302, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 2302, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2302, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2302, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2303]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 2302
sprpriority = 2

[State 2303, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2303, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2303, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 2303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3000]
Type = S
Physics = S
MoveType = A
Anim = 3000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(47) >= 3
trigger1 = AnimElem = 3
v = 47
Value = -3

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 0
trigger1 = AnimElem = 1
var(49) = 420
ignorehitpause = 1

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = AnimElem = 1
var(49) = 600
ignorehitpause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Anim = 3000
value = SCA

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,6

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = 0,-90
supermovetime = 255
size.xscale = 0.335
size.yscale = 0.335
ownpal = 1

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 3011
ID = 3011
name = "Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 3012
ID = 3012
Name = "Trigger"
postype = Left
pos = 320,-140
facing = 1
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
Pausemovetime = 9999
SuperMovetime = 9999

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 3013
ID = 3013
Name = "Trigger"
postype = Left
pos = 320,-100
facing = 1
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
Pausemovetime = 9999
SuperMovetime = 9999

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,15

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3000,0+Random%2
Channel = 0

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "Niflheim"
ID = 3001
stateno = 3001
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3000, helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 3002
ID = 3002
Name = "NF Meter"
postype = P1
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
ID = 3001
anim = 3001
postype = p1
pos = 0,20
bindtime = 1
removetime = -2
sprpriority = 5
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
scale = 1,2

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
Anim = 4107
ID = 4107
pos = 0,-20
postype = p1
sprpriority = 5
ownpal = 1
scale = 1,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
Anim = 4107
ID = 4107
pos = 0,-100
postype = p1
sprpriority = 5
ownpal = 1
scale = 1.5,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
Anim = 4107
ID = 4107
pos = 0,-170
postype = p1
sprpriority = 5
ownpal = 1
scale = 2,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 3000, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),60,50),5
pausetime = 1,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -2,-9
guard.velocity = -2
air.velocity = -2,-9
airguard.velocity = -2,-2
fall.recovertime = 0
fall = 1
yaccel = 0.44
envshake.time = 10
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
getpower = 0

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3001]
type = A
physics = N
anim = 3002
ctrl = 0

[State 3001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 3001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3001, StateTypeSet]
type = StateTypeSet
trigger1 = Root,StateNo != [4000,4199]
trigger2 = Root,MoveType != H
movetype = A   

[State 3001, StateTypeSet]
type = StateTypeSet
trigger1 = Root,StateNo = [4000,4199]
trigger2 = Root,MoveType = H
movetype = I     

[State 3001, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 3001, Helper]
type = Helper
trigger1 = Root,StateNo != [4000,4199]
trigger1 = Root,MoveType != H
trigger1 = AnimElem = 2
helpertype = Normal
stateno = 1202
ID = 3001
name = "Wind"
pos = 0,0
postype = p1
ownpal = 0
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = Root,StateNo != [4000,4199]
trigger1 = AnimElem = 2
trigger1 = Root,MoveType != H
value = S100,17

[State 3001, Turn]
type = Turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3002
trigger2 = AnimElem = 1

[State 3001, Helper]
type = Helper
trigger1 = Root,StateNo != [4000,4199]
trigger1 = Root,StateType != A
trigger1 = AnimElem = 2
trigger1 = Root,MoveType != H
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -20
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 3001, Helper]
type = Helper
trigger1 = Root,StateNo != [4000,4199]
trigger1 = Root,StateType !=A
trigger1 = AnimElem = 2
trigger1 = Root,MoveType != H
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 20
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 3001, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(IfElse(Root,Var(10),30,20)*(root,fvar(1)*root,fvar(2))),2
pausetime = 1,15
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -2,0
guard.velocity = -1
air.velocity = -1,-9
airguard.velocity = -2,-2
fall.recovertime = 0
fall = 0
air.fall = 1
yaccel = 0.44
envshake.time = 10
envshake.ampl = 3
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0
getpower = 0

[State 3001, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 3001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 3001, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 3001, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 3001, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(49) <= 0

[StateDef 3002]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 3002, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 3002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3002, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3002, Explod]
type = explod
trigger1 = Numexplod(6017)=0
ID = 6017
anim = IfElse(Teamside = 1,6017,6018)
pos = Ifelse(Teamside = 1,-10,10),15
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 3002, Explod]
type = explod
trigger1 = NumExplod(6019) = 0
id = 6019
anim = 6019
pos = Ifelse(Teamside = 1,-12,12),6
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 3002, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6019
Scale = .5*Root,Var(49)/600,0.50

[State 3002, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6017

[State 3002, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6019

[State 3002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(49) <= 0

[StateDef 3010]
Type = A
Physics = N
MoveType = I
Anim = 3010
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3010, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = 6*(random%60)

[State 3010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time < 8
scale = (0.0625*time),(0.0625*time)

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time >= 8
scale = 0.5,0.5

[State 3010, Trans]
type = Trans
trigger1 = time < 16
trans = AddAlpha
alpha = 256, 256

[State 3010, Trans]
type = Trans
trigger1 = time >= 16
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, Explod]
type = explod
trigger1 = Time = 0
anim = 3011
ID = 3011
sprpriority = 5
postype = p1
facing = IfElse(random<500,-1,1)
vfacing = IfElse(random<500,-1,1)
removetime = 16
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3011)
ID = 3011
scale = 2-(.125*time), 2-(.125*time)
trans = AddAlpha
alpha = IfElse(time<4, 64*time, 256), 256

[State 3010, Explod]
type = Explod
trigger1 = time = 16
anim = 3012
ID = 3012
sprpriority = 5
postype = p1
removetime = 32
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3012)
ID = 3012
scale = (.1*(time-16)), (.1*(time-16))
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 26

[State 3010, DestroySelf]
type = DestroySelf
trigger1 = time >= 26

[StateDef 3011]
Type = S
Physics = N
MoveType = I
Anim = 99999
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3011, BGPalFX]
type = BGPalFX
trigger1 = time > 0
trigger1 = time <= 51
time = 1
color= 5*time
mul = 5*time, 5*time, 5*time

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3013
id = 3013
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3014
ID = 3014
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -7
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3013
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3014
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3013

[State 3011 RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3014

[State 3011, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70

[StateDef 3012]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 2
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, RemoveExplod]
type = RemoveExplod
ID = 3015
trigger1 = Time >= 73

[State 3012, DestroySelf]
type = DestroySelf
trigger1 = Time >= 73

[StateDef 3013]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3013, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3013, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3016
id = 3016
Pos = 250,ceil((1.33*gameheight/gamewidth)*114)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3013, Explod]
type = Explod
Trigger1 = TeamSide = 2
Trigger1 = Time = 0
Anim = 3016
id = 3016
Pos = 250,ceil((1.33*gameheight/gamewidth)*114)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3013, RemoveExplod]
type = RemoveExplod
ID = 3016
trigger1 = Time >= 73

[State 3013, DestroySelf]
type = DestroySelf
trigger1 = Time >=73

[StateDef 4000]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4000
facep2 = 1

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 75

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -350

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 300
ignorehitpause = 1

[State 4000, VarSet]
type = VarSet
trigger1 = Var(49) > 600
trigger1 = Time = 0
var(49) = 600
ignorehitpause = 1

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -3000

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 500

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4000, Pause]
type = Pause
trigger1 = Time = 0
time = 50
movetime = 50

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=0

[State 4000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = 0,-85
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4000,0+Random%2
channel = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = Time >= 50
value = 4001

[StateDef 4001]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4001

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 25
v = 47
Value = -1

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 25
v = 47
Value = -2

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 25
v = 47
Value = -3

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 7
value = SCA
time = 3

[State 4001, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S,HA
animtype = Heavy
damage = 0,0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1stateno = 4003
p2stateno = 4008
kill = 0
getpower = 0
p2facing = 1
forcenofall = 1

[State 4001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = Time >= 54
value = 4002

[StateDef 4002]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4002
sprpriority = 2
velset = 0,0

[State 4002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4003]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4003

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 105
v = 47
Value = -1

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 105
v = 47
Value = -2

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 105
v = 47
Value = -3

[State 4003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4003, AllPalFX]
type = AllPalFX
trigger1 = time = 0
add = 255,255,255
time = 5

[State 4003, ScreenBound]
type = ScreenBound
trigger1 = Time < 125
value = 0

[State 4003, PosSet]
type = PosSet
trigger1 = Time < 125
x = -Facing*100

[State 4003, TargetBind]
type = TargetBind
trigger1 = Time < 103
pos = 200,0

[State 4003, TargetFacing]
type = TargetFacing
trigger1 = NumTarget
trigger1 = Facing = Target,Facing
value = Facing

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time = 57
value = S4000,2
channel = 0

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 62
trigger3 = Time = 72
trigger4 = Time = 82
trigger5 = Time = 92
value = S100,9

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time = 45
value = S100,13

[State 4003, AllPalFX]
type = AllPalFX
trigger1 = Time = 0
sinadd = 256, 256, 256, 80
time = 20
persistent = 0

[State 4003, Explod]
type = Explod
trigger1 = Time = 0
anim = 1003
ID = 1005
postype = p1
pos = 210,0
bindtime = 100
removetime = 100
ownpal = 1
sprpriority = 0
scale = 0.5,0.15
ignorehitpause = 1

[State 4003, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 0
ID = 1005
scale = 0.5,0.15

[State 4003, Explod]
type = Explod
trigger1 = Time = 0
anim = 1004
ID = 1006
postype = p1
pos = 210,0
bindtime = 100
removetime = 100
ownpal = 1
sprpriority = 0
scale = 1.5,1
ignorehitpause = 1

[State 4003, Helper]
type = Helper
trigger1 = Time = 57
helpertype = Normal
name = "Inferno"
pos = 150,30
stateno = 4005
ID = 4005
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 4003, Helper]
type = Helper
trigger1 = Time = 5
helpertype = Normal
name = "Effect"
pos = 150,30
stateno = 4006
ID = 4006
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 4003, Helper]
type = Helper
trigger1 = Time = 37
trigger2 = Time = 38
helpertype = Normal
name = "Effect2"
pos = 150,30
stateno = 4007
ID = 4007
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 4003, Explod]
type = Explod
trigger1 = Time = 57
anim = 4008
ID = 4008
postype = p1
pos = 20,-10
bindtime = 100
removetime = -2
ownpal = 1
sprpriority = 5
scale = 1,1
ignorehitpause = 1

[State 4003, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 57
trigger1 = Time < 67
ID = 4008
scale = (Time-57)*0.1,(Time-57)*0.1

[State 4003, Explod]
type = Explod
trigger1 = Time = 62
anim = 4008
ID = 4009
postype = p1
pos = 70,-10
bindtime = 100
removetime = -2
ownpal = 1
sprpriority = 5
scale = 0.75,0.75
ignorehitpause = 1

[State 4003, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 62
trigger1 = Time < 72
ID = 4009
scale = (Time-62)*0.075,(Time-62)*0.075

[State 4003, Explod]
type = Explod
trigger1 = Time = 67
anim = 4008
ID = 4010
postype = p1
pos = -30,-5
bindtime = 100
removetime = -2
ownpal = 1
sprpriority = 5
scale = 1,1.75
ignorehitpause = 1

[State 4003, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 67
trigger1 = Time < 77
ID = 4010
scale = (Time-67)*0.1,(Time-67)*0.175

[State 4003, Explod]
type = Explod
trigger1 = Time = 72
anim = 4008
ID = 4011
postype = p1
pos = 20,20
bindtime = 100
removetime = -2
ownpal = 1
sprpriority = 5
scale = 1.75,1
ignorehitpause = 1

[State 4003, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 72
trigger1 = Time < 82
ID = 4011
scale = (Time-72)*0.175,(Time-72)*0.1

[State 4003, Explod]
type = Explod
trigger1 = Time >= 57
trigger1 = Time < 103
anim = 4015
ID = 4015
pos = -100+Random%200,20-Random%200
postype = p1
ownpal = 1
bindtime = 1
vel = 0,-2
removetime = -2
sprpriority = 5
scale = 0.0250,0.050
ignorehitpause = 1

[State 4003, Explod]
type = Explod
trigger1 = Time >= 57
trigger1 = Time < 103
anim = 4009+Random%6
ID = 4016
pos = -100+Random%200,20-Random%150
postype = p1
ownpal = 1
bindtime = 1
vel = 0,0
removetime = -2
sprpriority = 5
scale = 0.250,0.25
ignorehitpause = 1

[State 4003, Explod]
type = Explod
trigger1 = Time = 103
anim = 4016
ID = 4017
postype = Back
pos = 160,120
bindtime = 100
removetime = -2
ownpal = 1
sprpriority = 99
scale = 20,20
ignorehitpause = 1

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = Time >= 57
trigger1 = Time%3 = 0
trigger1 = Time < 95
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Time >= 57
trigger2 = Time%3 = 0
trigger2 = Time < 95
attr = S, HA
animtype  = up
damage = IfElse(Var(10),31,26)
pausetime = 0,10
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-20
air.velocity = 0,-20
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = -5
envshake.freq = 100
p2stateno = 4008
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
kill = 0
getpower = 0

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time >= 57
trigger1 = Time%3 = 0
trigger1 = Time < 95
attr = S, HA
animtype  = up
damage = IfElse(Var(10),35,29)
pausetime = 0,10
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-20
air.velocity = 0,-20
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = -5
envshake.freq = 100
p2stateno = 4008
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
kill = 0
getpower = 0

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time >= 57
trigger1 = Time%3 = 0
trigger1 = Time < 95
attr = S, HA
animtype  = up
damage = IfElse(Var(10),38,32)
pausetime = 0,10
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-20
air.velocity = 0,-20
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = -5
envshake.freq = 100
p2stateno = 4008
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
kill = 0
getpower = 0

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time >= 57
trigger1 = Time%3 = 0
trigger1 = Time < 95
attr = S, HA
animtype  = up
damage = IfElse(Var(10),42,35)
pausetime = 0,10
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-20
air.velocity = 0,-20
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = -5
envshake.freq = 100
p2stateno = 4008
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
kill = 0
getpower = 0

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = Time = 104
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Time = 104
attr = S, HA
animtype  = up
damage = IfElse(Var(10),120,100)
pausetime = 0,6
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-30
air.velocity = 0,-30
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4009
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 104
attr = S, HA
animtype  = up
damage = IfElse(Var(10),132,110)
pausetime = 0,6
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-30
air.velocity = 0,-30
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4009
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 104
attr = S, HA
animtype  = up
damage = IfElse(Var(10),144,120)
pausetime = 0,6
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-30
air.velocity = 0,-30
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4009
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 4003, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 104
attr = S, HA
animtype  = up
damage = IfElse(Var(10),156,130)
pausetime = 0,6
hitflag = MAF
guardflag = 
hitsound = -1
guardsound = -1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 200 && var(44) := -65))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 14
air.hittime = 15
ground.velocity = 0,-30
air.velocity = 0,-30
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 4009
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time >= 57
trigger1 = Time%3 = 0
trigger1 = Time < 95
trigger2 = Time = 104
value = S200,8
freqmul = 1.0
channel = 2

[State 4003, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time >= 124
value = 4004

[StateDef 4004]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4004
sprpriority = 2
velset = 0,0

[State 4004, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S4000,3
channel = 0

[State 4004, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4005]
type = A
movetype = I
physics = N
sprpriority = 1
anim = 4005

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4005, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4005, BindToParent]
type = BindToParent
trigger1 = IsHelper(4005)
pos = 120,3

[State 4005, AngleDraw]
type = AngleDraw
triggerall = IsHelper(4005)
trigger1 = Time < 10
scale = 4,0+(Time*0.6)

[State 4005, AngleDraw]
type = AngleDraw
triggerall = IsHelper(4005)
trigger1 = Time >= 10
scale = 4,6

[State 4005, AngleSet]
type = AngleSet
trigger1 = IsHelper(4005)
value = -15

[State 4005, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(4005)
trigger1 = Time >= 70

[StateDef 4006]
type = A
movetype = I
physics = N
sprpriority = 1
anim = 4006

[State 4006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4006, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4006, BindToParent]
type = BindToParent
trigger1 = IsHelper(4006)
pos = 220,30

[State 4006, AngleDraw]
type = AngleDraw
triggerall = IsHelper(4006)
trigger1 = Time < 20
scale = 0.1,1+(Time*0.2)

[State 4006, AngleDraw]
type = AngleDraw
triggerall = IsHelper(4006)
trigger1 = Time >= 20
scale = 0.1,5

[State 4006, AngleSet]
type = AngleSet
trigger1 = IsHelper(4006)
value = 75

[State 4006, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(4006)
trigger1 = Time >= 100

[StateDef 4007]
type = A
movetype = I
physics = N
sprpriority = 1
anim = 4007

[State 4007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4007, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4007, BindToParent]
type = BindToParent
trigger1 = IsHelper(4007)
pos = 220,30

[State 4007, AngleDraw]
type = AngleDraw
triggerall = IsHelper(4007)
trigger1 = Time <= 70
scale = 0.1+(Time*0.4),7

[State 4007, AngleSet]
type = AngleSet
trigger1 = IsHelper(4007)
value = 75

[State 4007, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(4007)
trigger1 = Time >= 70

[StateDef 4008]
type = A
movetype = H
physics = N

[State 4008, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 4017

[State 4008, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4008, VelSet]
type = velset
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 4008, SelfState]
type = SelfState
trigger1 = Time >= 100
value = 5050
ctrl = 0

[StateDef 4009]
type = A
movetype = H
physics = N

[State 4009, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 4018

[State 4009, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 4009, VelSet]
type = velset
trigger1 = AnimElemTime(1) >= 0
x = 0
y = -20+(AnimElemTime(1)*0.4)

[State 4009, SelfState]
type = SelfState
trigger1 = Time >= 100
value = 5050
ctrl = 0

[State 4009, SelfState]
type = SelfState
trigger1 = AnimElemTime(1) > 10
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0

[StateDef 4100]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4100
facep2 = 1

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 100

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 300
ignorehitpause = 1

[State 4100, VarSet]
type = VarSet
trigger1 = Var(49) > 600
trigger1 = Time = 0
var(49) = 600
ignorehitpause = 1

[State 4100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 4100, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 10
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4100,0
channel = 0

[State 4100, Pause]
type = Pause
trigger1 = Time = 10
time = 80
movetime = 80

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=10

[State 4100, Helper]
type = Helper
trigger1 = Time = 10
name = "EX2"
ID = 6210
stateno = 6210
pos = 0,-85
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S10000,5

[State 4100, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 4101

[StateDef 4101]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4101
sprpriority = 2
velset = 0,0

[State 4101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4101, VelSet]
type = VelSet
trigger1 = Time >= 26
trigger1 = Time <= 51
x = 20

[State 4101, PlayerPush]
type = PlayerPush
trigger1 = MoveHit = 1
value = 0
ignorehitpause = 1

[State 4101, Helper]
type = Helper
trigger1 = Time >= 26
trigger1 = Time%2 = 0
trigger1 = Time < 51
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 4101, Helper]
type = Helper
trigger1 = Time >= 39
trigger1 = Time%3 = 0
trigger1 = Time < 51
helpertype = Normal
name = "Fenrir"
pos = -50,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 4101, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,HA
animtype = Heavy
damage = 0,0
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1stateno = 4103
p2stateno = 4110
kill = 0
getpower = 0
p2facing = 1
forcenofall = 1
Palfx.Time = 350
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
ground.cornerpush.veloff = 0

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = Time = 31
trigger2 = Time = 41
value = S100,9

[State 4101, ChangeState]
type = ChangeState
trigger1 = Time >= 51
value = 4102

[StateDef 4102]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4103
sprpriority = 2

[State 4102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4102, Turn]
type = Turn
trigger1 = Facing = -1
trigger1 = AnimElem = 5

[State 4102, Helper]
type = Helper
trigger1 = Time >= 0
trigger1 = Time%5 = 0
trigger1 = Time < 5
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 4102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4103]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4102

[State 4103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4103, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = abs(enemynear,pos X - pos X) < 140
x = 7.5

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = S100,9

[State 4103, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4103, Helper]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(1)%5 = 0
trigger1 = Time < 41
helpertype = Normal
name = "Fenrir"
pos = -10,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 4103, Helper]
type = Helper
trigger1 = AnimElemTime(1) >= 3
trigger1 = AnimElemTime(1)%5 = 3
trigger1 = Time < 41
helpertype = Normal
name = "Fenrir"
pos = -50,5
stateno = 1102
ID = 1103
ownpal = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = Time = 1
anim = 4110
ID = 4110
pos = 0,0
postype = P2
bindtime = -1
removetime = 240 
ownpal = 1
sprpriority = 5
scale = 1,1
Facing = 1
ignorehitpause = 1
persistent = 1

[State 4103, AllPalFX]
type = AllPalFX
trigger1 = Time = 0
add = 255,255,255
time = 1

[State 4103, ChangeState]
type = ChangeState
trigger1 = Abs(EnemyNear,Pos X - Pos X) >= 150
trigger2 = Time >= 41
value = 4104

[StateDef 4104]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4104
sprpriority = 2
velset = 0,0

[State 4104, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4104, Turn]
type = Turn
trigger1 = Time = 0
ignorehitpause = 1

[State 4104, TargetBind]
type = TargetBind
trigger1 = Time >= 0
pos = 150,0
ignorehitpause = 1

[State 4104, TargetState]
type = TargetState
trigger1 = Time >= 0
value = 4110
ignorehitpause = 1

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4100,1
channel = 0

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = Time >= 27
trigger1 = Time%4 = 0
trigger1 = Time < 75
value = S200,10
freqmul = 1.0
channel = 2

[State 4104, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1003
ID = 1003
postype = p2
pos = 0,0
removetime = 54
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 4104, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 27
ID = 1003
scale = 0+((Time-27)*0.08),0.0+((Time-27)*0.02)

[State 4104, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 37
ID = 1003
scale = 0.8,0.2

[State 4104, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 1004
ID = 1004
postype = p2
pos = 0,0
removetime = 50
ownpal = 1
sprpriority = 0
scale = 1.2,0.3
removeongethit = 1

[State 4104, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 27
ID = 1004
scale = 0+((Time-27)*0.24),0.0+((Time-27)*0.16)

[State 4104, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 37
ID = 1004
scale = 2.4,1.6

[State 4104, EnvShake]
type = EnvShake
trigger1 = time = [24,75]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4104, HitAdd]
type = HitAdd
trigger1 = Time >= 24
trigger1 = Time%3 = 0
trigger1 = Time < 75
value = 1

[State 4104, Helper]
type = Helper
trigger1 = Time >= 24
trigger1 = Time%3 = 0
trigger1 = Time < 75
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 25
helpertype = Normal
name = "Wind"
pos = 150,-60
stateno = 4107
ID = 4107
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
name = "Wind"
pos = 150,-60
stateno = 4107
ID = 4108
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
name = "Wind"
pos = 150,-60
stateno = 4108
ID = 4109
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 35
helpertype = Normal
name = "Wind"
pos = 150,-80
stateno = 4108
ID = 4110
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 40
helpertype = Normal
name = "Wind"
pos = 150,-60
stateno = 4109
ID = 4111
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 45
helpertype = Normal
name = "Wind"
pos = 130,-30
stateno = 4108
ID = 4112
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 50
helpertype = Normal
name = "Wind"
pos = 150,-50
stateno = 4108
ID = 4113
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 55
helpertype = Normal
name = "Wind"
pos = 150,-60
stateno = 4107
ID = 4114
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 55
helpertype = Normal
name = "Wind"
pos = 150,-60
stateno = 4108
ID = 4115
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 60
helpertype = Normal
name = "Wind"
pos = 150,-60
stateno = 4109
ID = 4116
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 65
helpertype = Normal
name = "Wind"
pos = 150,-80
stateno = 4107
ID = 4117
ownpal = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = Time = 70
helpertype = Normal
name = "Wind"
pos = 150,-80
stateno = 4108
ID = 4118
ownpal = 1
ignorehitpause = 1

[State 4104, ChangeState]
type = ChangeState
trigger1 = Time >= 75
value = 4105

[StateDef 4105]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4105
sprpriority = 2
velset = 0,0

[State 4105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4105, TargetState]
type = TargetState
trigger1 = Time >= 0
trigger1 = Time < 137
value = 4110
ignorehitpause = 1

[State 4105, TargetState]
type = TargetState
trigger1 = Time = 137
value = 4111
ignorehitpause = 1

[State 4105, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 137
value = ceil(-325*(fvar(1)*fvar(2)))
Absolute = 0
kill = 1

[State 4105, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
trigger2 = Time = 137
value = 1

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4100,2
channel = 0

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = Time = 120
value = S4100,3
channel = 0

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S200,10
channel = 2

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,9

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,14

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = Time = 137
value = S100,12

[State 4105, EnvShake] 
type = EnvShake
trigger1 = AnimElem = 4
time = 25
ampl = 8
freq = 127

[State 4105, EnvShake] 
type = EnvShake
trigger1 = Time = 137
time = 25
ampl = 10
freq = 127

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 4105, Helper]
type = Helper
trigger1 = Time = 137
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4112
ID = 4112
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.335
Size.Yscale = 0.335
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.3
Size.Yscale = 0.3
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.25
Size.Yscale = 0.25
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.2
Size.Yscale = 0.2
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.18
Size.Yscale = 0.18
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.15
Size.Yscale = 0.15
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.12
Size.Yscale = 0.12
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,10
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.1
Size.Yscale = 0.1
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.335
Size.Yscale = 0.335
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.3
Size.Yscale = 0.3
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.25
Size.Yscale = 0.25
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.2
Size.Yscale = 0.2
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.18
Size.Yscale = 0.18
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.15
Size.Yscale = 0.15
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.12
Size.Yscale = 0.12
IgnoreHitPause = 1

[State 4105, Helper]
Type = Helper
trigger1 = Time = 137
Stateno = 4113
ID = 4113
Name = "Ice"
Pos = 130,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.1
Size.Yscale = 0.1
IgnoreHitPause = 1

[State 4105, Explod]
type = Explod
trigger1 = AnimElem = 4
Anim = 4107
ID = 4107
pos = 150,-50
postype = p1
sprpriority = 5
ownpal = 1
scale = 1.5,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, Explod]
type = Explod
trigger1 = AnimElem = 6
Anim = 4107
ID = 4107
pos = 150,-120
postype = p1
sprpriority = 5
ownpal = 1
scale = 2,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, Explod]
type = Explod
trigger1 = Time = 31
Anim = 4107
ID = 4107
pos = 150,-190
postype = p1
sprpriority = 5
ownpal = 1
scale = 2.5,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, Explod]
type = Explod
trigger1 = AnimElem = 10
Anim = 4108
ID = 4108
pos = 150,-50
postype = p1
sprpriority = 5
ownpal = 1
scale = 0.5,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, Explod]
type = Explod
trigger1 = Time = 83
Anim = 4109
ID = 4109
pos = 150,-50
postype = p1
sprpriority = 5
ownpal = 1
scale = 1,1
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, Explod]
type = Explod
trigger1 = Time >= 83
trigger1 = Time < 119
anim = 4015
ID = 4015
pos = -50+Random%100,20-Random%200
postype = p2
ownpal = 1
bindtime = 1
vel = 0,-2
removetime = -2
sprpriority = 5
scale = 0.0250,0.050
ignorehitpause = 1

[State 4105, Explod]
type = Explod
trigger1 = Time >= 83
trigger1 = Time < 119
anim = 4009+Random%6
ID = 4016
pos = -100+Random%200,20-Random%150
postype = p2
ownpal = 1
bindtime = 1
vel = 0,0
removetime = -2
sprpriority = 5
scale = 0.250,0.25
ignorehitpause = 1

[State 4105, Explod]
type = Explod
trigger1 = Time = 137
Anim = 4107
ID = 4107
pos = 150,-50
postype = p1
sprpriority = 5
ownpal = 1
scale = 1,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, Explod]
type = Explod
trigger1 = Time = 141
Anim = 4107
ID = 4107
pos = 150,-120
postype = p1
sprpriority = 5
ownpal = 1
scale = 2,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, Explod]
type = Explod
trigger1 = Time = 145
Anim = 4107
ID = 4107
pos = 150,-190
postype = p1
sprpriority = 5
ownpal = 1
scale = 3,0.5
bindtime = -1
removetime = -2
ignorehitpause = 1 
persistent = 1

[State 4105, ChangeState]
type = ChangeState
trigger1 = Time >= 200
value = 4106

[StateDef 4106]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4106
sprpriority = 2
velset = 0,0

[State 4106, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4107]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 4107, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4107, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4107, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4107)
scale = 3,-1

[State 4107, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4108)
scale = 3,1

[State 4107, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4114)
scale = 3,-0.8

[State 4107, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4117)
scale = 3,-0.8

[State 4107, AngleSet]
type = AngleSet
trigger1 = IsHelper(4107)
value = 25

[State 4107, AngleSet]
type = AngleSet
trigger1 = IsHelper(4108)
value = 0

[State 4107, AngleSet]
type = AngleSet
trigger1 = IsHelper(4114)
value = 0

[State 4107, AngleSet]
type = AngleSet
trigger1 = IsHelper(4117)
value = -40

[State 4107, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4108]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 211

[State 4108, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4108, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4108, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4109)
scale = 3,1.2

[State 4108, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4110)
scale = 2.5,1.3

[State 4108, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4112)
scale = 3.5,1

[State 4108, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4113)
scale = 2.2,1.2

[State 4108, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4115)
scale = 3,-1

[State 4108, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4118)
scale = 3,-1

[State 4108, AngleSet]
type = AngleSet
trigger1 = IsHelper(4109)
value = 180

[State 4108, AngleSet]
type = AngleSet
trigger1 = IsHelper(4110)
value = 220

[State 4108, AngleSet]
type = AngleSet
trigger1 = IsHelper(4112)
value = 205

[State 4108, AngleSet]
type = AngleSet
trigger1 = IsHelper(4113)
value = 160

[State 4108, AngleSet]
type = AngleSet
trigger1 = IsHelper(4115)
value = 180

[State 4108, AngleSet]
type = AngleSet
trigger1 = IsHelper(4118)
value = 140

[State 4108, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4109]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 401

[State 4109, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4109, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4109, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4111)
scale = 2.5,0.8

[State 4109, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4116)
scale = 3,-1

[State 4109, AngleSet]
type = AngleSet
trigger1 = IsHelper(4111)
value = -25

[State 4109, AngleSet]
type = AngleSet
trigger1 = IsHelper(4116)
value = -10

[State 4109, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4110]
type = A
movetype = H
physics = N

[State 4110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4110, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 0

[State 4110, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 4017

[State 4110, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4110, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4110, VelSet]
type = velset
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 4110, SelfState]
type = SelfState
trigger1 = Time >= 100
value = 5050
ctrl = 0

[StateDef 4111]
type = A
movetype = H
physics = N

[State 4111, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4111, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 0

[State 4111, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 4018

[State 4111, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 4111, VelSet]
type = velset
trigger1 = AnimElemTime(1) >= 0
x = 0
y = -20+(AnimElemTime(1)*0.4)

[State 4111, SelfState]
type = SelfState
trigger1 = Time >= 100
value = 5050
ctrl = 0

[State 4111, SelfState]
type = SelfState
trigger1 = AnimElemTime(1) > 10
trigger1 = Pos Y >= 0
value = 5100
ctrl = 0

[StateDef 4112]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4112, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4112, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4111
ID = 4111
PosType = Left
Pos = 0,0
RemoveTime = 13
BindTime = -1
Ownpal = 1
scale = 10,10
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4112, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 4105

[StateDef 4113]
Type = A
Physics = N
Anim = 4112+Random%2
SprPriority = 8

[State 4113, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 12
Range = -4,4

[State 4113, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 13
Range = -8,-4

[State 4113, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 14
Range = 1,3

[State 4113, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 15
Range = -10,10

[State 4113, PosAdd]
Type = PosAdd
Trigger1 = Time = 1
X = Var(15)

[State 4113, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = Var(12)
Y = Var(13)

[State 4113, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Var(14)/10.0

[State 4113, AngleAdd]
Type = AngleAdd
Trigger1 = Vel X >= 0
Value = -5

[State 4113, AngleAdd]
Type = AngleAdd
Trigger1 = Vel X < 0
Value = 5

[State 4113, AngleDraw]
Type = Angledraw
Trigger1 = 1
Scale = 2,2

[State 4113, Trans]
Type = Trans
Trigger1 = Time >= 44
Trigger2 = Var(12) > 0
Trans = Add

[State 4113, VarAdd]
Type = VarAdd
Trigger1 = Time >= 44
Trigger1 = Var(12) < 256
V = 12
Value = 16

[State 4113, VarSet]
Type = VarSet
Trigger1 = Var(12) >= 256
V = 12
Value = 256

[State 4113, Trans]
type = Trans
trigger1 = Time < 60
trans = Add
ignorehitpause = 1

[State 4113, Trans]
type = Trans
trigger1 = Time >= 60
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-60)*12),256

[State 4113, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 4113, DestroySelf]
Type = Destroyself
Trigger1 = Time >= 80

[StateDef 6000]
Type = S
Physics = S
MoveType = A
Anim = 6000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = AnimElem = 3
V = 46
Value = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = AnimElem = 3
var(45) = -50
ignorehitpause = 1

[State 6000, VarSet]
type = VarAdd
triggerall = Var(47) < 3
trigger1 = Var(46) = 1
trigger1 = time = 11
trigger1 = Var(49) <= 0
v = 47
Value = 1

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = time = 10
trigger1 = Var(47) < 3
trigger1 = Var(49) <= 0
value = 200

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6000, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,30
guard.pausetime = 0,16
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
airguard.ctrltime = 2
guard.velocity = -3
air.velocity = -1.5,-4.4
envshake.time = 9
envshake.ampl = 3
getpower = 0
givepower = 15
yaccel = 0.4

[State 6000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6000,0+Random%4
Channel = 0

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10000,4

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
Helpertype = normal
StateNo = 6001
ID = 6001
name = "Burst"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-53 * const(size.yscale))
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 6002
ID = 6002
name = "MAX"
postype = p1
pos = ceil(-6 * const(size.xscale)), ceil(-64 * const(size.yscale))
size.xscale = 0.335
size.yscale = 0.335
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 6003
ID = 6003
Name = "Cooldown"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6001]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 6001, Explod]
type = Explod
trigger1 = Time = 0
Anim = 6020
ID = 6020
sprpriority = 3
postype = p1
pos = 0,-50
removetime = 16
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6020)
ID = 6020
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 6001, Explod]
type = Explod
trigger1 = time = 0
anim = 6021
ID = 6021
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 6002]
anim = 0
ctrl = 0
sprpriority = -6

[State 6002, Bindtoroot]
type = BindToRoot
trigger1 = 1

[State 6002, Turn]
type = turn
trigger1 = facing != Root,facing

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6002, VarSet]
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6003
value = Root, Anim
elem = Var(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 6002, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
trigger4 = Root,StateNo >= 160
trigger4 = Root,StateNo < 5000
trigger4 = Root,MoveType = H
trigger5 = Root,StateNo >= 6000
trigger5 = Root,MoveType = H
trigger6 = Root,Anim >= 160
trigger6 = Root,Anim < 5000
trigger6 = Root,MoveType = H
trigger7 = Root,Anim >= 6000
trigger7 = Root,MoveType = H
trigger8 = Root,Stateno = [190,194]
trigger9 = Root,Stateno = 5150
flag = Invisible

[State 6002, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6002, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6002, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 6002, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6002, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(46) = 0

[StateDef 6003]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6003, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6003, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6003, Explod]
type = explod
trigger1 = Time = 0
id = 6022
anim = 6022
pos = Ifelse(Teamside = 1,34,282),ifelse(1.0*gamewidth/gameheight<1.34,227,167)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6003, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 300
id = 6022

[State 6003, DestroySelf]
type = DestroySelf
trigger1 = Time >= 300

[StateDef 6004]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6004, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6004, VarRandom]
type = Varrandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 6004, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1420,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1420,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6041,6051)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6040,6050)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1440,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1440,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6060,6070)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6061,6071)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1450,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1450,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6081,6091)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6080,6090)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6040

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6060

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6080

[StateDef 6005]
Type = S
Physics = S
MoveType = I
Anim = 6001
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6005, VarSet]
type = VarSet
trigger1 = Time = 0
V = 46
Value = 0

[State 6005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6010]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) > 500
v = 45
Value = 500

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) < 0
v = 45
Value = 0

[State 6010, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[state ]
type=removeexplod
trigger1=var(1)-root,var(45)/100
trigger1=0*(var(1):=root,var(45)/100)*(var(5):=1)
trigger2=var(2)-(root,var(45)/10)%10
trigger2=0*(var(2):=(root,var(45)/10)%10)*(var(5):=1)
trigger3=var(3)-root,var(45)%10
trigger3=0*(var(3):=root,var(45)%10)*(var(5):=1)
trigger4=var(4)-root,var(47)
trigger4=0*(var(4):=root,var(47))*(var(5):=1)
trigger5=var(5)
trigger5=1||(var(5):=0)

[State 6010, Explod]
type = explod
trigger1 = Numexplod(6010)=0
ID = 6010
anim = IfElse(Teamside = 1,6010,6011)
pos = Ifelse(Teamside = 1,5,314),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6012) = 0
id = 6012
anim = 6012
pos = Ifelse(Teamside = 1,6,313),ifelse(1.0*gamewidth/gameheight<1.34,235,175)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 0
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6012
Scale = .5*Root,Var(45)/500,0.50

[State 6010, PalFX]
type = PalFx
trigger1 = Root,Var(46)
time = 1
add = (-12*(time+10))%240+240,(-12*(time+10))%240+240,(-12*(time+10))%240+240

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6013) = 0
id = 6013
anim = 6013
pos = Ifelse(Teamside = 1,70,248),ifelse(1.0*gamewidth/gameheight<1.34,228,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6013
Scale = .5*Root,Var(48)/480,0.50

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6014) = 0
trigger1 = var(4)
id = 6014
anim = 6013+var(4)+3*(var(4)>6)
pos = Ifelse(Teamside = 1,3,316),ifelse(1.0*gamewidth/gameheight<1.34,229,169)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6030) = 0
anim = 6030+Var(1)
ID = 6030
pos = Ifelse(Teamside = 1,113,190),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6031) = 0
anim = 6030+Var(2)
ID = 6031
pos = Ifelse(Teamside = 1,119,196),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6032) = 0
anim = 6030+Var(3)
ID = 6032
pos = Ifelse(Teamside = 1,125,202),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[StateDef 6200]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6200, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root,Anim
elem = Root,AnimElemNo(0)

[state 6200, Trans]
type = trans
trigger1 = 1||(fvar(0):=sin(time*pi/120))+(fvar(1):=sin(time*pi/60))
trans = AddAlpha
alpha = floor(256*(1-fvar(0))+.5),floor(256*fvar(0)+.5)

[State 6200, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1+.25*fvar(1),1+.25*fvar(1)

[State 6200, PosSet]
type = Posset
trigger1 = 1
x = Root,Pos x
y = Root,Pos y+16*fvar(1)

[State 6200, PalFX]
type = PalFX
trigger1 = !time
time = -1
mul = 0,128,256
trigger1 = !time

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6200
ID = 6200
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
anim = 6201
ID = 6201
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6202
ID = 6202
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6203
ID = 6200
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 60
trigger2 = Root,MoveType = H

[StateDef 6210]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6210, Explod]
type = Explod
trigger1 = time = 0
Anim = 6210
ID = 6210
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1,1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6210, Explod]
type = Explod
trigger1 = time = 0
anim = 6211
ID = 6211
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1,1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6210, DestroySelf]
type = DestroySelf
trigger1 = Time >= 33

[StateDef 8030]
type = A
anim = 99999
velset = 0, 0
sprpriority = 5

[State 8030, PosSet]
type = PosSet
trigger1 = !time = 0
y = 0

[State 8030, Explod]
type = Explod
trigger1 = time = 0 || time = 3 || time = 6
anim = 8030
ID = ifelse((time = 6), 8032, ifelse((time = 3), 8031, 8030))
postype = p1
pos = 0, -4
random = 8, 8
vel = -3 -(random / 1000.0), -2 -(random / 2000.0)
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
removetime = 16
sprpriority = 3
pausemovetime = -1
supermovetime = -1

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8030)
ID = 8030
scale = 0.1 + (0.025 * time), 0.1 + (0.025 * time)
trans = addalpha
alpha = 256 -(16 * time), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8031)
ID = 8031
scale = 0.1 + (0.025 * (time -3)), 0.1 + (0.025 * (time -3))
trans = addalpha
alpha = 256 -(16 * (time -3)), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8032)
ID = 8032
scale = 0.1 + (0.025 * (time -6)), 0.1 + (0.025 * (time -6))
trans = addalpha
alpha = 256 -(16 * (time -6)), 256

[State 8030, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 22

[State 8030, DestroySelf]
type = DestroySelf
trigger1 = !NumExplod

[StateDef 8050]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8050, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8050, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8050, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .3-(time*.03), .3-(time*.03)

[State 8050, AngleDraw]
type = AngleDraw
trigger1= time >= 10
scale = 0,0

[State 8050, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1= !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .3-(.0375*time),.3-(.0375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8050, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8051]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8051, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8051, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time<10
scale = .35-(time*.035), .35-(time*.035)

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8051, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1= NumExplod(8053)
ID = 8053
scale = .35-(.04375*time),.35-(.04375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8051, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8051, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8052]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8052, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8052, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .4-(time*.04), .4-(time*.04)

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8052, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .4-(.05*time),.4-(.05*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8052, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8052, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8053]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8053, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8053, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8053, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8053, AngelDraw]
type = AngleDraw
trigger1 = time < 10
scale = .5-(time*.05), .5-(time*.05)

[State 8053, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8053, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8051)
ID = 8051
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8054)
ID = 8054
scale = .5,.5
trans = addalpha
alpha = 256-(32*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8053)
ID = 8053
scale = .5-(.0625*time),.5-(.0625*time)
trans = addalpha
alpha = 256-(32*time),256

[State 8053, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8053, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8054]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8054, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8054, Angle]
type = angleset
trigger1 = !time
value = 30*(random%12)

[State 8054, AngleAdd]
type = angleadd
trigger1 = 1
value = 30

[State 8054, AngleDraw]
type = angledraw
trigger1 = time < 10
scale = .45-(time*.045), .45-(time*.045)

[State 8054, AngleDraw]
type = angledraw
trigger1 = time >= 10
scale = 0,0

[State 8054, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8051)
ID = 8051
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8052)
ID = 8052
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8054)
ID = 8054
scale = .4,.4
trans = addalpha
alpha = 256-(32*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8053)
ID = 8053
scale = .45-(.05625*time),.45-(.05625*time)
trans = addalpha
alpha = 192-(24*time),256

[State 8054, RemoveExplod]
type = RemoveExplod
trigger1= time >= 16

[State 8054, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 8100]
type = A
velSet = 0,0
anim = 99999

[State 8100, VarSet]
type = VarSet
trigger1 = !Time
var(0) = Parent,var(43)

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8100, Turn]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, DestroySelf]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])
trigger4 = Root,Stateno = 4001

[StateDef 8700]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8700, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8700,0
channel = 2

[State 8700, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8700,8701)
pos = IfElse(Teamside = 1,0,320),110
ID = 8700
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8700, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8700, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 8710]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8710, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8710,0+Random%3
channel = 2

[State 8710, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8710,8711)
pos = IfElse(Teamside = 1,0,320),125
ID = 8710
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8710, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8710, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 9000]
type = A
physics = N
movetype = I
anim = 9000
velset = 0,0
sprpriority = 5

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9000, AnglDraw]
type = AngleDraw
trigger1 = 1
scale = .125+(.046875*time), .125+(.046875*time)

[State 9000, Trans]
type = Trans
trigger1 = time < 4
trans = addalpha
alpha = 256, 256

[State 9000, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 256 - 64*(time-4), 256

[State 9000, DstroySelf]
type = DestroySelf
trigger1 = time >= 8

[statedef 20200]
anim=99999
[state ]
type=null
time=50
anim=-1
p2defmul=1
darken=0
trigger1=1||(var(0):=5*(random%3))||(var(1):=(floor((1.3333333 * GameHeight / GameWidth) * 121))-120)
[state ]
type=explod
anim=20200
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20215
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20202
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20201
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20200+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=explod
anim=20202+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=explod
anim=20201+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=playsnd
value=s20200,random%4
volumescale=140
abspan=0
trigger1=1
[state ]
type=changestate
value=20201
trigger1=1
[statedef 20201]
[state ]
type=destroyself
trigger1=numexplod=0
[state ]
type=modifyexplod
id=20200
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=modifyexplod
id=20203
postype=left
pos=0,0
trigger1=numexplod(20203)

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[StateDef -2]

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%11
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
trigger1 = (stateno = 5000 || stateno = 5010) && numenemy
trigger1 = gethitvar(fall) || (enemynear, hitdefattr = SCA, SA, HA)
trigger2 = (stateno = 5020 || stateno = 5070 || stateno = 5080)
trigger3 = (stateno = 5050 || stateno = 5100) && (prevstateno != [5000, 5199])
value = S5000,0+random%11
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+Random%6
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%6
persistent = 0
channel = 0

[State -2, VarSet]
type = Varset
trigger1 = numenemy
fvar(0) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ifelse(fvar(0) = 0, 1, ifelse(fvar(0) = 1, 1, .96875**fvar(0)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(1)*fvar(2)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = IfElse(Var(46) = 1,1.1,1)

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateNo = Ifelse(MoveGuarded, var(42),var(41))
ID = 8050
postype = p1
pos = Ifelse(P2Dist x < 0, 0, Ifelse(P2Dist x < var(43), ceil(P2Dist x), var(43))), var(44)
ownpal = 1
keyctrl = 0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State -2, Helper]
type = Helper
trigger1 = MoveHit = 1 && Var(40) = HitPauseTime
trigger1 = NumEnemy && Var(10)
trigger1 = !(HitDefAttr = SCA, AT) && (EnemyNear,MoveReversed != 1)
helpertype = normal
stateno = 8700
ID = 8700
name = "Counter"
postype = p1
pos = ifelse(p2dist x<40, 40, ifelse(p2dist x<140, ceil(p2dist x), 140)), -70
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, VarSet]
type = Varset
trigger1 = NumEnemy
var(10) = (EnemyNear,MoveType = A)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State -2, VarRangeSet]
type = VarRangeSet
trigger1 = movetype = I
trigger2 = movetype = H && time
trigger3 = var(41)>0||var(42)>0
trigger3 = movecontact=1
first = 40
last = 44
value = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
trigger2 = Var(46) = 0
trigger2 = Var(45) <=0
v = 45
Value = 0

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != [2000,4999]
v = 45
value = 12

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
trigger1 = StateNo != 950
trigger1 = StateNo != [2000,4999]
v = 45
value = 6

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 1
trigger1 = MoveContact = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != 6000
trigger1 = StateNo != [2000,4999]
v = 45
value = -15

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo != [120,159]
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo = [120,159]
v = 45
value = 2

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) <= 20
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = Gametime%10 = 0
v = 45
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
v = 46
Value = 0

[State -2, VarSet]
type = VarSet
trigger1 = RoundState < 2
trigger1 = Var(48) != 480
trigger2 = Var(48) > 480
var(48) = 480

[State -2, VarAdd]
type = VarAdd
trigger1 = !(NumHelper(1402) || NumHelper(1411))
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = Var(48) < 480
trigger1 = time
v = 48
value = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(49) > 0
trigger1 = !numhelper(20100)
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
var(49) = -1
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
trigger1 = RoundState = 1 
v = 49
value = 0

;[State -2, VarAdd];Testing Purposes
;type = VarAdd
;triggerall = Var(45) <= 500
;trigger1 = Command = "b"
;v = 45
;value = 500

;[State -2, VarSet];Testing Purposes
;type = VarSet
;triggerall = Var(47) <= 3
;trigger1 = Command = "c"
;v = 47
;value = 3

[State -2, PalFX]
type = PalFX
triggerall = Var(46) = 1
trigger1 = !(GameTime % 2)
time = 1
add = 60,60,60
ignorehitpause = 1

[State -2, Helper]
type = Helper
Trigger1 = Var(46) = 1
Trigger1 = NumHelper(6002) = 0
Trigger1 = Var(45) >= 0
helpertype = normal
name = "Aura"
ID = 6002
pos = 0, 0
postype = p1
facing = 1
stateno = 6002
keyctrl = 0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
trigger1 = 1
trigger1 = numhelper(6010) = 0
ID = 6010
name = "MAX_Bar"
stateno = 6010
ownpal = 1
postype = left
pos = 160,
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
flag = NoKOSlow
trigger1 = StateNo = [4000,4199]
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = RoundState >= 2
triggerall = WinKo && !var(37)
trigger1 = StateNo = [4000,4199]
trigger2=movetype=h
trigger2=prevstateno=[4000,4199]
ID = 20150
stateno = 20100
Name = "Super_Combo_Finish"
postype = left
pos = 0,0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State -2, Helper]
type = Helper
trigger1 = RoundState = 2
trigger1 = Var(48) = 479
stateno = 6004
ID = 6004
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
triggerall = NumHelper(6080) = 0
triggerall = RoundState = 4
trigger1 = Alive = 0
trigger2 = StateNo = 170
stateno = 6004
ID = 6080
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
var(37) = 1

[State -2, VarSet]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(37) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*Life/LifeMax <= 20
v = 11
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = 100*Life/LifeMax > 20
v = 11
value = 0

[State -2, Helper]
type = Helper
trigger1 = Var(11) = 1
persistent = 0
id = 8710
name = "Danger"
pos = 0,0
postype = P1
stateno = 8710
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, LifeAdd]
type = LifeAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -5
kill = 0

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -26

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Senna_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 6
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Homura_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,time = 203
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4103
triggerall = MoveType = H
trigger1 = Enemy,time%8 = 0
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4004
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 3
trigger2 = Enemy,AnimElem = 8
trigger3 = Enemy,AnimElem = 12
trigger4 = Enemy,AnimElem = 16
trigger5 = Enemy,AnimElem = 20
trigger6 = Enemy,AnimElem = 24
trigger7 = Enemy,AnimElem = 28
trigger8 = Enemy,AnimElem = 32
trigger9 = Enemy,AnimElem = 36
trigger10 = Enemy,AnimElem = 40
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Rentaro_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 16
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4104
triggerall = MoveType = H
trigger1 = Enemy,Time >= 24
trigger1 = Enemy,Time%3 = 0
trigger1 = Enemy,Time < 75
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4105
triggerall = MoveType = H
trigger1 = Enemy,Time = 12
trigger2 = Enemy,Time = 137
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 951
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 13
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 184
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kuroyukihime_K"
triggerall = Enemy,StateNo = 4002
triggerall = MoveType = H
trigger1 = Enemy,Time = 20
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 2
trigger2 = Enemy,AnimElem = 9
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 1503 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 2502 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,Time%2 = 0
trigger1 = Enemy,Time > 45
trigger1 = Enemy,Time <= 77
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 810 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4004 
triggerall = MoveType = H
trigger1 = Enemy,Time = 95
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4108 
triggerall = MoveType = H
trigger1 = Enemy,Time = 4
trigger2 = Enemy,Time = 9
trigger3 = Enemy,Time = 14
trigger4 = Enemy,Time = 19
trigger5 = Enemy,Time = 24
trigger6 = Enemy,Time = 29
trigger7 = Enemy,Time = 34
trigger8 = Enemy,Time = 39
trigger9 = Enemy,Time = 44
trigger10 = Enemy,Time = 49
trigger11 = Enemy,Time = 52
trigger12 = Enemy,Time = 55
trigger13 = Enemy,Time = 58
trigger14 = Enemy,Time = 61
trigger15 = Enemy,Time = 64
trigger16 = Enemy,Time = 67
trigger17 = Enemy,Time = 70
trigger18 = Enemy,Time = 73
trigger19 = Enemy,Time = 74
trigger20 = Enemy,Time = 75
trigger21 = Enemy,Time = 76
trigger21 = Enemy,Time = 77
trigger22 = Enemy,Time = 78
trigger23 = Enemy,Time = 79
trigger24 = Enemy,Time = 80
trigger25 = Enemy,Time = 81
trigger26 = Enemy,Time = 104
v = 45
value = 2

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Power = %d"
params = fvar(2)

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(20) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger3 = Statetype = A
trigger3 = (Stateno = [600,699])
trigger3 = MoveContact
var(20) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(21) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(21) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(22) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(22) = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = !alive && (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
value = 5950
ignorehitpause = 1

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
flag = nokosnd
ignorehitpause = 1

[State -3, Width]
type = Width
trigger1 = 1
edge = 4,0
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0