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

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 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 = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4		;Walk forward
walk.back = -2.2		;Walk backward
run.fwd  = 9, 0		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-9.91		;Neutral jumping velocity (x, y)
jump.back = -1.6		;Jump back Speed (x, y)
jump.fwd = 1.8		;Jump forward Speed (x, y)
runjump.back = -3.2,-9.91;Running jump speeds (opt)
runjump.fwd = 3.2,-9.91	;.
airjump.neu = 0,-9.4	;.
airjump.back = -1.6	;Air jump speeds (opt)
airjump.fwd = 1.8		;.

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

[Quotes]
Victory1 = "I won. Just like I promised, Kisara."
Victory2 = "This is the power of a Promoter and their Initiator!"
Victory3 = "I won't be able to beat Kagetane at this rate if this is all I can muster...!"
Victory4 = "All this fighting better amount to something. The Cursed Children deserve better..."
Victory5 = "Predicting the path of the bullet and then dodging it isn't all that hard."
Victory6 = "People with obvious weapons like swords and spears may stand out. But I prefer a gun...with some very special bullets."
Victory7 = "It's sukiyaki for dinner tonight!"
Victory8 = "Ha! I won! Yahoo!"
Victory9 = "Don't move. You'll just aggravate your injuries."

;---------------------------------------------------------------------------
; 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%2
velset = 0,0

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

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = time = 0
value = S180,0
channel = 0

[State 180, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = time = 0
value = S180,1+Random%3
channel = 0

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190+Random%2
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%2
channel = 0

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 190
trigger1 = AnimElem = 2
value = S100,9

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = time = 1
value = S190,2
channel = 0

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Sennou-Room" && Enemy,Name = "Asuna"
trigger1 = Time = 0
value = 193

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
trigger1 = Time = 0
value = 194

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Asuna_K"
trigger1 = Time = 0
value = 197

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
trigger1 = Time = 0
value = 198

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

[State 190, ChangeState]
type = ChangeState
trigger1 = Time >= 180
trigger1 = Anim = 191
value = 192
ctrl = 0

[StateDef 191]
type = S
ctrl = 0
anim = 192
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 = 193
velset = 0,0
sprpriority = 2

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

[State 192, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0

[StateDef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 2

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

[State 193, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S190,3

[State 193, ChangeState]
type = ChangeState
trigger1 = Time >= 180
trigger1 = Anim = 191
value = 192
ctrl = 0

[StateDef 194]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 2

[State 194, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 194, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Enju"
pos = 30,0
stateno = 196
ID = 196
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 194, PlaySnd]
type = PlaySnd
trigger1 = Time = 150
value = S190,4
Channel = 0

[State 194, ChangeState]
type = ChangeState
trigger1 = Time >= 320
value = 192
ctrl = 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, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,9

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

[StateDef 196]
Type = S
Physics = N
MoveType = I
ctrl = 0
velset = 0,0
sprpriority = 3
anim = 194

[State 196, Explod]
type = Explod
trigger1 = Time = 150
anim = 196
ID = 196
pos = -5,-95
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 196, ChangeState]
type = ChangeState
trigger1 = Root,StateNo != 194
value = 1413

[StateDef 197]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 2

[State 197, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 197, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S190,3
channel = 0

[State 197, ChangeState]
type = ChangeState
trigger1 = Time >= 310
trigger1 = Anim = 191
value = 192
ctrl = 0

[StateDef 198]
type = S
ctrl = 0
anim = 197
velset = 0,0
sprpriority = 2

[State 198, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 198, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 197
trigger1 = Time >= 510
value = 198

[State 197, PlaySnd]
type = PlaySnd
trigger1 = Anim = 197
trigger1 = Time = 0
value = S190,5
channel = 0

[State 198, ChangeState]
type = ChangeState
trigger1 = Anim = 198
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 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
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2 = 1

[State 200, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

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

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = IfElse(Var(10),17,14)
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6,7
guard.pausetime = 6, 6
hitsound = S200,0
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -68))
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
down.velocity = -4,-2
air.type = High
air.velocity = -2,-2
yaccel = .54
getpower = 20

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 210
facep2 = 1

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

[State 210, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,3+random%3
channel = 0

[State 210, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 211
ID = 211
pos = 0,-20
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = IfElse(Var(10),26,22)
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 8,10
guard.pausetime = 8,8
hitsound = S200,4
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.type = High
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -4.5
air.velocity = -1.4,-6
down.velocity = -4,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 35
getpower = 25
envshake.time = 9
envshake.ampl = 3

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

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 220
facep2 = 1

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,6+random%3
channel = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 220, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3
x = 14

[State 220, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = IfElse(Var(10),46,38)
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,13
guard.pausetime = 10,10
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -4
air.velocity = -1.6,-2
down.velocity = -3.2,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 30
getpower = 30
envshake.time = 9
envshake.ampl = 3

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

[StateDef 225]
type = S
movetype = A
physics = N
anim = 225
ctrl = 0
facep2 = 1
sprpriority = 2
Velset = 0,0

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S400,9
Channel = 0

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 225, VelSet]
type = Velset
trigger1 = AnimElem = 5
X = 12
Y = -5

[State 225, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
Movetype = A
Physics = N

[State 225, VelMul]
type = Velmul
trigger1 = time >= 19
X = 0.9

[State 225, VelAdd]
type = VelAdd
trigger1 = time >= 19
Y = 0.66

[State 225, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Hard
damage = IfElse(Var(10),42,35)
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 10,12
guard.pausetime = 10,10
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 12
ground.hitTime  = 12
ground.velocity = -3.3,-7.4
air.velocity = -3.3,-7.4
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
getpower = 30
envshake.time = 9
envshake.ampl = 3

[State 225, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; 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 = 400
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%3
channel = 0

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = medium
hitflag = MAF
guardflag = MA
ground.type = low
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,0
guardsound = S300,0
damage = IfElse(Var(10),17,14)
priority = 4, Hit
getpower = 19
givepower = 19
pausetime = 8, 7
ground.slidetime = 11
guard.slidetime = 11
ground.hittime = 13
guard.hittime = 13
guard.ctrltime = 13
air.hittime = 13
ground.velocity = -4
air.velocity = -2, -4.5
airguard.velocity = -2.5, -5

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 410
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 = S400,3+random%3
channel = 0

[State 410, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 411
ID = 411
name = "Slash"
postype = p1
pos = 18,15
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype = Hard
damage = IfElse(Var(10),31,26)
hitflag = MAF
guardflag = MA
priority = 2, Hit
pausetime = 8,10
guard.pausetime = 10,10
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) := -30))
ground.type = Low
ground.slideTime = 13
ground.hitTime  = 13
ground.velocity = -4
air.velocity = -0.5,-3.6
down.velocity = -4.5,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 25
envshake.time = 9
envshake.ampl = 2

[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 = 1
scale = 1.5,1.5

[State 411, AngleSet]
type = AngleSet
trigger1 = time = 0
trigger1 = IsHelper(411)
value = 22

[State 411, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = IsHelper(411)
trigger3 = Root,StateNo != 410

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
VelSet = 0,0
ctrl = 0
anim = 420
facep2 = 1

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,6+random%3
channel = 0

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

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C,NA
animtype = Hard
damage = IfElse(Var(10),38,32)
hitflag = MAF
guardflag = L
priority = 4, Hit
pausetime = 10,10
guard.pausetime = 10,10
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
ground.type = Low
ground.slideTime = 15
ground.hitTime  = 15
ground.velocity = -1,-4.5
air.velocity = -1,-4.5
yaccel = .44
fall = 1
air.fall = 1
fall.recover = 0
getpower = 45
envshake.time = 9
envshake.ampl = 3

[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 = 600

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 600, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = IfElse(Var(10),17,14)
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 6,8
guard.pausetime = 6,6
hitsound = S200,0
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.4,-4
down.velocity = -2.8,-2
yaccel = .4
air.fall = 1
fall.recover = 1
fall.recovertime = 15
getpower = 12

[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 = 610

[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 = S400,3+random%3
channel = 0

[State 610, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 611
ID = 611
pos = -15,-35
scale = 0.6,0.6
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Med
damage = IfElse(Var(10),35,30)
hitflag = MAF
guardflag = HA
priority = 2, Hit
pausetime = 8,10
guard.pausetime = 8,8
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) := -40))
ground.type = High
ground.slideTime = 13
ground.hitTime  = 13
ground.velocity = -4
air.velocity = -1.4,-3
down.velocity = -4,-2
yaccel = .4
air.fall = 1
fall.recover = 1
fall.recovertime = 35
getpower = 25
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time >= 21
value = 1

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

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,6+random%3
channel = 0

[State 620, HitDef]
Type = HitDef
Trigger1 = AnimElem = 4
Attr = A, NA
Damage = IfElse(Var(10),50,42)
HitFlag = MAF
GuardFlag = HA
Priority = 3, Hit
PauseTime = 10,13
Guard.PauseTime = 10,10
HitSound = S200,2
GuardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -3.5
Guard.Velocity = -8.5
Air.Velocity = -3.6,-5.8
AirGuard.Velocity = -3,-1.4
YAccel = .54
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 27
GetPower = 35
GivePower = 15
envshake.time = 9
envshake.ampl = 3

[State 620, 5]
type = CtrlSet
trigger1 = Time >= 25
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 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S800,4+Random%2
channel = 0

; 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 = S800,0
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
velset = 0,0

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 12

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 6

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = MoveContact = 1
v = 45
value = -15

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 15
pos = 53

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 47

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

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

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,NA
animtype  = Hard
damage = 80
hitflag = MAF
guardflag =
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -72))
hitsound = S200,2
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 = 9
envshake.ampl = 2

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

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

[State 820, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

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

;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

[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 = 1
value = SCA

[State 950, PlaySnd]
type = PlaySnd
trigger1 = Time = 24
value = S950,0+Random%2
channel = 0

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

[State 950, PlaySnd]
type = PlaySnd
trigger1 = Time = 24
value = S100,2

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

[State 950, Helper]
type = Helper
trigger1 = Time = 0
Helpertype = normal
StateNo = 952
ID = 952
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, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 950, VelSet]
type = VelSet
trigger1 = Time > 24
trigger1 = Time <= 40
x = 13

[State 950, VelSet]
type = VelSet
trigger1 = Time > 40
trigger1 = Time <= 50
x = 2

[State 950, VelSet]
type = VelSet
trigger1 = Time > 50
x = 1

[State 950, Explod]
type = Explod
trigger1 = Time = 24
anim = 954
ID = 954
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 950, Explod]
type = Explod
trigger1 = Time = 24
anim = 1417
ID = 1417
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 950, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,SA
damage = 100
guardflag =
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 10,13
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-55)))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime  = 16
airguard.ctrltime = 16
ground.velocity = -1,-10
air.velocity = -1,-10
yaccel = 0.55
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 950, ChangeState]
type = ChangeState
trigger1 = Time >= 55
value = 951

[StateDef 951]
Type = S
MoveType = I
Physics = N
VelSet = 0,0
Anim = 951
ctrl = 0

[State 951, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,6

[State 951, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 952]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 953, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 952, Explod]
type = Explod
trigger1 = Time = 0
Anim = 952
ID = 952
sprpriority = 3
postype = p1
pos = 0,-53
removetime = 16
supermovetime = -1
ownpal = 1

[State 952, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(952)
ID = 952
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 952, Explod]
type = Explod
trigger1 = time = 0
anim = 953
ID = 953
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
supermovetime = -1
ownpal = 1

[State 952, DestroySelf]
type = DestroySelf
trigger1= time >= 16

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 14
value = S100,10

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,0+Random%2
channel = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 14
helpertype = normal
stateno = 1001
ID = 1001
name = "Gunfire"
postype = p1
pos = 40,-100
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.3
size.yscale = 0.25
ownpal = 1

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

[StateDef 1001]
Type = A
Movetype = A
Physics = N
Anim = 1001
Ctrl = 0
Sprpriority = 5

[State 1001, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1001)
trigger1 = NumHelper(1001)
trigger1 = Helper(1001),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1001, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1001)
trigger1 = NumHelper(1001)
trigger1 = Helper(1001),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1001, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1001, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = S,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),4
hitflag = MAF
guardflag = MA
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35

[State 1001, 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(0)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1001, 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(0)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1001, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1001, 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 1001, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = time = 13
value = S100,10

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,0+Random%2
channel = 0

[State 1010, Helper]
type = Helper
trigger1 = time = 13
helpertype = normal
stateno = 1011
ID = 1011
name = "Gunfire"
postype = p1
pos = 30,-65
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.25
size.yscale = 0.25
ownpal = 1

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

[StateDef 1011]
Type = A
Movetype = A
Physics = N
Anim = 1011
Ctrl = 0
Sprpriority = 5

[State 1011, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1011)
trigger1 = NumHelper(1011)
trigger1 = Helper(1011),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1011, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1011)
trigger1 = NumHelper(1011)
trigger1 = Helper(1011),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1011, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1011, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 1011, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -45
ignorehitpause = 1

[State 1011, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = S,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),4
hitflag = MAFD
guardflag = LA
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-8
air.velocity = -1,-8
down.velocity = -1,0
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
yaccel = IfElse(P2StateType = A,0.55,0.45)
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35

[State 1011, 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(enemy,Pos Y+45)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1011, 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(enemy,Pos Y+45)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1011, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1011, 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 1011, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S100,10

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,0+Random%2
channel = 0

[State 1020, Helper]
type = Helper
trigger1 = time = 12
helpertype = normal
stateno = 1021
ID = 1021
name = "Gunfire"
postype = p1
pos = 40,-120
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.25
size.yscale = 0.25
ownpal = 1

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

[StateDef 1021]
Type = A
Movetype = A
Physics = N
Anim = 1021
Ctrl = 0
Sprpriority = 5

[State 1021, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1021)
trigger1 = NumHelper(1021)
trigger1 = Helper(1021),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1021, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1021)
trigger1 = NumHelper(1021)
trigger1 = Helper(1021),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1021, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1021, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 1021, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 15
ignorehitpause = 1

[State 1021, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = S,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),4
hitflag = MAF
guardflag = MA
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35

[State 1021, 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(-28)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1021, 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(-28)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1021, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1021, 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 1021, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1030]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1030
poweradd = 110
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = time = 14
value = S100,10

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

[State 1030, VelSet]
Type = VelSet
trigger1 = AnimElem = 5
X = -3
Y = -3

[State 1030, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
Y = 0.5

[State 1030, Helper]
type = Helper
trigger1 = time = 14
helpertype = normal
stateno = 1031
ID = 1031
name = "Gunfire"
postype = p1
pos = 35,-90
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.25
size.yscale = 0.25
ownpal = 1

[State 1030, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1032

[StateDef 1031]
Type = A
Movetype = A
Physics = N
Anim = 1031
Ctrl = 0
Sprpriority = 5

[State 1031, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1031)
trigger1 = NumHelper(1031)
trigger1 = Helper(1031),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1031, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1031)
trigger1 = NumHelper(1031)
trigger1 = Helper(1031),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1031, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1031, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1031, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 1031, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -45
ignorehitpause = 1

[State 1031, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),4
hitflag = MAF
guardflag = LA
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-3
air.velocity = -6,-3
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35

[State 1031, 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 - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1031, 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 1031, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1031, 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 1031, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1032]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1032
sprpriority = 2

[State 1032, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1032, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1032, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1032, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,5+Random%2
channel = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = Hard
damage = IfElse(Var(10),46,38),4
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 15,18
guard.pausetime = 15,15
hitsound = S200,2
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) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 2
air.velocity = 2,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 15
envshake.time = 10
envshake.ampl = 3

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

[StateDef 1101]
Type = A
Movetype = A
Physics = N
Anim = 1101
velset = 0,0
Ctrl = 0

[State 1101, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 5
Y = -10

[State 1101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 1102
ID = 1102
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 1101, VelMul]
type = Velmul
trigger1 = AnimElemTime(4) > 0
X = 0.9

[State 1101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
Y = 0.76

[State 1101, Hitdef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),68,57),9
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-65)))
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 1
fall.recovertime = 45
air.fall = 1
yaccel = 0.44
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -2,-11
guard.velocity = -4
air.velocity = -2,-11
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
getpower = 25
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1101, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1103

[StateDef 1102]
type = A
movetype = I
physics = N
sprpriority = 6

[State 1102, ChangeAnim]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(1102)
trigger2 = IsHelper(4003)
value = 1201

[State 1102, ChangeAnim]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(4103)
trigger2 = IsHelper(4104)
trigger3 = IsHelper(2100)
value = 4109

[State 1102, ChangeAnim]
type = ChangeAnim
triggerall = time = 0
trigger1 = IsHelper(4105)
value = 4110

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

[State 1102, BindToParent]
type = BindToParent
trigger1 = !IsHelper(4003)
pos = 0,-155
ignorehitpause = 1

[State 1102, BindToParent]
type = BindToParent
trigger1 = IsHelper(4003)
pos = 30,-145
ignorehitpause = 1

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

[State 1102, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1102)
trigger2 = IsHelper(2100)
scale = 0.5,0.25

[State 1102, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4003)
scale = 0.5,0.5

[State 1102, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4103)
trigger2 = IsHelper(4104)
trigger3 = IsHelper(4105)
scale = 0.75,0.5

[State 1102, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 90

[State 1102, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = IsHelper(1102)
trigger3 = Root,StateNo != 1101
trigger4 = IsHelper(2100)
trigger4 = Root,StateNo != 2100
trigger5 = IsHelper(4003)
trigger5 = Root,StateNo != 4003
trigger6 = IsHelper(4103)
trigger6 = Root,StateNo != 4103
trigger7 = IsHelper(4104)
trigger7 = Root,StateNo != 4104
trigger8 = IsHelper(4105)
trigger8 = Root,StateNo != 4105

[StateDef 1103]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1102
sprpriority = 2

[State 1103, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1103, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1103, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 1200, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1200, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

[State 1200, Width]
type = Width
trigger1 = 1
Player = 30,0

[State 1200, ChangeState]
type = ChangeState
triggerall = command != "hold_x"
triggerall = Var(0) >= 10
trigger1 = Var(49) <= 0
trigger1 = Var(0) <= 29
trigger2 = Var(49) > 0
trigger2 = Var(0) <= 14
value = 1201

[State 1200, ChangeState]
type = ChangeState
trigger1 = Var(49) <= 0
trigger1 = Var(0) >= 30
trigger2 = Var(49) > 0
trigger2 = Var(0) >= 15
value = 1202

[StateDef 1201]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1202
sprpriority = 2
velset = 0,0

[State 1201, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1201, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 30

[State 1201, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,0+Random%2
channel = 0

[State 1201, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1201, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 954
ID = 954
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1201, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1201
ID = 1201
pos = 90,-65
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1201, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),90,75),10
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -4,-1
airguard.velocity = -3,-3
fall.recovertime = 40
fall = 0
yaccel = 0.54
envshake.time = 10
envshake.ampl = 3

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

[StateDef 1202]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1203
sprpriority = 2
velset = 0,0

[State 1202, Width]
type = Width
trigger1 = Time = [0,5]
Player = 30,0

[State 1202, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 40

[State 1202, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,2+Random%3
channel = 0

[State 1202, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1202, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 954
ID = 954
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1202, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1201
ID = 1201
pos = 90,-65
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1202, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),120,100),13
pausetime = 15,20
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 11
air.hittime = 20
guard.ctrltime = 11
airguard.ctrltime = 20
ground.velocity = -9,-5
guard.velocity = -3
air.velocity = -9,-5
airguard.velocity = -3,-3
fall.recover = 0
fall = 1
yaccel = 0.54
envshake.time = 10
envshake.ampl = 4

[State 1202, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1210]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1200
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

[StateDef 1211]
type = S
movetype = I
physics = S
ctrl = 0
anim = 100
velset = 0,0

[State 1211, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1211, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

[State 1211, VelSet]
type = VelSet
trigger1 = time > 0
x = const(velocity.run.fwd.x)

[State 1211, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = S100,3

[State 1211, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
triggerall = Var(0) >= 4
trigger1 = Var(49) <= 0
trigger1 = Var(0) <= 19
trigger2 = Var(49) > 0
trigger2 = Var(0) <= 9
value = 1212

[State 1211, ChangeState]
type = ChangeState
trigger1 = Var(49) <= 0
trigger1 = Var(0) >= 20
trigger2 = Var(49) > 0
trigger2 = Var(0) >= 10
value = 1213

[StateDef 1212]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1210
sprpriority = 2
velset = 0,0

[State 1212, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 4107
ID = 4107
pos = 30,0
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1212, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1301
ID = 1301
pos = 70,-155
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1212, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4108
ID = 4108
pos = 45,-75
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1212, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = S100,2

[State 1212, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1220,0+Random%2
channel = 0

[State 1212, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2

[State 1212, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),48,40),12
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 6,0
guard.velocity = 3
air.velocity = 6,-1
airguard.velocity = 3,-3
fall.recovertime = 40
fall = 0
yaccel = 0.54
envshake.time = 10
envshake.ampl = 3

[State 1212, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),48,40),12
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -8,0
guard.velocity = -6
air.velocity = -8,-1
airguard.velocity = -3,-3
fall.recovertime = 40
fall = 0
yaccel = 0.54
envshake.time = 10
envshake.ampl = 3

[State 1212, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1213]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1211
sprpriority = 2
velset = 0,0

[State 1213, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 4107
ID = 4107
pos = 30,0
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1213, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1301
ID = 1301
pos = 70,-155
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1213, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4108
ID = 4108
pos = 45,-75
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1213, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = S100,2

[State 1213, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1220,2+Random%2
channel = 0

[State 1213, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2

[State 1213, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),72,60),15
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 4,0
guard.velocity = 3
air.velocity = 4,-1
airguard.velocity = 3,-3
fall.recovertime = 40
fall = 0
yaccel = 0.54
envshake.time = 10
envshake.ampl = 3

[State 1213, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),72,60),15
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
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

[State 1213, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1220]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1200
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221

[StateDef 1221]
type = S
movetype = I
physics = S
ctrl = 0
anim = 100
velset = 0,0

[State 1221, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1221, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

[State 1221, VelSet]
type = VelSet
trigger1 = time > 0
x = const(velocity.run.fwd.x)

[State 1221, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = S100,3

[State 1221, ChangeState]
type = ChangeState
triggerall = command != "hold_z"
triggerall = Var(0) >= 4
trigger1 = Var(49) <= 0
trigger1 = Var(0) <= 14
trigger2 = Var(49) > 0
trigger2 = Var(0) <= 7
value = 1222

[State 1221, ChangeState]
type = ChangeState
trigger1 = Var(49) <= 0
trigger1 = Var(0) >= 15
trigger2 = Var(49) > 0
trigger2 = Var(0) >= 8
value = 1225

[StateDef 1222]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1220
sprpriority = 2
velset = 0,0

[State 1222, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1222, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2

[State 1222, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 1222, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 1224
ID = 1224
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1222, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 9
x = 5
y = -4

[State 1222, VelAdd]
type = VelAdd
trigger1 = time > 9
Y = 0.85

[State 1222, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1210,0+Random%2
channel = 0

[State 1222, Hitdef]
type = Hitdef
trigger1 = !MoveContact
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),90,75),10
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -4,-1
airguard.velocity = -3,-3
fall.recovertime = 40
fall = 0
yaccel = 0.54
envshake.time = 10
envshake.ampl = 3

[State 1222, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1223

[StateDef 1223]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1221
velset = 0,0
sprpriority = 2

[State 1223, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1223, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0

[State 1223, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1223, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1224]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 1201

[State 1224, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1224, BindToParent]
type = BindToParent
trigger1 = 1
pos = 40,-15
ignorehitpause = 1

[State 1224, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1224, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.25

[State 1224, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 1224, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -80

[State 1224, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[StateDef 1225]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1220
sprpriority = 2
velset = 0,0

[State 1225, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1225, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 1225, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2

[State 1225, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 1224
ID = 1224
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1222, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 9
x = 5
y = -4

[State 1222, VelAdd]
type = VelAdd
trigger1 = time > 9
Y = 0.85

[State 1225, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1210,2+Random%2
channel = 0

[State 1225, HitDef]
type = Hitdef
trigger1 = !MoveContact
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(10),120,100),13
pausetime = 15,20
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 11
air.hittime = 20
guard.ctrltime = 11
airguard.ctrltime = 20
ground.velocity = -9,-5
guard.velocity = -3
air.velocity = -9,-5
airguard.velocity = -3,-3
fall.recover = 0
fall = 1
yaccel = 0.54
envshake.time = 10
envshake.ampl = 4

[State 1225, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1223

[StateDef 1300]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1300
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1300, VelSet]
Type = VelSet
trigger1 = time = 1
X = 4
Y = -5

[State 1300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.5

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,3
channel = 0

[State 1300, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1301
ID = 1301
pos = 20,-140
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1300, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A,SA
animtype = Hard
damage = IfElse(Var(10),84,70),7
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,15
guard.pausetime = 10,10
hitsound = S200,2
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) := -65))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -3.2,-4
air.velocity = -1.6,3
down.velocity = -3.2,-4
yaccel = .44
fall = 1
fall.recover = 1
fall.recovertime = 35
getpower = 30
envshake.time = 10
envshake.ampl = 3

[State 1300, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1032

[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 = S410,22+Random%4
channel = 0

[State 1400, Helper]
type = Helper
trigger1 = time = 0
ID = 1401
pos = 60,0
postype = P1
stateno = 1401
helpertype = normal
name = "Enju"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

[StateDef 1401]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1401
sprpriority = 3

[State 1401, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1401)
trigger1 = Helper(1401),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1401, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1401)
trigger1 = Helper(1401),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1401, NotHitBy]
type = NotHitBy
trigger1 = Anim = 1401
value = ,NT,ST,HT

[State 1401, HitOverride]
type = HitOverride
trigger1 = Anim = 1401
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1406

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S420,3+Random%2

[State 1401, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 1405
ID = 1405
name = "Uppercut"
postype = p1
pos = 25,30
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1401, Hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA
hitflag	= MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),84,70)*(root,fvar(1)*root,fvar(2))),9
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 30,30
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.54
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -2,-20
guard.velocity = -4
air.velocity = -2,-20
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1401, 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 1401, 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 1401, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1401, 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 1401, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1402

[StateDef 1402]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1402
velset = 0,0

[State 1402, NotHitBy]
type = NotHitBy
trigger1 = Anim = 1402
value = ,NT,ST,HT

[State 1402, HitOverride]
type = HitOverride
trigger1 = Anim = 1402
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1406

[State 1402, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 1402, VelSet]
type = VelSet
trigger1 = AnimElem = 4
y = -2

[State 1402, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
Y = 0.56

[State 1402, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1403

[StateDef 1403]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1403
velset = 0,0

[State 1403, NotHitBy]
type = NotHitBy
trigger1 = Anim = 1403
value = ,NT,ST,HT

[State 1402, HitOverride]
type = HitOverride
trigger1 = Anim = 1403
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1406

[State 1403, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1403, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S420,5+Random%3
channel = 1

[State 1403, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1403, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1403, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 1404

[StateDef 1404]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1404
velset = 0,0

[State 1404, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,16

[State 1404, VelSet]
type = Velset
trigger1 = Time > 0
X = -10
Y = -20

[State 1404, DestroySelf]
type = DestroySelf
trigger1 = Time >= 30

[StateDef 1405]
type = A
movetype = I
physics = N
Anim = 1405
sprpriority = 6

[State 1405, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1405, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1405, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1405, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 20

[State 1405, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1406]
type = A
movetype = H
physics = N
ctrl = 0
anim = 1406
velset = 0,0

[State 1406, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 30
flag = Invisible

[State 1406, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S430,0+Random%3
channel = 1

[State 1406, VelSet]
type = Velset
trigger1 = Time > 0
X = -10
Y = -20

[State 1406, DestroySelf]
type = DestroySelf
trigger1 = Time >= 120

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

[State 1410, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 1
v = 47
Value = -1

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

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,22+Random%4
channel = 0

[State 1410, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = time = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = time = 0
ID = 1411
pos = 250,-250
postype = P2
stateno = 1411
facing = -1
helpertype = normal
name = "Enju"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1410, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 0
ID = 1411
pos = 250,-250
postype = P2
stateno = 1415
facing = -1
helpertype = normal
name = "Enju"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

[StateDef 1411]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1410
sprpriority = 2

[State 1411, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1411, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1411, AngleSet]
type = AngleSet
trigger1 = Vel x != 0
value = Atan(Vel y/Vel x)*(-180.0/pi)+((Vel x<0)*180) + 30
ignorehitpause = 1

[State 1411, AngleSet]
type = AngleSet
trigger1 = Vel x = 0
value = IfElse(Vel y<0,30,-30)
ignorehitpause = 1

[State 1411, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 1411, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1414
ID = 1414
name = "Uppercut"
postype = p1
pos = 25,30
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S420,8+Random%6
channel = 1

[State 1411, VelSet]
type = VelSet
trigger1 = time > 0
X = 20
Y = 15

[State 1415, Hitdef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = S,SA
hitflag	= MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 15,30
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 30
ground.hittime= 30
guard.hittime = 12
air.hittime = 30
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -0.25,-15.5
guard.velocity = -4
air.velocity = -0.25,-15.5
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1411, 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 - 85)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1411, 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 - 85)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1411, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1411, 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 1411, ChangeState]
Type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
Value = 1412

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

[State 1412, Explod]
type = Explod
trigger1 = time = 0
anim = 1417
ID = 1417
pos = 40,5
scale = 0.3,0.3
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1412, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,6

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

[State 1412, VelSet]
type = VelSet
trigger1 = time > 0
x = 1.5

[State 1412, ChangeState]
Type = ChangeState
trigger1 = time >= 20
Value = 1413

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

[State 1413, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(196)
trigger1 = Time = 0
ID = 196

[State 1413, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 1412
trigger1 = AnimTime = 0
value = 1413

[State 1413, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1413
statetype = A

[State 1413, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1413
trigger1 = time = 20
value = S100,16

[State 1413, VelSet]
type = Velset
trigger1 = Anim = 1413
trigger1 = time >= 20
X = 10
Y = -20

[State 1413, DestroySelf]
Type = DestroySelf
trigger1 = time >= 60

[StateDef 1414]
type = A
movetype = I
physics = N
Anim = 1416
sprpriority = 6

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

[State 1414, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1414, BindToParent]
type = BindToParent
trigger1 = IsHelper(1414)
trigger2 = IsHelper(1415)
pos = 10,-45
ignorehitpause = 1

[State 1414, BindToParent]
type = BindToParent
trigger1 = IsHelper(1419)
pos = 10,-80
ignorehitpause = 1

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.6

[State 1414, AngleSet]
type = AngleSet
trigger1 = IsHelper(1414)
trigger2 = IsHelper(1415)
value = -65

[State 1414, AngleSet]
type = AngleSet
trigger1 = IsHelper(1419)
value = -100

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1414)
trigger1 = Parent,StateNo != 1411
trigger2 = IsHelper(1415)
trigger2 = Parent,StateNo != 1415
trigger3 = IsHelper(1419)
trigger3 = Parent,StateNo != 1419

[StateDef 1415]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1410
sprpriority = 2

[State 1415, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveContact = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1415, AngleSet]
type = AngleSet
trigger1 = Vel x != 0
value = Atan(Vel y/Vel x)*(-180.0/pi)+((Vel x<0)*180) + 30
ignorehitpause = 1

[State 1415, AngleSet]
type = AngleSet
trigger1 = Vel x = 0
value = IfElse(Vel y<0,30,-30)
ignorehitpause = 1

[State 1415, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 1415, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1414
ID = 1415
name = "Uppercut"
postype = p1
pos = 25,30
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1415, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S420,8+Random%6
channel = 1

[State 1415, VelSet]
type = VelSet
trigger1 = time > 0
X = 20
Y = 15

[State 1415, Hitdef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = S,SA
hitflag	= MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 15,30
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 30
ground.hittime= 30
guard.hittime = 12
air.hittime = 30
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -0.25,-15.5
guard.velocity = -4
air.velocity = -0.25,-15.5
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1415, 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 - 85)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1415, 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 - 85)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1415, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1415, 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 1415, ChangeState]
Type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
Value = 1416

[StateDef 1416]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1411
sprpriority = 2

[State 1416, Explod]
type = Explod
trigger1 = time = 0
anim = 1417
ID = 1417
pos = 40,5
scale = 0.3,0.3
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1416, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,6

[State 1416, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1416, VelSet]
type = VelSet
trigger1 = time > 0
x = 1.5

[State 1416, ChangeState]
Type = ChangeState
trigger1 = time >= 15
Value = 1417

[StateDef 1417]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1412
sprpriority = 2

[State 1417, Turn]
type = turn
trigger1 = time = 0

[State 1417, ChangeState]
Type = ChangeState
trigger1 = AnimTime = 0
Value = 1418

[StateDef 1418]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1413
sprpriority = 2

[State 1418, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,16

[State 1418, VelSet]
type = VelSet
trigger1 = time > 0
trigger1 = time <= 20
X = 5
Y = -20

[State 1418, ChangeState]
Type = ChangeState
trigger1 = Time > 20
Value = 1419

[StateDef 1419]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1414
sprpriority = 2

[State 1419, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveContact = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1419, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S420,8+Random%6
channel = 1

[State 1411, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1414
ID = 1419
name = "Uppercut"
postype = p1
pos = 25,30
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1419, VelSet]
type = VelSet
trigger1 = time > 0
X = -1
Y = 20

[State 1419, Turn]
type = turn
trigger1 = time = 0

[State 1419, Hitdef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
attr = S,SA
hitflag	= MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 30,30
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.54
ground.slidetime= 30
ground.hittime= 30
guard.hittime = 12
air.hittime = 30
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 1,6
guard.velocity = -4
air.velocity = 1,6
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1419, 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 = 0
size.xscale = 1
size.yscale = 1

[State 1419, 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 = 0
size.xscale = 1
size.yscale = 1

[State 1419, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1419, 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 1419, ChangeState]
Type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
Value = 1420

[StateDef 1420]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1415
velset = 0,0

[State 1420, NotHitBy]
type = NotHitBy
trigger1 = Anim = 1415
value = ,NT,ST,HT

[State 1420, HitOverride]
type = HitOverride
trigger1 = Anim = 1415
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1406

[State 1420, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1420, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1420, ChangeState]
type = ChangeState
trigger1 = Time >= 30
value = 1402

[StateDef 2000]
type = S
movetype = I
physics = N
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 = time = 14
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, PlaySnd]
type = PlaySnd
trigger1 = time = 13
value = S100,11

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

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,2
channel = 0

[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, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = time = 13
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = time = 13
helpertype = normal
stateno = 2001
ID = 2001
name = "Gunfire"
postype = p1
pos = 45,-110
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 13
helpertype = normal
stateno = 2001
ID = 2002
name = "Gunfire"
postype = p1
pos = 45,-110
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 2000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2001]
Type = A
Movetype = A
Physics = N
Anim = 2001
Ctrl = 0
Sprpriority = 5

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

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

[State 2001, HitDef]
type = HitDef
trigger1 = IsHelper(2001)
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = S,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),120,100)*(root,fvar(1)*root,fvar(2))),10
hitflag = MAF
guardflag = MA
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,-3.5
air.velocity = -8,-3.5
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 2001, HitDef]
type = HitDef
trigger1 = IsHelper(2002)
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = S,HP
animtype  = Hard
damage = IfElse(Root,Var(10),132,110),11
hitflag = MAF
guardflag = MA
pausetime = 1,5
guard.pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,-3.5
air.velocity = -8,-3.5
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 2001, 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(0)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p2
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(0)
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 2010]
type = A
movetype = I
physics = N
ctrl = 0
anim = 2010
sprpriority = 2
velset = 0,0
facep2 = 1

[State 2010, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 13
v = 47
Value = -1

[State 2010, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2010, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2010, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2010, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2010, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 18

[State 2010, 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 2010, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2010, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S100,11

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,2
channel = 0

[State 2010, VelSet]
Type = VelSet
trigger1 = AnimElem = 5
X = -3
Y = -3

[State 2010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
Y = 0.5

[State 2010, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = time = 12
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = time = 12
helpertype = normal
stateno = 2011
ID = 2011
name = "Gunfire"
postype = p1
pos = 35,-90
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 2010, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 12
helpertype = normal
stateno = 2011
ID = 2012
name = "Gunfire"
postype = p1
pos = 35,-90
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 2010, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1103

[StateDef 2011]
Type = A
Movetype = A
Physics = N
Anim = 2011
Ctrl = 0
Sprpriority = 5

[State 2011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2011, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2011, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 2011, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -45
ignorehitpause = 1

[State 2011, HitDef]
type = HitDef
trigger1 = IsHelper(2011)
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),120,100)*(root,fvar(1)*root,fvar(2))),20
hitflag = MAF
guardflag = LA
pausetime = 1,5
guard.pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,-3.5
air.velocity = -8,-3.5
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 2011, HitDef]
type = HitDef
trigger1 = IsHelper(2012)
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
attr = A,HP
animtype  = Hard
damage = IfElse(Root,Var(10),132,110),28
hitflag = MAF
guardflag = LA
pausetime = 1,5
guard.pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8,-3.5
air.velocity = -8,-3.5
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 2011, 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 - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2011, 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 2011, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2100]
type = S
movetype = A
physics = N
anim = 2100
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 = 16

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

[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, VelSet]
type = Velset
trigger1 = AnimElem = 4
X = 7
Y = -10

[State 2100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
Movetype = A
Physics = N

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 1102
ID = 2100
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,7
channel = 0

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
damage = IfElse(Var(10),46,38),5
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 15,18
guard.pausetime = 15,15
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0
air.velocity = 0,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2100, Hitdef]
type = HitDef
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 1
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),40,33),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 5,5
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-75)))
hitsound = S200,8
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.54
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -1,-12
guard.velocity = -4
air.velocity = -1,-12
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0

[State 2100, VelMul]
type = Velmul
trigger1 = AnimElemTime(7) > 0
X = 0.9

[State 2100, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
Y = 0.76

[State 2100, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1032

[StateDef 2200]
type = S
movetype = I
physics = S
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, 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, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 2200, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

[State 2200, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

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

[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, Width]
type = Width
trigger1 = 1
Player = 50,0

[State 2200, ChangeState]
type = ChangeState
triggerall = command != "hold_x"
triggerall = command != "hold_y"
triggerall = command != "hold_z"
triggerall = Var(0) >= 10
trigger1 = Var(49) <= 0
trigger1 = Var(0) <= 29
trigger2 = Var(49) > 0
trigger2 = Var(0) <= 14
value = 2201

[State 2200, ChangeState]
type = ChangeState
trigger1 = Var(49) <= 0
trigger1 = Var(0) >= 30
trigger2 = Var(49) > 0
trigger2 = Var(0) >= 15
value = 2202

[StateDef 2201]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2200
sprpriority = 2
velset = 0,0

[State 2201, Width]
type = Width
trigger1 = Time = [0,5]
Player = 40,0

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 40

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,2+Random%3
channel = 0

[State 2201, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2201, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 954
ID = 954
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 2201, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1201
ID = 1201
pos = 90,-65
scale = 0.75,0.75
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 2201, 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),168,140),30
pausetime = 15,20
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8053))
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 = 20
ground.hittime = 20
guard.hittime = 11
air.hittime = 20
guard.ctrltime = 11
airguard.ctrltime = 20
ground.velocity = -9,-5
guard.velocity = -3
air.velocity = -9,-5
airguard.velocity = -3,-3
fall.recover = 0
fall = 1
yaccel = 0.54
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 2201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 2202]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2201
sprpriority = 2
velset = 0,0

[State 2202, Width]
type = Width
trigger1 = Time = [0,5]
Player = 50,0

[State 2202, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 4
v = 47
Value = -1

[State 2202, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 50

[State 2202, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 2202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

[State 2202, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,2+Random%3
channel = 0

[State 2202, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2202, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 954
ID = 954
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 2202, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1201
ID = 1201
pos = 90,-65
scale = 0.75,0.75
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 2202, Hitdef]
type = Hitdef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 3
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = 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),216,180),40
pausetime = 15,20
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 11
air.hittime = 20
guard.ctrltime = 11
airguard.ctrltime = 20
ground.velocity = -9,-5
guard.velocity = -3
air.velocity = -9,-5
airguard.velocity = -3,-3
fall.recover = 0
fall = 1
yaccel = 0.54
envshake.time = 10
envshake.ampl = 4

[State 2202, Hitdef]
type = Hitdef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
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),216,180),40
pausetime = 15,20
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 11
air.hittime = 20
guard.ctrltime = 11
airguard.ctrltime = 20
ground.velocity = -9,-5
guard.velocity = -3
air.velocity = -9,-5
airguard.velocity = -3,-3
fall.recover = 0
fall = 1
yaccel = 0.54
envshake.time = 10
envshake.ampl = 4
p2StateNo = 2203

[State 2202, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 2203]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 2203, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 2203, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 2203, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 2203, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 2203, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 2204

[StateDef 2204]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 2204, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 2204, VelSet]
type = VelSet
trigger1 = Time = 0
x = -20

[State 2204, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2204, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 2204, 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 2204, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 2204, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 2204, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 2205

[State 2204]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 2206

[StateDef 2205]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 2205, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 2205, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 2205, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 2205, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 2205, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2205, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 2205, 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 2205, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 2205, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -1
y = -8

[State 2205, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 2205, 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 2205, Turn]
Type = Turn
Trigger1 = Time = 0

[State 2205, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 2206]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 2206, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 2206, 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 2206, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 2206, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 2206, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2206, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 2206, 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 2206, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 2206, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -8

[State 2206, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 2206, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 2206, Turn]
type = Turn
trigger1 = Time = 0

[State 2206, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

[StateDef 2300]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2300
sprpriority = 2
velset = 0,0
facep2 = 1

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 5
v = 47
Value = -1

[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 = 13

[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, VelSet]
Type = VelSet
trigger1 = time = 0
X = 4
Y = -5

[State 2300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.5

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,4
channel = 0

[State 2300, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1301
ID = 2300
pos = 45,-200
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2300, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 4
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 4
attr = A,SA
animtype = Hard
damage = IfElse(Var(10),144,120),12
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,15
guard.pausetime = 10,10
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -3.2,-4
air.velocity = -1.6,8
down.velocity = -3.2,-4
yaccel = .54
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2300, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 4
attr = A,SA
animtype = Hard
damage = IfElse(Var(10),120,100),12
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,15
guard.pausetime = 10,10
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -3.2,-4
air.velocity = -1.6,8
down.velocity = -3.2,-4
yaccel = .54
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
p2stateno = 2301

[State 2300, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2304

[StateDef 2301]
type = A
movetype = H
physics = N
velset = 0,0
Ctrl = 0

[State 2301, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 0

[State 2301, Offset]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 2301, Offset]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 2301, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2301, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 2302

[StateDef 2302]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2302, VelSet]
type = VelSet
trigger1 = Time = 0
x = -2
y = 15

[State 2302, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = Time = 0
value = 5035

[State 2302, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 2302, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0
trigger1 = Time >= 1
value = 2303

[StateDef 2303]
type = U
movetype = H
Physics = N
ctrl = 0
velset = 0,0

[State 2303, EnvShake]
type = EnvShake
trigger1 = Time = 0
time  = 10
ampl  = 5
freq  = 90

[State 2303, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 2303, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command != "holddown" && Command != "holdup"
trigger1 = Command = "fwd" || Command = "back" || Command = "holdfwd" || Command = "holdback"
trigger2 = Command != "holddown" && Command != "holdfwd" && Command != "holdback"
trigger2 = Command = "up" || Command = "holdup"
value = 5200

[State 2303, SelfState]
type = SelfState
triggerall = Time >= 25
triggerall = Pos Y < -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery" || Command = "a" || Command = "b" || Command = "c" || Command = "x" || Command = "y" || Command = "z"
Value = 5210

[State 2303, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 0
value = 5061

[State 2303, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2303, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
Value = 5035

[State 2303, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 =! SelfAnimExist(5035)
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 =! SelfAnimExist(5030)
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 2303, VelSet]
type = VelSet
trigger1 = Time = 0
y = -10

[State 2303, StateTypeSet]
type = StateTypeSet
trigger1 = StateType != A
trigger1 = Time = 0
StateType = A

[State 2303, VelAdd]
type = VelAdd
trigger1 = Time >= 1
y = 0.4

[State 2303, HitFallSet]
type = HitFallSet
trigger1 = Time = 25
value = 1
IgnoreHitPause = 1
Persistent = 0

[State 2303, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 2304]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 2301
sprpriority = 2

[State 2304, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2304, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2304, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 2304, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3000]
Type = S
Physics = S
MoveType = I
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 = 3
var(49) = 420
ignorehitpause = 1

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = AnimElem = 3
var(49) = 600
ignorehitpause = 1

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

[State 3000, SuperPause]
type = SuperPause
trigger1 = Anim = 3000
trigger1 = time = 0
time = 56
movetime = 56
anim = -1
p2defmul = 1
darken = 0

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = -5,-95
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 = time = 0
value = S410,18+Random%4
channel = 0

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

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 3002
ID = 3002
pos = -3,-109
scale = 0.2,0.2
postype = p1
sprpriority = 10
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 3001
ID = 3001
Name = "TH 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, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 3000
trigger1 = Time >= 45
value = 3001

[State 3000, ChangeState]
type = ChangeState
trigger1 = Anim = 3001
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3001]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 3001, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

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

[State 3001, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3001, 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 3001, 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 3001, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6019
Scale = .5*Root,Var(49)/600,0.50

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6017

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6019

[State 3001, 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 = 175,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 = 175,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,-75
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 = S410,12
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 = 16
v = 47
Value = -1

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 16
v = 47
Value = -2

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 16
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 = 4
value = SCA
time = 3

[State 4001, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 4007
ID = 4007
name = "Gunfire"
postype = p1
pos = 30,-65
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.25
size.yscale = 0.25
ownpal = 1

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,10

[State 4001, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HT
animtype = Heavy
damage = 0,0
guardflag = MA
pausetime = 0,10
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,8
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 = 4002
p2stateno = 4010
kill = 0
getpower = 0
p2facing = 1
forcenofall = 1
envshake.time = 10
envshake.ampl = 4

[State 4001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4002]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4002

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4002, Explod]
type = Explod
trigger1 = Time = 43
anim = 4007
ID = 4007
pos = -20,-85
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4002, Explod]
type = Explod
trigger1 = Time = 43
anim = 4007
ID = 4007
pos = -30,-90
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4002, Explod]
type = Explod
trigger1 = Time = 43
anim = 4007
ID = 4007
pos = -35,-30
scale = 0.6,0.6
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4002, Explod]
type = Explod
trigger1 = Time = 43
anim = 4007
ID = 4007
pos = -30,-10
scale = 0.6,0.6
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4002, PosAdd]
type = PosAdd
trigger1 = Time = 0 && P2BodyDist x <= 10
x = -10

[State 4002, Width]
type = Width
trigger1 = Time = 0 && FrontEdgeBodyDist <= 60
edge = 60,0

[State 4002, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 60,0

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = Time = 43
value = S410,17
channel = 0

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = Time = 43
value = S100,12

[State 4002, ChangeState]
type = ChangeState
trigger1 = Time >= 101
value = 4003

[StateDef 4003]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4003

[State 4003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4003, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4003, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1201
ID = 1201
pos = 90,-65
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4003, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
stateno = 1102
ID = 4003
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,13
channel = 0

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,14
channel = 0

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
value = S100,2

[State 4003, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,HA
damage = 0
animtype = Hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 20,180
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -65))
hitsound = S200,8
guardsound = S300,0
ground.type = Low
ground.velocity = 0
guard.velocity = 0
getpower = 0
kill = 0
envshake.time = 10
envshake.ampl = 4

[State 4003, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S,HA
damage = 0
animtype = Light
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,20
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -70))
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.velocity = 0
guard.velocity = 0
getpower = 0
kill = 0
envshake.time = 10
envshake.ampl = 4
P2Stateno = 4011

[State 4003, VelSet]
type = VelSet
trigger1 = Time >= 30
y = 20

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 4004

[StateDef 4004]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 4004
sprpriority = 2

[State 4004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
pausemovetime = 9999
supermovetime = 9999

[State 4004, Helper]
Type = Helper
Trigger1 = time = 0
StateNo = 4015
ID = 4015
Name = "BG"
Pos = 0,0
PosType = Back
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 4004, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4012

[State 4004, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,15
channel = 0

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S100,16

[State 4004, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = 200

[State 4004, VelSet]
type = VelSet
trigger1 = time >= 30
trigger1 = time < 45
y = -18

[State 4004, VelSet]
type = VelSet
trigger1 = time >= 45
y = -1

[State 4004, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 4005

[StateDef 4005]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 4005
sprpriority = 2

[State 4005, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 18
v = 47
Value = -1

[State 4005, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 18
v = 47
Value = -2

[State 4005, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 18
v = 47
Value = -3

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoShadow
pausemovetime = 9999
supermovetime = 9999

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
pausemovetime = 9999
supermovetime = 9999

[State 4005, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4005, VelSet]
type = VelSet
trigger1 = time >= 0
y = 0.2

[State 4005, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 4008
ID = 4008
name = "Explosion"
postype = p1
pos = -60,-15
ownpal = 1
size.xscale = 0.75
size.yscale = 0.75

[State 4005, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 4009
ID = 4009
name = "Explosion2"
postype = p1
pos = -60,-15
ownpal = 1
size.xscale = 0.75
size.yscale = 0.75

[State 4005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S410,16
channel = 0

[State 4005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 4005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,13

[State 4005, EnvShake]
type = EnvShake
trigger1 = time = [17,90]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4005, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 3
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 3
attr = S,HA
damage = 385
animtype = Hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S100,24
guardsound = S300,0
ground.type = High
ground.velocity = 0
guard.velocity = 0
getpower = 0
P2StateNo = 4013

[State 4005, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElem = 3
attr = S,HA
damage = 424
animtype = Hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S100,24
guardsound = S300,0
ground.type = High
ground.velocity = 0
guard.velocity = 0
getpower = 0
P2StateNo = 4013

[State 4005, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElem = 3
attr = S,HA
damage = 462
animtype = Hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S100,24
guardsound = S300,0
ground.type = High
ground.velocity = 0
guard.velocity = 0
getpower = 0
P2StateNo = 4013

[State 4005, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElem = 3
attr = S,HA
damage = 500
animtype = Hard
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S100,24
guardsound = S300,0
ground.type = High
ground.velocity = 0
guard.velocity = 0
getpower = 0
P2StateNo = 4013

[State 4005, AllPalFX]
type = AllPalFX
trigger1 = Time = 80
sinadd = 256, 256, 256, 80
time = 20
persistent = 0

[State 4005, ChangeState]
type = ChangeState
trigger1 = Time >= 100
value = 4006

[StateDef 4006]
type = A
physics = N
Ctrl = 0
Anim = 4006
VelSet = 0,0

[State 4006, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4014

[State 4006, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-90,90)
y = -300

[State 4006, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.67

[State 4006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4006, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 52

[StateDef 4007]
Type = A
Movetype = I
Physics = N
Anim = 4014
Ctrl = 0
Sprpriority = 5

[State 4007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4007, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4007, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 4007, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -45
ignorehitpause = 1

[State 4007, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4008]
Type = A
Movetype = I
Physics = N
Anim = 4008
Ctrl = 0
Sprpriority = 5

[State 4008, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4008, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4008, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 4008, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -90
ignorehitpause = 1

[State 4008, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4009]
Type = A
Movetype = I
Physics = N
Anim = 4009
Ctrl = 0
Sprpriority = 5

[State 4009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4009, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4009, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 4009, AngleSet]
type = AngleSet
trigger1 = time = 0
value = -90
ignorehitpause = 1

[State 4009, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4010]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 4010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4010, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 100

[State 4010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4010, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4010, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4010

[State 4010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[StateDef 4011]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4011, VelSet]
type = VelSet
trigger1 = time > 7
y = -20

[State 4011, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4011

[State 4011, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[StateDef 4012]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4012, SprPriority]
type = SprPriority
trigger1 = time = 0
value = 5

[State 4012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4010, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,60,-60)
y = -400

[State 4012, VelSet]
type = VelSet
trigger1 = time >= 0
trigger1 = time < 21
y = 18

[State 4012, VelSet]
type = VelSet
trigger1 = time >= 21
y = -0.5

[State 4012, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4012

[State 4012, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[StateDef 4013]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4013, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4013, VelSet]
type = VelSet
trigger1 = time >= 0
y = 20

[State 4013, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4013

[State 4013, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[StateDef 4014]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4014, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-70,70)
y = -200

[State 4014, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4014, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4013

[State 4014, VelSet]
type = VelSet
Trigger1 = time > 0
y = 20

[State 4014, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[StateDef 4015]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 5

[State 4015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4015, Explod]
type = Explod
trigger1 = NumExplod(4015) = 0
trigger1 = Time = 0
anim = 4015
postype = Back
pos = 160,115
sprpriority = -99
ownpal = 1
bindtime = 1
ID = 4015
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999
scale = 0.5,0.5

[State 4015, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 160
ID = 4015

[State 4015, DestroySelf]
type = DestroySelf
trigger1 = Time = 160

[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, Pause]
type = Pause
trigger1 = Time = 10
time = 50
movetime = 50

[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 = -15,-65
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S10000,5

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,8
channel = 0

[State 4100, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 4101

[StateDef 4101]
type = S
movetype = I
physics = S
ctrl = 0
anim = 100
sprpriority = 2
velset = 0,0

[State 4101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,7

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = S100,3

[State 4101, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4101, VelSet]
type = VelSet
trigger1 = Time > 0
x = 12

[State 4101, ChangeState]
type = ChangeState
triggerall = time >= 4
trigger1 = P2BodyDist X = [-10,10]
trigger2 = FrontEdgeDist <= 15
value = 4102

[StateDef 4102]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4101
sprpriority = 2
velset = 0,0

[State 4102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4102, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4102, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 4107
ID = 4107
pos = 30,0
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4102, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1301
ID = 1301
pos = 70,-155
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4102, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4108
ID = 4108
pos = 45,-75
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = S100,2

[State 4102, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2

[State 4102, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S,HA
damage = IfElse(Var(10),17,14),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,15
guard.pausetime = 6, 6
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -8))
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0
air.velocity = 0,0
getpower = 0
envshake.time = 10
envshake.ampl = 4
forcenoair = 1
kill = 0

[State 4102, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = IfElse(Var(10),17,14),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5,10
guard.pausetime = 5, 5
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -68))
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
fall.recover = 0
fall = 1
getpower = 0
envshake.time = 10
envshake.ampl = 4
kill = 0

[State 4102, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = MoveHit = 1
value = 4103

[State 4102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4103]
type = S
movetype = A
physics = N
anim = 4102
ctrl = 0
sprpriority = 2

[State 4103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4103, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4103, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0
y = 0

[State 4103, VelSet]
type = Velset
trigger1 = AnimElem = 5
X = 2
Y = -9

[State 4103, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = A
Movetype = A
Physics = N

[State 4103, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4103, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4103, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 1102
ID = 4103
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 0

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S410,9
channel = 0

[State 4103, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
animtype = Hard
damage = IfElse(Var(10),26,22),4
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 15,18
guard.pausetime = 15,15
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0
air.velocity = 0,-2
yaccel = .44
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
kill = 0

[State 4103, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),22,18),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -105))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-7
guard.velocity = -4
air.velocity = 0,-7
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
kill = 0

[State 4103, VelMul]
type = Velmul
trigger1 = AnimElemTime(9) > 0
X = 0.9

[State 4103, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) > 0
Y = 8

[State 4103, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 4104

[StateDef 4104]
type = S
movetype = A
physics = N
anim = 4103
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4104, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4104, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4104, VelSet]
type = Velset
trigger1 = AnimElem = 4
X = 2
Y = -11

[State 4104, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
Movetype = A
Physics = N

[State 4104, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4104, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4104, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 1102
ID = 4104
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 0

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,10
channel = 0

[State 4104, Hitdef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),22,18),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 3,3
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -105))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.48
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = 0,-7
guard.velocity = -4
air.velocity = 0,-7
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
kill = 0

[State 4104, VelMul]
type = Velmul
trigger1 = AnimElemTime(9) > 0
X = 0.9

[State 4104, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) > 0
Y = 9

[State 4104, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 4105

[StateDef 4105]
type = S
movetype = A
physics = N
anim = 4104
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4105, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4105, VelSet]
type = Velset
trigger1 = AnimElem = 4
X = 0
Y = -8

[State 4105, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
Movetype = A
Physics = N

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 1102
ID = 4105
name = "Uppercut"
postype = p1
pos = 0,0
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 0

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S410,11
channel = 0

[State 4105, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,HA
animtype = Hard
damage = IfElse(Var(10),26,22),4
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 15,18
guard.pausetime = 10,10
hitsound = S200,6
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0
air.velocity = 0,-2
yaccel = .44
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
kill = 0

[State 4105, Hitdef]
type = HitDef
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) < 0
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),31,26),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 2,2
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -95))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= 0,-10
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
kill = 0

[State 4105, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
Y = 0.55

[State 4105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4106

[StateDef 4106]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4105
sprpriority = 2

[State 4106, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.55

[State 4106, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4106, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 4106, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1301
ID = 1301
pos = 100,-400
scale = 2,2
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 4106, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A,HA
animtype = Hard
damage = IfElse(Var(10),60,50),7
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 30,35
guard.pausetime = 10,10
hitsound = S200,8
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y+40)))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -3.2,8
air.velocity = -1.6,8
yaccel = .44
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
p2stateno = 4108

[State 4106, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 4107

[StateDef 4107]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4106
velset = 0,0
sprpriority = 2

[State 4107, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4107, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4107, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0

[State 4107, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4107, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4107, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4108]
type = A
movetype = H
physics = N
sprpriority=1

[State 4108, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 4108, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 4108, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = anim

[State 4108, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver=0
value = 1

[State 4108, VelSet]
type = VelSet
trigger1 = 1
y = 22
persistent = 0

[State 4108, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 4109

[StateDef 4109]
type = A
movetype = H
physics = N
sprpriority = 1

[State 4109, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4109, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 4109, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -10.5

[State 4109, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 4109, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 4109, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 4109, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

[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, AssertSpecial]
type = AssertSpecial
trigger1 = Root,StateNo = [4000,4019]
flag = NoShadow

[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 = S420,1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S420,2

[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 = 1,6042,6052)
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 = S440,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S440,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
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, Explod]
type = explod
trigger1 = Var(1) = 1
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, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S440,2

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S440,3

[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)/420,0.50

[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 = 1.5,1.5
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 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%5
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%5
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 != [800,810]
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) != 420
trigger2 = Var(48) > 420
var(48) = 420

[State -2, VarAdd]
type = VarAdd
trigger1 = !(NumHelper(1401) || NumHelper(1411))
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = Var(48) < 420
trigger1 = time
v = 48
value = 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, VarAdd]
type = VarAdd
trigger1 = var(49) > 0
trigger1 = !numhelper(20100)
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
var(49) = -1
IgnoreHitPause = 1

[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, Helper]
type = Helper
trigger1 = RoundState = 2
trigger1 = Var(48) = 419
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, 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, 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, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(211)
trigger1 = Stateno != 210
ID = 211

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(611)
trigger1 = Stateno != 610
ID = 611

[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

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