; 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 = 255			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 15		;Player width (back, air)
air.front = 16		;Player width (front, air)
height = 65			;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, -55		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.8	;Walk forward
walk.back = -1.3		;Walk backward
run.fwd  = 6, 0		;Run forward (x, y)
run.back = -8,-4	;Hop backward (x, y)
jump.neu = 0,-9.5		;Neutral jumping velocity (x, y)
jump.back = -1.5		;Jump back Speed (x, y)
jump.fwd = 1.8		;Jump forward Speed (x, y)
runjump.back = -2.2,-9.9;Running jump speeds (opt)
runjump.fwd = 2.2,-9.9	;.
airjump.neu = 0,-9.4	;.
airjump.back = -1.9	;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 = .52		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

[Quotes]
Victory1 = "...You sure have a lot of free time."
Victory2 = "Satisfied? Then I'm going home. There's someone that will worry too much if I walk around too late at night."
Victory3 = "You know someone with eyes like mine? Isn't that nice, in the end he's probably not right in the head either."
Victory4 = "I don't mind a good fight but, you guys are a whole different story. Even I'm getting into it too much. Don't you think that's messed up as a person?"
Victory5 = "...It's the same anywhere I go."
Victory6 = " It's so hot... I don't really like it but, I kind of want some strawberry ice cream."
Victory7 = "You're ten years too early to talk about how to kill something. Rather, three years too late? I'm your senpai when it comes to these eyes, lover-boy."
Victory8 = "Aozaki? Don't tell me you're her relative. Hmm, you're a lot normal than I thought. Touko never has anything good to say about you so I thought you'd be more... you know, right?"
Victory9 = "I know someone like you. I guess Hell and Chaos are pretty similar."

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

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

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

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

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

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

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 180+Random%3

[State 181, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 180
trigger1 = AnimElem = 5
value = S180,0
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 181
trigger1 = AnimElem = 5
value = S180,1
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 182
trigger1 = AnimElem = 5
value = S180,2
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = Anim = 180
trigger1 = AnimElem = 5
value = S181,0
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = Anim = 181
trigger1 = AnimElem = 5
value = S181,1
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = Anim = 182
trigger1 = AnimElem = 5
value = S181,2
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,17

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

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[StateDef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

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

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

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

[State 191, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 1
value = S190,0+Random%5
Channel = 0

[State 191, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 1
value = S191,0+Random%3
Channel = 0

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

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

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

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,17

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

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

[State 200, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

[State 200, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,0+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 = 24,IfElse(var(45) > 0,2,0)
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 5,8
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) := -78))
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
down.velocity = -3.6,-2.5
air.type = High
air.velocity = -3.6,-2.5
yaccel = .48
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
poweradd = 35
ctrl = 0
velset = 0,0
anim = 210

[State 210, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
x = 10

[State 210, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+random%3
channel = 0

[State 210, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,2+random%3
channel = 0

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

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

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
animtype  = Medium
damage = 35,IfElse(var(45) > 0,3,0)
hitflag = MAF
guardflag = MA
priority = 2, Hit
pausetime = 4,9
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) := -65))
ground.type = High
ground.slideTime = 13
ground.hitTime  = 13
ground.velocity = -5
air.velocity = -1.4,-6.6
down.velocity = -4,-2.5
yaccel = .48
air.fall = 1
fall.recover = 1
getpower = 20
envshake.time = 9
envshake.ampl = 2

[State 210, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(6) <= 3
trigger1 = Command = "y"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
Value = 215

[State 210, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 215]
type = S
movetype= A
physics = S
poweradd = 25
ctrl = 0
velset = 0,0
anim = 215

[State 215, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
x = 10

[State 215, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+random%3
channel = 0

[State 215, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,2+random%3
channel = 0

[State 215, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

[State 215, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 216
ID = 216
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 215, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,NA
animtype  = Medium
damage = 25,IfElse(var(45) > 0,3,0)
hitflag = MAF
guardflag = MA
priority = 2, Hit
pausetime = 3,9
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) := -65))
ground.type = High
ground.slideTime = 13
ground.hitTime  = 13
ground.velocity = -5
air.velocity = -1.4,-6.6
down.velocity = -4,-2.5
yaccel = .48
air.fall = 1
fall.recover = 1
getpower = 20
envshake.time = 9
envshake.ampl = 2

[State 215, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

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

[State 220, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 221
ID = 221
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 220, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%3
channel = 0

[State 220, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S450,4+random%3
channel = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 220, PosAdd]
Type = PosAdd
Trigger1 = AnimElemtime(5) = 0
X = 15

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 60,IfElse(var(45) > 0,5,0)
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,5
guardsound = S300,0
ground.type = high
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6
airguard.ctrltime = 2
guard.velocity = -5
air.velocity = -1.5,-7.8
getpower = 20
givepower = 15
envshake.time = 9
envshake.ampl = 3
yaccel = 0.48

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

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

[State 230, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

[State 230, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,0+random%3
channel = 0

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 230, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 231
ID = 231
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 230, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 24,IfElse(var(45) > 0,2,0)
animtype = Light
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 6,6
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,3
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
air.type = High
air.velocity = -1,-4.2
guard.kill = 0
air.fall = 1
getpower = 15
yaccel = 0.48

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

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

[State 240, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 241
ID = 241
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 240, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+random%3
channel = 0

[State 240, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,2+random%3
channel = 0

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,1

[State 240, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = medium
hitflag = MAF
guardflag = MA
ground.type = low
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,4
guardsound = S300,0
damage = 43,IfElse(var(45) > 0,4,0)
priority = 2, Hit
getpower = 24, 12
givepower = 24, 12
pausetime = 8,9
guard.pausetime = 8,8
ground.slidetime = 13
guard.slidetime = 13
ground.hittime = 13
guard.hittime = 13
guard.ctrltime = 13
air.hittime = 14
ground.velocity = -5
air.velocity = -1.5, -6.6
envshake.time = 9
envshake.ampl = 2

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

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

[State 220, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 251
ID = 251
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(3) = 0
x = 15

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(6) = 0
x = 10

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(9) = 0
x = -10

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(10) = 0
x = -8

[State 250, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%3
channel = 0

[State 250, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S450,4+random%3
channel = 0

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage = 53,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
hitsound = S200,5
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 = -8
air.velocity = -1.5,-7.8
down.velocity = -3,-2.5
yaccel = .48
air.fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 30
envshake.time = 9
envshake.ampl = 3

[State 250, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[StateDef 400]
type = C
movetype= A
physics = C
poweradd = 19
ctrl = 0
anim = 400
VelSet = 0,0

[State 400, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 401
ID = 401
sprpriority = 3
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 400, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

[State 400, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,0+random%3
channel = 0

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,0

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 3
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 = S200,3
guardsound = S300,0
damage = 30,IfElse(var(45) > 0,3,0)
priority = 1, Hit
getpower = 19
givepower = 19
pausetime = 8, 7
ground.slidetime = 10
guard.slidetime = 10
ground.hittime = 10
guard.hittime = 10
guard.ctrltime = 10
air.hittime = 10
ground.velocity = -3.8
air.velocity = -2, 6

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd = 40
ctrl = 0
anim = 410
sprpriority = 2
VelSet = 0,0

[State 410, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 411
ID = 411
sprpriority = 4
pos = 20,-10
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

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

[State 410, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+random%3
channel = 0

[State 410, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,2+random%3
channel = 0

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype = Hard
damage = 44,IfElse(var(45) > 0,3,0)
hitflag = MAF
guardflag = MA
priority = 2, Hit
pausetime = 5,10
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) := -35))
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

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

[State 420, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 420, VelSet]
type = VelSet
trigger1 = AnimElemtime(3) >= 2
trigger1 = AnimElemtime(4) <= 0
x = 18

[State 420, VelSet]
type = VelSet
trigger1 = AnimElemtime(4) = 1
x = 0

[State 420, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(4) = 1
x = 18

[State 420, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(4) = 1
x = 5

[State 420, VelSet]
type = velset
trigger1 = AnimElemtime(7) >= 1
trigger1 = AnimElemtime(8) <= 0
x = 15

[State 420, VelSet]
type = VelSet
trigger1 = AnimElemtime(8)= 1
x = 0

[State 420, PosAdd]
type = PosAdd
Trigger1 = AnimElemtime(8) = 1
x = 15

[State 420, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%3
channel = 0

[State 420, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S450,4+random%3
channel = 0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,2

[State 420, explod]
type = Explod
trigger1 = AnimElem = 9
anim = 421
ID = 421
sprpriority = 3
pos = -100, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = C, NA
animtype = Hard
damage = 58,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
hitsound = S200,5
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) := -35))
ground.type = Trip
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -0.5,-4.2
guard.velocity = -8
air.velocity = -1,-8
down.velocity = -2,-2
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 35
getpower = 25
envshake.time = 9
envshake.ampl = 3

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 430, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

[State 430, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,0+random%3
channel = 0

[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,0

[State 430, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C,NA
animtype = Hard
damage = 22,IfElse(var(45) > 0,2,0)
hitflag = MAF
guardflag = MA
priority = 1, Hit
pausetime = 6,8
guard.pausetime = 7,9
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) := -15))
ground.type = Low
ground.slideTime = 10
ground.hitTime  = 10
ground.velocity = -3.8
air.velocity = -2,-6.6
down.velocity = -2,-3
yaccel = .54
air.fall = 1
fall.recover = 1
getpower = 20

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

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

[State 440, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+random%3
channel = 0

[State 440, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,2+random%3
channel = 0

[State 440, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

[State 440, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 15

[State 440, VelSet]
type = VelSet
trigger1 = AnimElemtime(3) >= 0
trigger1 = AnimElemtime(5) <= 3
x = 5

[State 440, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 440, HitDef]
type = HitDef
trigger1 = !Movecontact
attr = C, NA
animtype = Hard
damage = 41,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = MA
priority = 2, Hit
pausetime = 10,10
guard.pausetime = 10,10
hitsound = S200,1
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -2
air.velocity = -1.4,-5
down.velocity = -2,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 35
getpower = 25
envshake.time = 9
envshake.ampl = 2

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

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

[State 450, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%3
channel = 0

[State 450, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S450,4+random%3
channel = 0

[State 450, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 450, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = C,NA
animtype = Hard
damage = 62,IfElse(var(45) > 0,6,0)
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 = Trip
ground.slideTime = 18
ground.hitTime  = 18
ground.velocity = -0.5,-2.5
air.velocity = -0.5,-1.5
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 0
getpower = 45
envshake.time = 9
envshake.ampl = 3

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

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

[State 600, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

[State 600, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,0+random%3
channel = 0

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

[State 600, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 601
ID = 601
sprpriority = 3
pos = 0,-5
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 0
ownpal = 1

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,NA
animtype = Light
damage = 22,IfElse(var(45) > 0,2,0)
hitflag = MAF
guardflag = MA
priority = 1, Hit
pausetime = 6,6
guard.pausetime = 6,6
hitsound = S200,3
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 = -3.5
air.velocity = -1.4,-6.8
down.velocity = -2.8,-2
yaccel = .54
fall = 0
air.fall = 1
fall.recover = 1
getpower = 12

[State 600, 5]
type = CtrlSet
trigger1 = Time >= 27
value = 1

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

[State 610, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+random%3
channel = 0

[State 610, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,2+random%3
channel = 0

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = S100,1

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

[State 610, explod]
type = Explod
trigger1 = AnimElem = 8
anim = 612
ID = 612
sprpriority = 3
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 0

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,NA
animtype = Med
damage = 30,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = HA
priority = 2, Hit
pausetime = 8,8
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 = 11
ground.hitTime  = 11
ground.velocity = -4
air.velocity = -1.4,-5
down.velocity = -2.4,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 25
envshake.time = 9
envshake.ampl = 2

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = A,NA
animtype = Med
damage = 30,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = HA
priority = 2, Hit
pausetime = 8,8
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,-5
down.velocity = -4,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 25
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time >= 32
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 620]
type    = A
movetype= A
physics = A
poweradd= 50
ctrl = 0
anim = 620
sprpriority = 2

[State 620, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%3
channel = 0

[State 620, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S450,4+random%3
channel = 0

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 620, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 621
ID = 621
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,NA
animtype = Hard
damage = 64,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 8,8
guard.pausetime = 8,8
hitsound = S200,5
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) := -40))
ground.type = High
ground.slideTime = 15
ground.hitTime  = 15
ground.velocity = -4.5
air.velocity = -1.4,-5
down.velocity = -2.8,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 35
getpower = 35
envshake.time = 9
envshake.ampl = 3

[State 620, 5]
type = CtrlSet
trigger1 = Time >= 38
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
poweradd= 11
ctrl = 0
anim = 630

[State 630, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 631
ID = 631
sprpriority = 4
pos = 15,0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 630, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%3
channel = 0

[State 630, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,0+random%3
channel = 0

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,0

[State 630, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Light
damage = 22,IfElse(var(45) > 0,2,0)
hitflag = MAF
guardflag = MA
priority = 1, Hit
pausetime = 6,6
guard.pausetime = 6,6
hitsound = S200,9
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 = 10
ground.hitTime  = 10
ground.velocity = -3.5
air.velocity = -1.4,-4
down.velocity = -2.4,-2
yaccel = .54
air.fall = 1
fall.recover = 1
getpower = 12

[State 630, 5]
type = CtrlSet
trigger1 = Time >= 30
value = 1

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

[State 640, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+random%3
channel = 0

[State 640, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S450,2+random%3
channel = 0

[State 640, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,1

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

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Med
damage = 50,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = HA
priority = 2, Hit
pausetime = 8,8
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,-5
down.velocity = -4,-2
yaccel = .54
air.fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 25
envshake.time = 9
envshake.ampl = 2

[State 640, 5]
type = CtrlSet
trigger1 = Time >= 27
value = 1

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

[State 650, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 651
ID = 651
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 650, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,4+random%3
channel = 0

[State 650, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S450,4+random%3
channel = 0

[State 650, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 650, HitDef]
Type = HitDef
Trigger1 = AnimElem = 3
Attr = A, NA
Damage = 75,IfElse(var(45) > 0,7,0)
HitFlag = MAF
GuardFlag = HA
Priority = 3, Hit
PauseTime = 8,8
Guard.PauseTime = 8,8
HitSound = S200,5
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) := -40))
AnimType = Hard
Ground.Type = High
Ground.SlideTime = 15
Ground.HitTime  = 15
Ground.Velocity = -4.5
Guard.Velocity = -7.5
Air.Velocity = -1.4,-5
AirGuard.Velocity = -3.2,-1
Down.Velocity = -2.8,-2
YAccel = .54
Fall = 0
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 30
GetPower = 35
GivePower = 15
envshake.time = 9
envshake.ampl = 3

[State 650, 5]
type = CtrlSet
trigger1 = Time = 32
value = 1

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

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S400,1
channel = 0

[State 700, PosSet]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 700, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 700, HitBy]
type = HitBy
trigger1 = Time = 0
value = SCA, NT,ST,HT
time = 17

[State 700, AfterImage]
type = Afterimage
trigger1 = AnimElem = 1
time = 17
timegap = 1
framegap = 4
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
trans = add1

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

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

[State 750, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S40,3

[State 750, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S400,0
Channel = 0

[State 750, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 750, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 6.5

[State 750, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 750, HitBy]
type = HitBy
trigger1 = time <= 22
value = SCA, NT,ST,HT

[State 750, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(5) > 0
value = 0

[State 750, AfterImage]
type = Afterimage
trigger1 = AnimElem = 4
time = 15
timegap = 1
framegap = 4
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
trans = add1

[State 750, Explod]
type = Explod
trigger1 = animtime = 0
anim = 99999
ID = 750
removetime = 5
supermovetime = 0
pausemovetime = 9999
removeongethit = 1
ignorehitpause = 1

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

[StateDef 751]
type = S
physics = N
movetype = I
anim = 750
ctrl = 0
velset = 0,0
sprpriority = -1

[State 751, Turn]
type = Turn
trigger1 = time = 0

[State 751, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S40,3

[State 751, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S400,0
Channel = 0

[State 751, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 751, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 6.5

[State 751, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 751, HitBy]
type = HitBy
trigger1 = time <= 22
value = SCA, NT,ST,HT

[State 751, Push]
type = PlayerPush
trigger1 = AnimElemTime(5) > 0
value = 0

[State 751, AfterImage]
type = Afterimage
trigger1 = AnimElem = 4
time = 15
timegap = 1
framegap = 4
length = 9
palbright = 0,0,0
palcontrast = 128,128,128
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .9,.9,.9
trans = add1

[State 751, Explod]
type = Explod
trigger1 = animtime = 0
anim = 99999
ID = 750
removetime = 5
supermovetime = 0
pausemovetime = 9999
removeongethit = 1
ignorehitpause = 1

[State 751, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 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
sprpriority = 2       ;Draw in front of p2
hitsound = S800,3
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

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S800,2
channel = 0

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

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

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,8

[State 810, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8
time = 10
freq = 80
ampl = 4
persistent = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 72,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = -4,-86

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0,-90

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = -26,-88

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = -36,-95

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = -30,-96

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = 42,0

[State 810, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 18
value = 50

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 18
value = -100

[State 810, HitAdd]
type = HitAdd
trigger1 = AnimElem = 18
value = 1
IgnoreHitPause = 1
Persistent = 0

[State 810, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 810, PosSet]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 811
ID = 811
sprpriority = 4
pos = 10, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 18
helpertype = normal
stateno = 8052
ID = 8052
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 15)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 810, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 6
value = S800,0
channel = 0

[State 810, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 6
value = S450,7
channel = 0

[State 810, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 18
value = S800,1
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S200,9

[State 810 TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 820

[State 810 TargetState]
type = TargetState
trigger1 = AnimElem = 6
Value = 821

[State 810 TargetState]
type = TargetState
trigger1 = AnimElem = 8
Value = 822

[State 810 TargetState]
type = TargetState
trigger1 = AnimElem = 18
Value = 823

[State 810, VelAdd]
type = Veladd
trigger1 = AnimElem = 23
x = -4.5
y = -2.5

[State 810, VelAdd]
type = Veladd
trigger1 = AnimElemTime(23) >= 1
trigger1 = AnimElemTime(27) <= 3
x = .05
y = .35

[State 810, VelSet]
type = Velset
trigger1 = AnimElem = 28
x = 0
y = 0

[State 810, PosSet]
type = PosSet
trigger1 = AnimElem = 28
y = 0

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 28
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 28
value = S40,0

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 27
value = 824

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

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

[State 820, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 820, ChangeAnim2]
type = ChangeAnim2
Trigger1 = time = 0
Value = 820
IgnoreHitPause = 1

[State 820, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30

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

[StateDef 821]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State 821, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 821

[State 821, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30

[State 821, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[StateDef 822]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State 822, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 822, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30

[State 822, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 822

[StateDef 823]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State 823, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 823, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30

[State 823, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 823

[State 823, SelfState]
type = SelfState
trigger1 = Alive = 0
trigger1 = Time = 8
value = 5150

[StateDef 824]
Type    = A
MoveType= H
Physics = N
VelSet = 0,0

[State 824, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 824, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30

[State 824, SelfState]
type = SelfState
trigger1 = Alive = 0
trigger1 = Time = 0
value = 5150

[State 824, SelfState]
type = SelfState
trigger1 = Alive = 1
trigger1 = Time = 15
Value = 5120
ctrl = 0

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

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

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

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

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

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

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

[State 850, Explod]
type = Explod
ID = 855
anim = 860
pos = 10,-77
sprpriority = 3
ownpal = 1
bindtime = -1
removetime = -2
scale = .5,.5
trigger1 = !time
PauseMoveTime = 9999
SuperMoveTime = 9999

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

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

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

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

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

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

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

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

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

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

[State 851, Explod]
type = Explod
ID = 855
anim = 860
pos = 30,-37
sprpriority = 3
ownpal = 1
bindtime = -1
removetime = -2
scale = .5,.5
trigger1 = !time
PauseMoveTime = 9999
SuperMoveTime = 9999

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

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

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

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

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

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

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

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

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

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

[State 852, Explod]
type = Explod
ID = 855
anim = 860
pos = 10,-80
sprpriority = 3
ownpal = 1
bindtime = -1
removetime = -2
scale = .5,.5
trigger1 = !time
PauseMoveTime = 9999
SuperMoveTime = 9999

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

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

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

[State 853, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 43
elem = 9

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[StateDef 855]
movetype = I
ctrl = 0

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

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

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

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

[State 900, PlaySnd]
type = PlaySnd
trigger1= !time
value = S410,4
channel = 0

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

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

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

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

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

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

[State 901, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = !time && power >= const(data.power)
value = S410,5
channel = 0

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

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

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

[State 902, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S900,0
Channel = 1

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

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

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

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

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

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

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

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

[State 903, BindtoRoot]
type = BindtoRoot
trigger1 = !(time%8)
pos = ceil(-140+(random/3.125)),ceil(82-(random/3.125))

[State 903, Explod]
type = Explod
trigger1 = (time%8) = 1
anim = 903
sprpriority = ifelse(random < 750,5,-1)
postype = p1
vel = ((rootdist x-7)/32.0), ((rootdist y-70)/32.0)
scale = ifelse(random < 500,.5,-.5), ifelse(random < 500,.5,-.5)
pausemovetime = -1
supermovetime = -1
ownpal = 1

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

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

[StateDef 950]
Type = S
MoveType = A
Physics = N
VelSet = 0,0
Anim = 950
ctrl = 0
SprPriority = 2

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

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

[State 950, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 40
movetime = 40
anim = -1
sound = -1
pos = 0,0
p2defmul = 1
poweradd = 0
darken = 0
unhittable = 1

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

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

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

[state 950, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 45

[State 950, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 953
ID = 953
sprpriority = 4
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 953, VelSet]
type = VelSet
trigger1 = Time = 0
x = -11

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[StateDef 1000]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1000
Facep2 = 1

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1000, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 4
value = S410,6
Channel = 0

[State 1000, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 4
value = S450,0+random%7
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 1000, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(4) = 0
x = 10

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(4) = 0
x = 10

[State 1000, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 1001
sprpriority = 5
pos = -70, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -2,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1000, ChangeState]
type = ChangeState
trigger1 = var(0) != 0
trigger1 = AnimElemTime(6) >= 2
trigger1 = AnimElemTime(7) <= 2
value = var(0)
Ctrl = 0

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

[StateDef 1001]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1010
Facep2 = 1

[State 1001, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1001, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 3
value = S410,7
Channel = 0

[State 1001, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 3
value = S450,0+random%7
channel = 0

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1001, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(3) = 0
x = 7

[State 1001, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1011
ID = 1011
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1001, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -2,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1001, ChangeState]
type = ChangeState
trigger1 = var(0) != 0
trigger1 = AnimElemTime(5) >= 3
trigger1 = AnimElemTime(6) <= 3
Value = var(0)
Ctrl = 0

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

[StateDef 1002]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1020
Facep2 = 1

[State 1002, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1002, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 3
value = S410,8
Channel = 0

[State 1002, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 3
value = S450,0+random%7
channel = 0

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1002, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1021
ID = 1021
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1002, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -1,-5
air.velocity = -1,-7
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1002, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 1010]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1000
Facep2 = 1

[State 1010, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1010, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 4
value = S410,6
Channel = 0

[State 1010, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 4
value = S450,0+random%7
channel = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 1010, PosAdd]
type = PosAdd
trigger1 = AnimElemtime(4) = 0
x = 10

[State 1010, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(4) = 0
x = 18

[State 1010, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 1001
sprpriority = 5
pos = -70, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1010, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,13
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -2,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1010, ChangeState]
type = ChangeState
trigger1 = var(0) != 0
trigger1 = AnimElemTime(6) >= 2
trigger1 = AnimElemTime(7) <= 2
value = var(0)
Ctrl = 0

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

[StateDef 1011]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1030
Facep2 = 1

[State 1011, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1011, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 3
value = S410,9+Random%2
Channel = 0

[State 1011, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 3
value = S450,0+random%7
channel = 0

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1011, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 621
ID = 621
sprpriority = 5
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1011, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -1,-8.5
air.velocity = -1,-8
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1020]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1040
Facep2 = 1

[State 1020, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1020, PosAdd]
type = PosAdd
trigger1 = Anim = 1040
trigger1 = AnimElemTime(5) = 0
x = 10

[State 1020, VelAdd]
type = VelAdd
trigger1 = Anim = 1040
trigger1 = AnimElemTime(5) = 0
x = 20

[State 1020, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 1040
trigger1 = AnimElem = 5
value = S410,9+Random%2
Channel = 0

[State 1020, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = Anim = 1040
trigger1 = AnimElem = 5
value = S450,0+random%7
channel = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1040
trigger1 = AnimElem = 5
value = S100,2

[State 1020, explod]
type = Explod
trigger1 = Anim = 1040
trigger1 = AnimElem = 5
anim = 1042
ID = 1042
sprpriority = 5
pos = 20,-47
scale = 1,0.5
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1020, HitDef]
type = HitDef
trigger1 = Anim = 1040
trigger1 = !MoveContact
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,9
guardsound = S300,0
damage = 50,5
priority = 3, Hit
pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5,-8.5
air.velocity = -1,-8
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1020, ChangeAnim]
Type = ChangeAnim
triggerall = Anim = 1040
triggerall = AnimElemTime(8) = 3
triggerall = Anim != 1041
trigger1 = EnemyNear,P2bodyDist x <= 0
trigger2 = Facing = 1
trigger2 = ScreenPos x >= EnemyNear,ScreenPos x
trigger3 = Facing = -1
trigger3 = ScreenPos x <= EnemyNear,ScreenPos x
Value = 1041
IgnoreHitPause = 1
Persistent = 0

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = Anim = 1040
trigger1 = Animelemtime(5) >= 0
trigger1 = Animelemtime(10) <= 0
Trigger2 = Anim = 1041
trigger2 = Animelemtime(2) <= 0
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1020, Turn]
type = Turn
trigger1 = Anim = 1041
trigger1 = AnimTime = 0
IgnoreHitPause = 1
Persistent = 1

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

[StateDef 1030]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1050
Facep2 = 1

[State 1030, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1030, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 12
value = S410,11
Channel = 0

[State 1030, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 12
value = S450,0+random%7
channel = 0

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,1

[State 1030, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4
x = 4
y = -7.5

[State 1030, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(11) <= 3
x = -0.04
y = 0.6

[State 1030, VelSet]
type = VelSet
trigger1 = AnimElemTime(12) = 0
x = 0
y = 0

[State 1030, PosSet]
type = PosSet
trigger1 = AnimElemTime(12) = 0
y = 0

[State 1030, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(11) <= 3
StateType = A
Physics = N

[State 1030, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(12) >= 0
StateType = S
Physics = N

[State 1030, explod]
type = Explod
trigger1 = AnimElem = 12
anim = 1051
ID = 1051
sprpriority = 5
pos = -40,0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1030, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S40,0

[State 1030, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,5
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,15
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -2,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 41
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1030, ChangeState]
type = ChangeState
trigger1 = var(0) != 0
trigger1 = AnimElemTime(14) >= 1
trigger1 = AnimElemTime(15) <= 0
value = var(0)
ctrl = 0

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

[StateDef 1031]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1060
Facep2 = 1

[State 1031, VarSet]
type = VarSet
trigger1 = Time = 0
V = 0
Value = 0

[State 1031, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 3
value = S410,12
Channel = 0

[State 1031, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 3
value = S450,0+random%7
channel = 0

[State 1031, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1031, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = L
ground.type = trip
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,2
guardsound = S300,0
damage = 50,5
priority = 3, Hit
pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -1,-5
air.velocity = -1,-7
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1031, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1032]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1070
Facep2 = 1

[State 1032, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 5
value = S400,4
Channel = 0

[State 1032, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 5
value = S450,0+random%7
channel = 0

[State 1032, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 1032, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = H
ground.type = trip
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,2
guardsound = S300,0
damage = 50,5
priority = 3, Hit
pausetime = 10,10
ground.slidetime = 13
guard.slidetime = 13
ground.hittime = 13
guard.hittime = 13
guard.ctrltime = 163
air.hittime = 16
ground.velocity = -5,-1
air.velocity = -1,-7
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

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

[StateDef 1040]
Type = S
MoveType = A
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1080
SprPriority = 2
getpower = 0
Facep2 = 1

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

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

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

[State 1040, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 1040, Explod]
type = Explod
trigger1 = time = 0
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(5 * const(size.xscale)), ceil(-27 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1040, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 1040, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 1040, VelAdd]
type = veladd
trigger1 = AnimElem = 4
x = 15

[State 1040, VelSet]
type = VelSet
trigger1 = vel x < 10
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) <= 0
x = 10

[State 1040, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 1001
sprpriority = 5
pos = -70, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1040, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
guardsound = S300,0
damage = 0,0
priority = 3, Hit
pausetime = 0,6
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -3.5
air.velocity = -1,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
getpower = 0
ID = 1040
p1stateno = 1041
p2stateno = 1042

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

[State 1040, PlayerPush]
Type = PlayerPush
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) <= 2
Value = 0
IgnoreHitPause = 1
Persistent = 1

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

[StateDef 1041]
Type = S
MoveType = A
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1081
SprPriority = 2
getpower = 0
Facep2 = 1

[State 1041, PlaySnd]
type = PlaySnd
trigger1 = Var(50) = 0
trigger1 = AnimElem = 3
value = S410,13+Random%2
Channel = 0

[State 1041, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 3
value = S455,0
channel = 0

[State 1041, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 3
x = 6

[State 1041, TargetState]
type = TargetState
trigger1 = AnimElemTime(10) = 0
trigger1 = NumTarget(1040) >= 1
value = 1043
IgnoreHitPause = 1
Persistent = 1

[State 1041, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S200,5

[State 1041, Helper]
type = Helper
trigger1 = AnimElem = 10
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 50)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1041, TargetLifeAdd]
Type = TargetLifeAdd
trigger1 = AnimElem = 10
Value = ceil(-150*(fvar(1)*fvar(2)))
kill = 1

[State 1041, PlayerPush]
Type = PlayerPush
trigger1 = AnimElemTime(11) <= 2
Value = 0
IgnoreHitPause = 1
Persistent = 1

[State 1041, Turn]
type = Turn
trigger1 = AnimTime = 0
IgnoreHitPause = 1
Persistent = 1

[State 1041, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1042]
Type = A
MoveType = H
Physics = N
VelSet = 0,0

[State 1042, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1042, PosSet]
type = PosSet
trigger1 = time = 0
trigger1 = pos y > 0
y = 0

[State 1042, PosAdd]
type = PosAdd
trigger1 = BackEdgeDist <= 15
x = 30

[State 1042, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
IgnoreHitPause = 1
Persistent = 1

[State 1042, HitOverRide]
Type = HitOverRide
trigger1 = 1
attr = , NT, ST, HT
time = 1
IgnoreHitPause = 1

[State 1042, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 1042, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5011

[State 1042, SelfState]
type = SelfState
trigger1 = Time >= 30
trigger1 = P2MoveType != A
value = 5035

[StateDef 1043]
Type = A
MoveType = H
Physics = N

[State 1043, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1043, VelAdd]
type = velAdd
trigger1 = time = 0
x = -.4
y = -9.5

[State 1043, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30
IgnoreHitPause = 1
Persistent = 1

[State 1043, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 0
value = 5061

[State 1043, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1043, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1043, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 1043, VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 1043, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 1

[State 1043, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[StateDef 1050]
Type = S
MoveType = A
Physics = S
Ctrl = 0
VelSet = 0,0
Anim = 1090
SprPriority = 2
getpower = 0
Facep2 = 1

[State 1050, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1050, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1050, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = IfElse(Var(45) > 0,0,-500)

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 1050, Explod]
type = Explod
trigger1 = time = 0
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(5 * const(size.xscale)), ceil(-27 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1050, Width]
type = Width
trigger1 = 1
edge = 25,0
IgnoreHitPause = 1

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 1050, Helper]
type = Helper
trigger1 = AnimElem = 9
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1050, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 1
value = S410,0
channel = 0

[State 1050, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 20
value = S410,10
channel = 0

[State 1050, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 1
value = S460,1
channel = 0

[State 1050, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 20
value = S455,1
channel = 0

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 21
value = S100,2

[State 1050, VelAdd]
type = VelAdd
trigger1 = AnimElem = 9
x = 18

[State 1050, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1021
ID = 1021
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1050, Explod]
type = Explod
trigger1 = AnimElem = 9
anim = 1001
ID = 1001
sprpriority = 5
pos = -70, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1050, explod]
type = Explod
trigger1 = AnimElem = 14
anim = 1011
ID = 1011
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 1050, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = low
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 8,20
guard.pausetime = 6,6
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -10
air.velocity = -2.5,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 30
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 1050, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = low
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 2,5
guard.pausetime = 2,5
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5
air.velocity = -0.5,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 1050, HitDef]
type = HitDef
trigger1 = AnimElem = 14
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = low
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 8,15
guard.pausetime = 2,5
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5
air.velocity = -0.5,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 1050, HitDef]
type = HitDef
trigger1 = AnimElem = 24
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = low
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,2
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 3,8
guard.pausetime = 3,8
ground.slidetime = 13
guard.slidetime = 13
ground.hittime = 13
guard.hittime = 13
guard.ctrltime = 13
air.hittime = 13
ground.velocity = -5,-1
air.velocity = -0.5,-6.6
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 3
p2stateno = 1051
p2facing = 1
ID = 1051

[State 1050, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1051]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1051, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 1051, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 1051, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 1051, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 1051, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 1052

[StateDef 1052]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1052, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1052, VelSet]
type = VelSet
trigger1 = Time = 0
x = -11

[State 1052, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1052, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1052, 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 1052, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 1052, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 1052, ChangeState]
type = ChangeState
triggerall = Time = [0,11]
triggerall = BackEdgeDist <= 1
trigger1 = 1
value = 1053

[State 1052]
type = ChangeState
triggerall = Time >= 12
triggerall = BackEdgeDist <= 1
trigger1 = 1
value = 1054

[StateDef 1053]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1054, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1053, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 1053, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1053, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1053, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1053, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1053, 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 1053, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1053, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 1053, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 1053, 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 1053, Turn]
Type = Turn
Trigger1 = Time = 0

[State 1053, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 1054]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1054, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1054, 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 1054, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1054, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1054, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1054, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 2107, 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 1054, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1054, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 1054, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 1054, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 1054, Turn]
type = Turn
trigger1 = Time = 0

[State 1054, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100
ctrl = 1

[StateDef 1100]
Type = A
MoveType = A
Physics = A
Juggle = 0
Ctrl = 0
Anim = 1100
SprPriority = 2

[State 1100, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 5
value = S410,21
Channel = 0

[State 1100, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 5
value = S450,0+random%7
channel = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,23

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 5
Anim = 1101
ID = 1101
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1100, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1100, VelAdd]
type = VelAdd
trigger1 = Time = 1
y = -8.5

[State 1100, VelSet]
type = VelSet
trigger1 = Time = 1
x = 1.3

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = High
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
hitsound = S200,5
guardsound = S300,0
damage = 100,10
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 15
ground.velocity = -5,-7
air.velocity = -1.5,-7
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1100, VarSet]
type = VarSet
trigger1 = AnimElem = 5
sysvar(1) = -1

[StateDef 1110]
Type = A
MoveType = A
Physics = A
Juggle = 0
Ctrl = 0
Anim = 1110
SprPriority = 2

[State 1110, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 5
value = S410,22
Channel = 0

[State 1110, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = AnimElem = 5
value = S450,0+random%7
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,23

[State 1110, Explod]
type = Explod
trigger1 = AnimElem = 5
Anim = 1101
ID = 1101
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1110, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1110, VelAdd]
type = VelAdd
trigger1 = Time = 1
y = -8.5

[State 1110, VelSet]
type = VelSet
trigger1 = Time = 1
x = 1.3

[State 1110, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = High
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
hitsound = S200,5
guardsound = S300,0
damage = 100,10
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 15
ground.velocity = -5,-7
air.velocity = -1.5,-7
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1110, VarSet]
type = VarSet
trigger1 = AnimElem = 5
sysvar(1) = -1

[StateDef 1120]
Type = A
MoveType = A
Physics = A
Juggle = 0
Ctrl = 0
Anim = 1110
SprPriority = 2

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 14

[State 1120, VarSet]
type = VarSet
trigger1 = !time
var(25) = 30

[State 1120, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-100 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1120, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -500

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 1120, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 5
value = S410,23+Random%2
Channel = 0

[State 1120, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 5
value = S455,2
channel = 0

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,23

[State 1120, Explod]
type = Explod
trigger1 = AnimElem = 5
Anim = 1101
ID = 1101
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1120, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1120, VelAdd]
type = VelAdd
trigger1 = Time = 1
y = -8.5

[State 1120, VelSet]
type = VelSet
trigger1 = Time = 1
x = 1.3

[State 1120, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = High
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
hitsound = S200,5
guardsound = S300,0
damage = 100,10
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 15
guard.hittime = 15
guard.ctrltime = 15
air.hittime = 15
ground.velocity = -5,-7
air.velocity = -1.5,-7
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
getpower = 0
p2facing = 1
p2stateno = 1051

[State 1120, VarSet]
type = VarSet
trigger1 = AnimElem = 5
sysvar(1) = -1

[StateDef 1130]
Type = A
MoveType = A
Physics = A
Juggle = 0
Ctrl = 0
Anim = 1110
SprPriority = 2

[State 1130, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 14

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

[State 1130, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -120
ignorehitpause = 1

[State 1130, Explod]
type = Explod
trigger1 = !time
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-100 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1130, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 1130, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 5
value = S410,23+Random%2
Channel = 0

[State 1130, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 5
value = S455,2
channel = 0

[State 1130, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,23

[State 1130, Explod]
type = Explod
trigger1 = AnimElem = 5
Anim = 1101
ID = 1101
PosType = P1
Pos = 0,0
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1130, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 1131
stateno = 1131
Name = "Shockwave"
postype = p1
pos = 10,-50
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1130, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1130, VelAdd]
type = VelAdd
trigger1 = Time = 1
y = -8.5

[State 1130, VelSet]
type = VelSet
trigger1 = Time = 1
x = 1.3

[State 1130, VarSet]
type = VarSet
trigger1 = AnimElem = 5
sysvar(1) = -1

[StateDef 1131]
Type = A
MoveType = A
Physics = N
Juggle = 0
Ctrl = 0
Anim = 1102
SprPriority = 2

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

[State 1131, Trans]
type = Trans
trigger1 = time >= 40
trans = addalpha
alpha = 256-25*(time-40),256

[State 1131, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1131, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.75,1.75
value = 315
ignorehitpause = 1

[State 1131, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = Time <= 40
x = 4.5
y = 4.5

[State 1131, VelSet]
type = VelSet
trigger1 = Time > 40
x = 0
y = 0

[State 1101, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
attr = S, SP
damage = ceil(25*(root,fvar(1)*root,fvar(2))),3
animtype  = Hard
hitflag = MAFD
guardflag = MA
priority  = 4,Hit
pausetime = 0,0
guard.pausetime = 1,1
hitsound = S200,5
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
ground.slidetime = 8
ground.hittime  = 8
airguard.ctrltime = 7
ground.velocity = -0.5,-2.4
guard.velocity = -2.5
air.velocity = -0.5,-3.4
airguard.velocity = -3,-1
down.velocity = -3,-2
sprpriority = 5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
yaccel = .54
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0

[State 1131, Helper]
type = Helper
trigger1 = Var(40) = hitpausetime
trigger1 = MoveContact = 1
helpertype = normal
name ="Hit_Spark"
stateno = ifelse(moveguarded,9000,8053)
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale)),ceil(var(44)*const(size.yscale)+40)
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 1131, DestroySelf]
type = DestroySelf
trigger1 = Time >= 50

[StateDef 1200]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1200
VelSet = 0,0
Facep2 = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
value = S100,2

[State 1200, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
value = S410,25
channel = 0

[State 1200, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
value = S450,0+random%7
channel = 0

[State 1200, Explod]
type = Explod
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
Anim = 1202
ID = 1202
PosType = P1
Pos = 0,23
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1200, VelAdd]
type = VelAdd
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) = 0
x = 7.5
y = -7.6

[State 1200, VelSet]
type = VelSet
trigger1 = Anim = 1200
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
x = 0
y = 0

[State 1200, PosSet]
type = PosSet
Trigger1 = Anim = 1200
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
y = 0

[State 1200, VelAdd]
type = VelAdd
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemtime(4) <= 0
x = -0.1
y = 0.4

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
Trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
StateType = A
Physics = N

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1200
trigger1 = AnimElemTime(17) >= 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) >= 1
StateType = S
Physics = N

[State 1200, HitDef]
type = HitDef
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = High
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,5
guardsound = S300,0
damage = 100,10
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5,-4
guard.velocity = -6
air.velocity = -0.5,-4
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1200, ChangeAnim]
Type = ChangeAnim
triggerall = Anim = 1200
triggerall = AnimElemTime(11) = 4
triggerall = Anim != 1201
trigger1 = facing = 1
trigger1 = (EnemyNear,ScreenPos x) - (ScreenPos x) <= 18
trigger2 = facing = -1
trigger2 = (ScreenPos x) - (EnemyNear,ScreenPos x) <= 18
Value = 1201
IgnoreHitPause = 1
Persistent = 0

[State 1200, PlayerPush]
type = PlayerPush
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1200, Turn]
type = Turn
trigger1 = Anim = 1201
trigger1 = AnimTime = 0
IgnoreHitPause = 1
Persistent = 1

[State 1200, Explod]
Type = Explod
trigger1 = Anim = 1200
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
anim = 8020
ID = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1200
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
Value = s40,0

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

[StateDef 1210]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1210
VelSet = 0,0
Facep2 = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1210
trigger1 = AnimElem = 11
value = S100,2

[State 1210, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 1210
trigger1 = AnimElem = 11
value = S410,26
channel = 0

[State 1210, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = Anim = 1210
trigger1 = AnimElem = 11
value = S450,0+random%7
channel = 0

[State 1210, Explod]
type = Explod
trigger1 = Anim = 1210
trigger1 = AnimElem = 11
Anim = 1211
ID = 1211
PosType = P1
Pos = 0,50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1210, VelAdd]
type = VelAdd
trigger1 = Anim = 1210
trigger1 = AnimElemTime(5) = 0
x = 7.0
y = -7.6

[State 1210, VelSet]
type = VelSet
trigger1 = Anim = 1210
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
x = 0
y = 0

[State 1210, PosSet]
type = PosSet
Trigger1 = Anim = 1210
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
y = 0

[State 1210, VelAdd]
type = VelAdd
trigger1 = Anim = 1210
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemtime(4) <= 0
x = -0.1
y = 0.4

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1210
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
Trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
StateType = A
Physics = N

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1210
trigger1 = AnimElemTime(17) >= 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) >= 1
StateType = S
Physics = N

[State 1210, HitDef]
type = HitDef
trigger1 = Anim = 1210
trigger1 = AnimElem = 11
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = trip
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,5
guardsound = S300,0
damage = 100,10
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5,-4
guard.velocity = -6
air.velocity = -0.5,-4
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3

[State 1210, ChangeAnim]
Type = ChangeAnim
triggerall = Anim = 1210
triggerall = AnimElemTime(11) = 4
triggerall = Anim != 1201
trigger1 = facing = 1
trigger1 = (EnemyNear,ScreenPos x) - (ScreenPos x) <= 18
trigger2 = facing = -1
trigger2 = (ScreenPos x) - (EnemyNear,ScreenPos x) <= 18
Value = 1201
IgnoreHitPause = 1
Persistent = 0

[State 1210, PlayerPush]
type = PlayerPush
trigger1 = Anim = 1210
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1210, Turn]
type = Turn
trigger1 = Anim = 1201
trigger1 = AnimTime = 0
IgnoreHitPause = 1
Persistent = 1

[State 1210, Explod]
Type = Explod
trigger1 = Anim = 1210
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
anim = 8020
ID = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1210
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
Value = s40,0

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

[StateDef 1220]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1200
VelSet = 0,0
Facep2 = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
value = S100,2

[State 1220, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
value = S410,25
channel = 0

[State 1220, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = Random < 650
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
value = S450,0+random%7
channel = 0

[State 1220, Explod]
type = Explod
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
Anim = 1202
ID = 1202
PosType = P1
Pos = 0,23
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 0
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1220, VelAdd]
type = VelAdd
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) = 0
x = 7.5
y = -7.6

[State 1220, VelSet]
type = VelSet
trigger1 = Anim = 1200
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
x = 0
y = 0

[State 1220, PosSet]
type = PosSet
Trigger1 = Anim = 1200
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
y = 0

[State 1220, VelAdd]
type = VelAdd
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemtime(4) <= 0
x = -0.1
y = 0.4

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
Trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
StateType = A
Physics = N

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1200
trigger1 = AnimElemTime(17) >= 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) >= 1
StateType = S
Physics = N

[State 1220, HitDef]
type = HitDef
trigger1 = Anim = 1200
trigger1 = AnimElem = 11
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = High
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,5
guardsound = S300,0
damage = 100,10
priority = 3, Hit
pausetime = 10,10
guard.pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5,-4
guard.velocity = -6
air.velocity = -0.5,-4
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
p2stateno = 1051
p2facing = 1

[State 1220, ChangeAnim]
Type = ChangeAnim
triggerall = Anim = 1200
triggerall = AnimElemTime(11) = 4
triggerall = Anim != 1201
trigger1 = facing = 1
trigger1 = (EnemyNear,ScreenPos x) - (ScreenPos x) <= 18
trigger2 = facing = -1
trigger2 = (ScreenPos x) - (EnemyNear,ScreenPos x) <= 18
Value = 1201
IgnoreHitPause = 1
Persistent = 0

[State 1220, PlayerPush]
type = PlayerPush
trigger1 = Anim = 1200
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1220, Turn]
type = Turn
trigger1 = Anim = 1201
trigger1 = AnimTime = 0
IgnoreHitPause = 1
Persistent = 1

[State 1220, Explod]
Type = Explod
trigger1 = Anim = 1200
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
anim = 8020
ID = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1200
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
Value = s40,0

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

[StateDef 1230]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 1230
VelSet = 0,0
Facep2 = 1

[State 1230, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

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

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

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

[State 1230, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1230
trigger1 = Time = 0
value = S10000,3

[State 1230, Explod]
type = Explod
trigger1 = Anim = 1230
trigger1 = time = 0
anim = 11000
sprpriority = 3
postype = p1
pos = ceil(5 * const(size.xscale)), ceil(-50 * const(size.yscale))
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1230, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1230
trigger1 = AnimElem = 11
value = S100,2

[State 1230, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 1230
trigger1 = Time = 0
value = S410,27
channel = 0

[State 1230, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Anim = 1230
trigger1 = AnimElem = 11
value = S410,26
channel = 0

[State 1230, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = Anim = 1230
trigger1 = AnimElem = 11
value = S455,3
channel = 0

[State 1230, Explod]
type = Explod
trigger1 = Anim = 1230
trigger1 = AnimElem = 11
Anim = 1202
ID = 1230
scale = 1.25,1.25
PosType = P1
Pos = 0,50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = -2
RemoveOnGetHit = 1

[State 1230, VelAdd]
type = VelAdd
trigger1 = Anim = 1230
trigger1 = AnimElemTime(5) = 0
x = 7.0
y = -7.6

[State 1230, VelSet]
type = VelSet
trigger1 = Anim = 1230
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
x = 0
y = 0

[State 1230, PosSet]
type = PosSet
Trigger1 = Anim = 1230
trigger1 = AnimElemTime(17) = 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) = 1
y = 0

[State 1230, VelAdd]
type = VelAdd
trigger1 = Anim = 1230
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemtime(4) <= 0
x = -0.1
y = 0.4

[State 1230, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1230
trigger1 = AnimElemTime(5) >= 1
trigger1 = AnimElemTime(17) <= 0
Trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
StateType = A
Physics = N

[State 1230, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1230
trigger1 = AnimElemTime(17) >= 1
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) >= 1
StateType = S
Physics = N

[State 1230, HitDef]
type = HitDef
trigger1 = Anim = 1230
trigger1 = AnimElem = 11
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = trip
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,5
guardsound = S300,0
damage = 120,10
priority = 3, Hit
pausetime = 20,25
guard.pausetime = 10,10
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5,-4
guard.velocity = -6
air.velocity = -0.5,-4
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
ID = 1230
getpower = 0

[State 1230, CtrlSet]
type = CtrlSet
triggerall = Anim = 1230
triggerall = AnimElemTime(11) >= 0
trigger1 = NumTarget(1230) >= 1
trigger2 = MoveGuarded
value = 1
IgnoreHitPause = 1
Persistent = 0

[State 1230, ChangeAnim]
Type = ChangeAnim
triggerall = Anim = 1230
triggerall = AnimElemTime(11) = 4
triggerall = Anim != 1201
trigger1 = facing = 1
trigger1 = (EnemyNear,ScreenPos x) - (ScreenPos x) <= 18
trigger2 = facing = -1
trigger2 = (ScreenPos x) - (EnemyNear,ScreenPos x) <= 18
Value = 1201
IgnoreHitPause = 1
Persistent = 0

[State 1230, PlayerPush]
type = PlayerPush
trigger1 = Anim = 1230
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(17) <= 0
trigger2 = Anim = 1201
trigger2 = AnimElemTime(4) <= 0
Value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1230, Turn]
type = Turn
trigger1 = Anim = 1201
trigger1 = AnimTime = 0
IgnoreHitPause = 1
Persistent = 1

[State 1230, Explod]
Type = Explod
trigger1 = Anim = 1230
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
anim = 8020
ID = 8020
sprpriority = -3
postype = p1
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1230, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1230
trigger1 = AnimElem = 17
trigger2 = Anim = 1201
trigger2 = AnimElem = 4
Value = s40,0

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

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

[State 2000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 2000, Pause]
type = Pause
trigger1 = AnimElem = 13
trigger1 = EnemyNear,StateType != L
trigger1 = NumTarget(2003) >= 1
time = 60
movetime = 60
persistent = 0
ignorehitpause = 1

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

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = IfElse(Var(45) > 0,0,-1000)

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 10000
ID = 10000
name = "Superpause FX"
postype = p1
pos = ceil(-10 * const(size.xscale)), ceil(-50 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 5
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2000, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "AfterImage"
ID = 7002
stateno = 7002
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "AfterImage"
ID = 7003
stateno = 7003
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2000, Helper]
type = Helper
trigger1 = Time = 53
StateNo = 2006
ID = 2006
Name = "Darkness"
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000, Helper]
type = Helper
trigger1 = AnimElemTime(18) >= 0
trigger1 = AnimElemTime(23) <= 0
StateNo = 2008
ID = 2008
Name = "AfterImage"
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 4

[State 2000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(17) = 0
x = 18

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElemTime(17) >= 1
trigger1 = AnimElemTime(18) <= 12
x = 8

[State 2000, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(19) = 0
x = 15

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger1 = !Numhelper(2007)
trigger1 = EnemyNear,statetype != L
trigger1 = NumTarget(2003) >= 1
ID = 2007
stateno = 2007
Name = "Death_Lines"
postype = p2
pos = enemy,const(size.mid.pos.x)+4,enemy,const(size.mid.pos.y)+7
pausemovetime = 999
supermovetime = 999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 2008
ID = 2008
PosType = p1
Pos = 67,-7
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,9

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 13
trigger1 = EnemyNear,StateType != L
trigger1 = NumTarget(2003) >= 1
value = S410,3
Channel = 0

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 13
trigger1 = EnemyNear,StateType != L
trigger1 = NumTarget(2003) >= 1
value = S460,0
Channel = 0

[State 2000, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S,HT
damage = 0
numhits = 0
animtype = high
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -5,-73
hitsound = -1
guardsound = -1
ground.slidetime = 1
ground.hittime = 1
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,0
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 2003
p2stateno = 2003
Down.Bounce = 1

[State 2000, HitDef]
type = HitDef
trigger1 = NumTarget(2003) = 0
trigger1 = AnimElem = 18
attr = S,HT
damage = 0
animtype = high
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -5,-73
hitsound = -1
guardsound = S300,0
ground.slidetime = 16
ground.hittime = 16
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,-3
airguard.velocity = -3,-1.4
getpower = 0,0
givepower = 0,0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
ID = 2004
p1stateno = 2002
p2stateno = 2004

[State 2000, HitDef]
type = HitDef
trigger1 = NumTarget(2003) = 1
trigger1 = AnimElem = 18
attr = S,HT
damage = 0
animtype = high
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -5,-73
hitsound = -1
guardsound = -1
ground.slidetime = 16
ground.hittime = 16
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,-3
airguard.velocity = -3,-1.4
getpower = 0,0
givepower = 0,0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
ID = 2004
p1stateno = 2002
p2stateno = 2004

[State 2000, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 2000, ChangeState]
type = ChangeState
triggerall = AnimElem = 19
trigger1 = facing = 1
trigger1 = (enemynear,ScreenPos x) - (ScreenPos x) <= 15
trigger2 = facing = -1
trigger2 = (ScreenPos x) - (enemynear,ScreenPos x) <= 15
Value = 2001
IgnoreHitPause = 1
Persistent = 0

[State 2000, ChangeState]
type = ChangeState
trigger1 = NumTarget(2003) >= 1
trigger1 = Animelem = 18
value = 2002

[State 2000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

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

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

[State 2001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 2002]
Type = S
MoveType = A
Physics = S
Juggle = 0
Ctrl = 0
VelSet = 0,0
Anim = 2002
SprPriority = 2

[State 2002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
Time = 1

[State 2002, Helper]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(12) <= 0
StateNo = 2008
ID = 2008
Name = "AfterImage"
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 4

[State 2002, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 2003
ID = 2003
PosType = p1
Pos = 0,-40
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0

[State 2002, Explod]
type = Explod
trigger1 = AnimElem = 11
anim = 2004
ID = 2004
PosType = p1
Pos = 0,0
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0

[State 2002, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 2005
ID = 2005
PosType = p1
Pos = -70,-10
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 999

[State 2002, Helper]
Type = Helper
Trigger1 = AnimElem = 21
StateNo = 2009
ID = 2009
Name = "Slash"
PosType = P1
Pos = Ceil(EnemyNear,Pos X - Pos X)* Facing,-70
random = 20,20
Ownpal = 1
Persistent = 0
SprPriority = 5
IgnoreHitPause = 1

[State 2002, Pause]
type = Pause
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(22) <= 25
Anim = -1
Time = 1
P2DefMul = 1
Darken = 0
Persistent = 1

[State 2002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
value = S200,10

[State 2002, VelSet]
type = velset
trigger1 = AnimElemTime(9) <= 0
x = 9

[State 2002, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 2002, VelSet]
type = VelSet
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(17) <= 0
x = 7

[State 2002, VelSet]
type = VelSet
trigger1 = AnimElem = 19
x = 0

[State 2002, Helper]
type = Helper
trigger1 = AnimElem = 21
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
persistent = 0
ignorehitpause = 1

[State 2002, EnvShake]
type = EnvShake
trigger1 = AnimElem = 21
time = 10
ampl = 4

[State 2002, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 21
Value = ceil(-200*(fvar(1)*fvar(2)))

[State 2002, TargetState]
type = TargetState
trigger1 = AnimElemTime(21) <= 0
value = 2004

[State 2002, TargetState]
type = TargetState
trigger1 = AnimElem = 21
value = 2005

[State 2002, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 2002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 2003]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 2003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2003]
Type = HitOverRide
Trigger1 = 1
Attr = , NT, ST, HT
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2003, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[StateDef 2004]
Type = A
MoveType = H
Physics = N
VelSet = 0,0

[State 2004, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 2004, PosSet]
type = PosSet
trigger1 = time = 0
trigger1 = pos y > 0
y = 0

[State 2004, PosAdd]
type = PosAdd
trigger1 = BackEdgeDist <= 15
x = 30

[State 2004, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2004, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = , NT, ST, HT
Time = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2004, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2004, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5011

[State 2004, SelfState]
type = SelfState
trigger1 = Time >= 10
trigger1 = P2MoveType != A
value = 5035

[StateDef 2005]
Type = A
MoveType = H
Physics = N

[State 2005, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 2005, VelAdd]
type = Veladd
trigger1 = Time = 0
x = -.3
y = -9.5

[State 2005, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 2005, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 0
value = 5061

[State 2005, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2005, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 2005, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 2005, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.45

[State 2005, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 1

[State 2005, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[StateDef 2006]
Type = A
Physics = N
SprPriority = -5
Anim = 99999

[State 2006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2006, VarAdd]
type = VarAdd
trigger1 = Root,Anim = 2001
trigger1 = Root,Time = 1
V = 0
Value = 80
IgnoreHitPause = 1

[State 2006, AllPalFX]
type = AllPalFx
trigger1 = Root,Anim = 2001
trigger1 = Root,Time = [0,1]
Time = 1
Add = 200-Var(0),200-Var(0),200-Var(0)
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2006, EnvColor]
type = EnvColor
trigger1 = Root,Anim = 2002
trigger1 = Root,Time = [0,1]
Time = 1
Value = 255,255,255
Under = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2006, BGPalFX]
type = BGPalFx
trigger1 = Root,Anim = 2000
trigger1 = Root,Time >= 42
trigger2 = Root,StateNo = 2002 || Root,StateNo = 3002
trigger2 = Root,Anim = 2002
Time = 3
Add = -255,-255,-255
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag = NoFG
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2006, DestroySelf]
type = DestroySelf
trigger1 = Root,Anim = 2000
trigger1 = Root,AnimTime = 0
trigger2 = Root,StateNo = 2002 || Root,StateNo = 3002
trigger2 = Root,Anim = 2002
trigger2 = Root,AnimTime = 0
trigger3 = Root,Anim != [2000,2005]
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[StateDef 2007]
type = S
physics = N
anim = 2006
sprpriority = 1
ctrl = 0

[State 2007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2007, Trans]
type = Trans
trigger1 = time >= 0
trans = Sub
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2007, VarSet]
type = VarSet
trigger1 = time = 0
V = 1
value = -255
Persistent = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2007, VarAdd]
type = VarAdd
trigger1 = time >= 0
v = 1
value = 5
Persistent = 1
IgnoreHitPause = 1

[State 2007, PalFX]
type = PalFx
trigger1 = 1
time = 999
add = var(1),0,0
invertall = 0
Persistent = 1

[State 2007, DestroySelf]
type = DestroySelf
trigger1 = Root,stateno = 2002 && time >= 3
trigger2 = Root,stateno = 3002 && time >= 3
trigger3 = Root,ctrl
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[StateDef 2008]
Type = A
Physics = N
SprPriority = -5

[State 2008, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2008, VarAdd]
type = VarAdd
trigger1 = Time >= 2
V = 0
Value = 4

[State 2008, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
Alpha = 256-Var(0),256

[State 2008, VarSet]
type = VarSet
trigger1 = Time = 0
V = 1
Value = Root,Anim

[State 2008, VarSet]
type = VarSet
trigger1 = Time = 0
V = 2
Value = Root,AnimElemNo(0)

[State 2008, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Var(1)
elem  = Var(2)

[State 2008, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,1]
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2008, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2008, DestroySelf]
type = DestroySelf
trigger1 = Time = 72

[StateDef 2009]
Type = A
Physics = N
Velset = 0,0
SprPriority = 5
Anim = 2007

[State 2009, Trans]
type = Trans
trigger1 = 1
trans = Add
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2009, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
IgnoreHitPause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

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

[State 2100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 10000
ID = 10000
name = "Superpause FX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-32 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7000
stateno = 7000
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7001
stateno = 7001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 1001
sprpriority = 5
pos = -70, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
anim = 1011
ID = 1011
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 21
anim = 1021
ID = 1021
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 29
anim = 621
ID = 621
sprpriority = 5
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2100, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4
x = 15

[State 2100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
trigger6 = AnimElem = 29
x = 10

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
trigger7 = AnimElem = 29
value = S100,2
channel = 1

[State 2100, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 1
value = S410,0
channel = 0

[State 2100, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 1
value = S460,1
channel = 0

[State 2100, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 9
value = S410,1
channel = 0

[State 2100, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 29
value = S410,2
channel = 0

[State 2100, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 29
value = S460,2
channel = 0

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = low
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,4
guardsound = S300,0
damage = 50,12
priority = 6, Hit
pausetime = 6,7
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -3.5
air.velocity = -0.5,-7
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 30
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
damage = 25,5
priority = 6, Hit
pausetime = 2,5
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5
air.velocity = -0.5,-7
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 30
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 29
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
damage = 100,15
priority = 6, Hit
pausetime = 20,20
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -1,-8.5
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 4

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

[StateDef 2110]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 2110
sprpriority = 2

[State 2110, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2110, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 2110, VarAdd]
type = VarAdd
trigger1 = Time = 0
trigger1 = var(45) > 0
var(45) = -240
ignorehitpause = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 10000
ID = 10000
name = "Superpause FX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-32 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7000
stateno = 7000
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2110, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7001
stateno = 7001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 1001
sprpriority = 5
pos = -70, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 25
anim = 1011
ID = 1011
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 21
anim = 1021
ID = 1021
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 29
anim = 621
ID = 621
sprpriority = 5
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2110, VelAdd]
type = VelAdd
trigger1 = AnimElem = 4
x = 15

[State 2110, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
trigger6 = AnimElem = 29
x = 10

[State 2110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 44
value = S100,1

[State 2110, VelAdd]
type = VelAdd
trigger1 = AnimElem = 36
x = 4
y = -7.5

[State 2110, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(36) >= 1
trigger1 = AnimElemTime(43) <= 2
x = -0.04
y = 0.6

[State 2110, VelSet]
type = VelSet
trigger1 = AnimElemTime(44) = 0
x = 0
y = 0

[State 2110, PosSet]
type = PosSet
trigger1 = AnimElemTime(44) = 0
y = 0

[State 2110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(36) >= 1
trigger1 = AnimElemTime(43) <= 2
StateType = A
Physics = N

[State 2110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(44) >= 0
StateType = S
Physics = N

[State 2110, explod]
type = Explod
trigger1 = AnimElem = 44
anim = 1051
ID = 1051
sprpriority = 5
pos = -40,0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[State 2110, Explod]
type = Explod
trigger1 = AnimElem = 44
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 44
value = S40,0

[State 2110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
trigger6 = AnimElem = 25
trigger7 = AnimElem = 29
value = S100,2
channel = 1

[State 2110, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 1
value = S410,0
channel = 0

[State 2110, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 1
value = S460,1
channel = 0

[State 2110, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 9
value = S410,1
channel = 0

[State 2110, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 44
value = S410,2
channel = 0

[State 2110, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 44
value = S460,2
channel = 0

[State 2110, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = low
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,4
guardsound = S300,0
damage = 50,12
priority = 6, Hit
pausetime = 6,7
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -3.5
air.velocity = -0.5,-7
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 30
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2110, HitDef]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
trigger3 = AnimElem = 17
trigger4 = AnimElem = 21
trigger5 = AnimElem = 25
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
damage = 25,5
priority = 6, Hit
pausetime = 1,5
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5
air.velocity = -0.5,-7
fall = 0
air.fall = 1
fall.recover = 0
fall.recovertime = 30
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2110, HitDef]
type = HitDef
trigger1 = AnimElem = 29
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
damage = 40,10
priority = 6, Hit
pausetime = 6,11
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -1,-9.5
air.velocity = -0.5,-9.5
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2110, HitDef]
type = HitDef
trigger1 = AnimElem = 44
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = high
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,5
guardsound = S300,0
damage = 100,25
priority = 3, Hit
pausetime = 5,5
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -8
air.velocity = -8,8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.48
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 2110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3000]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 2000
sprpriority = 2

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 5
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 3000, Pause]
type = Pause
trigger1 = AnimElem = 13
trigger1 = EnemyNear,StateType != L
trigger1 = NumTarget(2003) >= 1
time = 60
movetime = 60
persistent = 0
ignorehitpause = 1

[State 3000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 10010
ID = 10010
name = "Superpause FX"
postype = p1
pos = ceil(-10 * const(size.xscale)), ceil(-50 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 5
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "AfterImage"
ID = 7002
stateno = 7002
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "AfterImage"
ID = 7003
stateno = 7003
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3000, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 3000, Helper]
type = Helper
trigger1 = Time = 53
StateNo = 2006
ID = 2006
Name = "Darkness"
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000, Helper]
type = Helper
trigger1 = AnimElemTime(18) >= 0
trigger1 = AnimElemTime(23) <= 0
StateNo = 2008
ID = 2008
Name = "AfterImage"
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 4

[State 3000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(17) = 0
x = 18

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(17) >= 1
trigger1 = AnimElemTime(18) <= 12
x = 8

[State 3000, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(19) = 0
x = 15

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 13
trigger1 = !Numhelper(2007)
trigger1 = EnemyNear,statetype != L
trigger1 = NumTarget(2003) >= 1
ID = 2007
stateno = 2007
postype = p2
pos = enemy,const(size.mid.pos.x)+4,enemy,const(size.mid.pos.y)+7
pausemovetime = 999
supermovetime = 999
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 2008
ID = 2008
PosType = p1
Pos = 67,-7
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,9

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = AnimElem = 13
trigger1 = EnemyNear,StateType != L
trigger1 = NumTarget(2003) >= 1
value = S410,3
Channel = 0

[State 3000, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 13
trigger1 = EnemyNear,StateType != L
trigger1 = NumTarget(2003) >= 1
value = S460,6
Channel = 0

[State 3000, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S,HT
damage = 0
numhits = 0
animtype = high
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -5,-73
hitsound = -1
guardsound = -1
ground.slidetime = 1
ground.hittime = 1
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,0
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ID = 2003
p2stateno = 2003
Down.Bounce = 1

[State 3000, HitDef]
type = HitDef
trigger1 = NumTarget(2003) = 0
trigger1 = AnimElem = 18
attr = S,HT
damage = 0
animtype = high
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -5,-73
hitsound = -1
guardsound = S300,0
ground.slidetime = 16
ground.hittime = 16
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,-3
airguard.velocity = -3,-1.4
getpower = 0,0
givepower = 0,0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
ID = 2004
p1stateno = 3002
p2stateno = 2004

[State 3000, HitDef]
type = HitDef
trigger1 = NumTarget(2003) = 1
trigger1 = AnimElem = 18
attr = S,HT
damage = 0
animtype = high
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -5,-73
hitsound = -1
guardsound = -1
ground.slidetime = 16
ground.hittime = 16
guard.velocity = 0
ground.velocity = 0
air.velocity = 0,-3
airguard.velocity = -3,-1.4
getpower = 0,0
givepower = 0,0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
ID = 2004
p1stateno = 3002
p2stateno = 2004

[State 3000, Helper]
type = Helper
trigger1 = MoveGuarded && NumEnemy
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000, ChangeState]
type = ChangeState
triggerall = AnimElem = 19
trigger1 = facing = 1
trigger1 = (enemynear,ScreenPos x) - (ScreenPos x) <= 15
trigger2 = facing = -1
trigger2 = (ScreenPos x) - (enemynear,ScreenPos x) <= 15
Value = 3001
IgnoreHitPause = 1
Persistent = 0

[State 3000, ChangeState]
type = ChangeState
trigger1 = NumTarget(2003) >= 1
trigger1 = Animelem = 18
value = 3002

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3001]
type = S
movetype = A
physics = S
velset = 0, 0
ctrl = 0
anim = 2001
sprpriority = 2

[State 3001, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3002]
Type = S
MoveType = A
Physics = S
Juggle = 0
Ctrl = 0
VelSet = 0,0
Anim = 2002
SprPriority = 2

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
Time = 1

[State 3002, Helper]
type = Helper
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(12) <= 0
StateNo = 2008
ID = 2008
Name = "AfterImage"
Ownpal = 1
Keyctrl = 0
SprPriority = -5
IgnoreHitPause = 0
Persistent = 4

[State 3002, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 2003
ID = 2003
PosType = p1
Pos = 0,-40
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0

[State 3002, Explod]
type = Explod
trigger1 = AnimElem = 11
anim = 2004
ID = 2004
PosType = p1
Pos = 0,0
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0

[State 3002, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 2005
ID = 2005
PosType = p1
Pos = -70,-10
Ownpal = 1
SprPriority = 5
BindTime = 1
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 999

[State 3002, Explod]
type = Explod
trigger1 = AnimElem = 21
anim = 3000
postype = left
Pos = IfElse(Facing = 1,0,320), 240
facing = IfElse(Facing = 1,1,-1)
Ownpal = 1
SprPriority = 5
BindTime = 9999
IgnoreHitPause = 1
Persistent = 0

[State 3002, Pause]
type = Pause
trigger1 = AnimElemTime(19) >= 0
trigger1 = AnimElemTime(22) <= 25
Anim = -1
Time = 1
P2DefMul = 1
Darken = 0
Persistent = 1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 21
value = S100,18

[State 3002, VelSet]
type = velset
trigger1 = AnimElemTime(9) <= 0
x = 9

[State 3002, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 3002, VelSet]
type = VelSet
trigger1 = AnimElemTime(13) >= 0
trigger1 = AnimElemTime(17) <= 0
x = 7

[State 3002, VelSet]
type = VelSet
trigger1 = AnimElem = 19
x = 0

[State 3002, EnvShake]
type = EnvShake
trigger1 = AnimElem = 21
time = 10
ampl = 4

[State 3002, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 21
value = floor(-300*fvar(1))

[State 3002, TargetState]
type = TargetState
trigger1 = AnimElemTime(21) <= 0
value = 2004

[State 3002, TargetState]
type = TargetState
trigger1 = AnimElem = 21
value = 2005

[State 3002, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 3100]
Type = S
MoveType = A
Physics = N
PowerAdd= 0
Ctrl = 0
VelSet = 0,0
Anim = 3100
SprPriority = 2
Facep2 = 1

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
PalBright = 0,0,0
PalContrast = 32,32,160
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 3100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 10010
ID = 10010
name = "Superpause FX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-50 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7006
stateno = 7006
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7007
stateno = 7007
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Var(50) = 0
trigger1 = AnimElem = 1
Value = S410,28
Channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Var(50) = 1
trigger1 = AnimElem = 1
Value = S460,5
Channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
Value = S40,2

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
value = S100,3

[State 3100, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) >= 0
x = 6

[State 3100, VarSet]
type = VarSet
trigger1 = Time = 61
V = 0
Value = 120

[State 3100, VarAdd]
type = VarAdd
trigger1 = Time >= 62
trigger1 = var(0) > 0
V = 0
Value = -1

[State 3100, ChangeState]
type = ChangeState
triggerall = Time >= 67
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3100, ChangeState]
type = ChangeState
triggerall = Time >= 67
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command = "holdback" && Command != "holdup" && Command != "holddown"
Value = 3103
Ctrl = 0

[State 3100, ChangeState]
type = ChangeState
triggerall = Time >= 67
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3100, ChangeState]
type = ChangeState
triggerall = Time >= 67
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3100, ChangeState]
Type = ChangeState
triggerall = Time >= 67
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3100, ChangeState]
type = ChangeState
triggerall = Time >= 67
trigger1 = Var(0) > 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3100, ChangeState]
type = ChangeState
triggerall = Time >= 67
trigger1 = Var(0) <= 0
trigger2 = Time >= 121
value = 101
ctrl = 0

[StateDef 3101]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3101
PowerAdd  = 0
Facep2 = 1

[State 3101, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3101, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
x = 6

[State 3101, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
V = 0
Value = -1

[State 3101, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3101, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command = "holdback" && Command != "holdup" && Command != "holddown"
Value = 3103
Ctrl = 0

[State 3101, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3101, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3101, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3101, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3101, ChangeState]
type = ChangeState
trigger1 = Var(0) <= 0
trigger2 = Time >= 60
Value = 101
Ctrl = 0

[StateDef 3102]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3102
Facep2 = 1

[State 3102, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
V = 0
Value = -1

[State 3102, VelSet]
type = VelSet
trigger1 = AnimElemtime(7) < 3
x = 6

[State 3102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 3102, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1001
ID = 1001
sprpriority = 5
pos = -70, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 3102, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,20
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -2,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 3102, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 1
triggerall = AnimElemTime(6) < 1
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3102, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 1
triggerall = AnimElemTime(6) < 1
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = command != "holdfwd" && command = "holdback" && command != "holdup" && command != "holddown"
Value = 3103
Ctrl = 0

[State 3102, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 1
triggerall = AnimElemTime(6) < 1
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3102, ChangeState]
type = ChangeState
triggerall = AnimelemTime(5) >= 1
triggerall = AnimelemTime(6) < 1
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3102, ChangeState]
type = ChangeState
triggerall = AnimElemtime(5) >= 1
triggerall = AnimElemTime(6) < 1
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3102, ChangeState]
Type = ChangeState
triggerall = AnimElemTime(5) >= 1
Triggerall = AnimElemTime(6) < 1
trigger1 = Var(0) > 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3102, ChangeState]
Type = ChangeState
trigger1 = Var(0) > 0
trigger1 = AnimElemTime(6) >= 1
Value = 3101
Ctrl = 0

[State 3102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3103]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3103
Facep2 = 1

[State 3103, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
V = 0
Value = -1

[State 3103, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) < 0
x = 6

[State 3103, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) >= 0
x = 0

[State 3103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 3103, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1011
ID = 1011
sprpriority = 5
pos = -85, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 3103, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,20
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -2,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 3103, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 5
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3103, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 5
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command = "holdback" && Command != "holdup" && Command != "holddown"
Value = 3103
Ctrl = 0

[State 3103, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 5
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3103, ChangeState]
Type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 5
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3103, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 5
trigger1 = Var(0) > 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3103, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 5
trigger1 = Var(0) > 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3103, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = AnimelemTime(7) >= 0
Value = 3101
Ctrl = 0

[State 3103, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3104]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3104
Facep2 = 1

[State 3104, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
V = 0
Value = -1

[State 3104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,1

[State 3104, VelSet]
type = VelSet
trigger1 = AnimElemtime(4) = 0
x = 6
y = -6

[State 3104, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(11) <= 2
x = -0.04
y = 0.6

[State 3104, VelSet]
type = VelSet
trigger1 = AnimElemTime(12) = 0
x = 0
y = 0

[State 3104, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 1
trigger1 = AnimElemTime(11) <= 2
StateType = A
Physics = N

[State 3104, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(12) >= 0
StateType = S
Physics = N

[State 3104, PosSet]
type = PosSet
trigger1 = AnimElemTime(12) = 0
y = 0

[State 3104, explod]
type = Explod
trigger1 = AnimElem = 12
anim = 1051
ID = 1051
sprpriority = 5
pos = -40,0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 3104, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = HA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,5
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,20
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -2,-7
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 3104, Explod]
type = Explod
trigger1 = AnimElem = 12
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 3104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S40,0

[State 3104, ChangeState]
type = ChangeState
triggerall = AnimElemTime(12) >= 4
triggerall = AnimElemTime(14) <= 0
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3104, ChangeState]
type = ChangeState
triggerall = AnimElemTime(12) >= 4
triggerall = AnimElemTime(14) <= 0
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command = "holdback" && Command != "holdup" && Command != "holddown"
Value = 3103
Ctrl = 0

[State 3104, ChangeState]
Type = ChangeState
triggerall = AnimElemTime(12) >= 4
triggerall = AnimElemTime(14) <= 0
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3104, ChangeState]
type = ChangeState
triggerall = AnimElemTime(12) >= 4
triggerall = AnimElemTime(14) <= 0
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3104, ChangeState]
type = ChangeState
triggerall = AnimElemTime(12) >= 4
triggerall = AnimElemTime(14) <= 0
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3104, ChangeState]
type = ChangeState
triggerall = AnimElemTime(12) >= 4
triggerall = AnimElemTime(14) <= 0
trigger1 = Var(0) >= 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3104, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = AnimElemTime(14) >= 0
Value = 3101
Ctrl = 0

[State 3104, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3105]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3105
Facep2 = 1

[State 3105, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
V = 0
Value = -1

[State 3105, VelSet]
type = velSet
trigger1 = time = 0
x = 6

[State 3105, VelSet]
type = velset
trigger1 = AnimElemTime(3) = 0
x = 0

[State 3105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 3105, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 621
ID = 621
sprpriority = 5
pos = 0, 0
postype = p1
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 3105, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,4
guardsound = S300,0
damage = 40,4
priority = 3, Hit
pausetime = 10,20
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -0.5,-5
air.velocity = -0.5,-5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 3105, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 4
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3105, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command = "holdback" && Command != "holdup" && Command != "holddown"
Value = 3103
Ctrl = 0

[State 3105, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3105, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3105, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3105, ChangeState]
type = ChangeState
triggerall = AnimElemTime(5) >= 3
triggerall = AnimElemTime(6) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3105, ChangeState]
Type = ChangeState
trigger1 = Var(0) > 0
trigger1 = AnimelemTime(6) >= 4
Value = 3101
Ctrl = 0

[State 3105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3106]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3106
Facep2 = 1

[State 3106, VarAdd]
type = VarAdd
trigger1 = var(0) > 0
V = 0
Value = -1

[State 3106, VelSet]
type = VelSet
trigger1 = Time = 0
X = 6

[State 3106, VelSet]
type = Velset
trigger1 = AnimElemTime(3) = 0
x = 0

[State 3106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 3106, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = hard
hitflag = MAF
guardflag = L
ground.type = Low
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -20))
hitsound = S200,2
guardsound = S300,0
damage = 50,5
priority = 3, Hit
pausetime = 10,20
ground.slidetime = 16
guard.slidetime = 16
ground.hittime = 16
guard.hittime = 16
guard.ctrltime = 16
air.hittime = 16
ground.velocity = -5,0
air.velocity = -1,-5
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 27
yaccel = 0.48
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 3106, ChangeState]
type = ChangeState
triggerall = AnimElemTime(4) >= 1
triggerall = AnimElemTime(5) <= 2
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3106, ChangeState]
type = ChangeState
triggerall = AnimElemTime(4) >= 1
triggerall = AnimElemTime(5) <= 2
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command = "holdback" && Command != "holdup" && Command != "holddown"
Value = 3103
Ctrl = 0

[State 3106, ChangeState]
type = ChangeState
triggerall = AnimElemTime(4) >= 1
triggerall = AnimElemTime(5) <= 2
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3106, ChangeState]
type = ChangeState
triggerall = AnimElemTime(4) >= 1
triggerall = AnimElemTime(5) <= 2
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3106, ChangeState]
type = ChangeState
triggerall = AnimElemTime(4) >= 1
triggerall = AnimElemTime(5) <= 2
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3106, ChangeState]
type = ChangeState
triggerall = AnimElemTime(4) >= 1
triggerall = AnimElemTime(5) <= 2
trigger1 = Var(0) >= 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3106, ChangeState]
type = ChangeState
trigger1 = Var(0) > 0
trigger1 = AnimelemTime(6) >= 0
Value = 3101
Ctrl = 0

[State 3106, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 3107]
type = S
physics = N
movetype = I
anim = 3107
ctrl = 0
velset = 0,0
sprpriority = -1

[State 3107, HitBy]
type = HitBy
trigger1 = time <= 20
value = SCA, NT,ST,HT

[State 3107, VarAdd]
type = Varadd
trigger1 = Var(0) > 0
V = 1
Value = -1

[State 3107, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S40,3

[State 3107, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 6.5

[State 3107, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = 0

[State 3107, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(3) > 0
value = 0

[State 3107, ChangeState]
type = ChangeState
triggerall = AnimElemTime(10) >= 0
triggerall = AnimElemTime(11) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3102
Ctrl = 0

[State 3107, ChangeState]
type = ChangeState
triggerall = AnimElemTime(10) >= 0
triggerall = AnimElemTime(11) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command = "holdback" && Command != "holdup" && Command != "holddown"
Value = 3103
Ctrl = 0

[State 3107, ChangeState]
type = ChangeState
triggerall = AnimElemTime(10) >= 0
triggerall = AnimElemTime(11) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command = "holdfwd" && Command != "holdback" && Command != "holdup" && Command != "holddown"
Value = 3104
Ctrl = 0

[State 3107, ChangeState]
type = ChangeState
triggerall = AnimElemTime(10) >= 0
triggerall = AnimElemTime(11) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command = "holdup" && Command != "holddown"
Value = 3105
Ctrl = 0

[State 3107, ChangeState]
type = ChangeState
triggerall = AnimElemTime(10) >= 0
triggerall = AnimElemTime(11) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger1 = Command != "holdfwd" && Command != "holdback" && Command != "holdup" && Command = "holddown"
Value = 3106
Ctrl = 0

[State 3107, ChangeState]
type = ChangeState
triggerall = AnimElemTime(10) >= 0
triggerall = AnimElemTime(11) <= 3
trigger1 = Var(0) >= 0
trigger1 = Command = "s"
Value = 3107
Ctrl = 0

[State 3107, StateChange]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4000]
Type = S
MoveType = A
Physics = S
Anim = 4000
Ctrl = 0
VelSet = 0,0

[State 4000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 61
movetime = 61
p2defmul = 1
darken = 0
unhittable = 1

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 10020
ID = 10020
name = "Superpause FX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-65 * const(size.yscale))
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 20100
ID = 20100
name = "Super_Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7004
stateno = 7004
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "AfterImage"
ID = 7005
stateno = 7005
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 4000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
PalBright = 0,0,0
PalContrast = 160,32,32
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 4000, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SCA, NA, SA, HA
pausetime = 0,0
attr = S,HA
sparkno = -1
hitsound = S100,13
sprpriority = -1
p1stateno = 4001
p2stateno = 4006
getpower = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[StateDef 4001]
Type = S
MoveType = A
Physics = N
Anim = 4001
Ctrl = 0
VelSet = 0,0

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4001, Explod]
type = Explod
trigger1 = time = 0
anim = 20000
ID = 20000
pos = 120,ceil((1.33*gameheight/gamewidth)*200)
postype = back
bindtime = -1
removetime = 18
supermovetime = 9999
pausemovetime = 9999
scale = 1,1
sprpriority = 99
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Time = 0
ID = 4005
StateNo = 4005
Name = "Ambience"
postype = left
pos = 0,0
ownpal = 1
pausemovetime = 999
supermovetime = 999
ignorehitpause = 1

[State 4001, AllPalFX]
type = AllPalfx
trigger1 = Time = 0
sinadd = 256, 256, 256, 50
time = 25
persistent = 0
ignorehitpause = 1

[state 4001, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 100,floor(Pos y)
ignorehitpause = 1

[state 4001, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -ceil(230-frontedgedist)
ignorehitpause = 1

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 4001, Explod]
type = Explod
trigger1 = Time = 0
anim = 4005
ID = 4005
pos = 0,0
postype = back
ownpal = 1
scale = 0.5,0.5
sprpriority = -99
bindtime = 9999
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 0 && Time <= 81
trigger1 = TimeMod = 10,0
anim = 4008
ID = 4008
pos = -20+(random%90),-1+(random%40)
vel = IfElse(Facing = 1,-13,13),7.2
postype = front
ownpal = 1
scale = 1,1
removetime = 99
sprpriority = 3
persistent = 1
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 0 && Time <= 81
trigger1 = TimeMod = 16,0
anim = 4009
ID = 4009
pos = -10+(random%99),-33+(random%40)
vel = IfElse(Facing = 1,-13,13),6
postype = front
ownpal = 1
scale = 1,1
removetime = 99
sprpriority = 3
persistent = 1
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 0 && Time <= 81
trigger1 = TimeMod = 11,0
anim = 4010
ID = 4010
pos = -40+(random%90),-52+(random%40)
vel = IfElse(Facing = 1,-13,13),5.1
postype = front
ownpal = 1
removetime = 99
sprpriority = 3
persistent = 1
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 82 && Time <= 102
trigger1 = TimeMod = 17,0
anim = 4011
ID = 4011
pos = -22+(random%30),-60
vel = IfElse(Facing = 1,-10,10),7.6
accel = IfElse(Facing = 1,.075,-.075),IfElse(Facing = 1,.025,-.025)
postype = front
ownpal = 1
removetime = 99
sprpriority = 3
persistent = 2
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 82 && time <= 102
trigger1 = TimeMod = 14,0
anim = 4012
ID = 4012
pos = -16+(random%30),-60
vel = IfElse(Facing = 1,-10,10),4.6
accel = IfElse(Facing = 1,.075,-.075),IfElse(facing = 1,.05,-.05)
postype = front
ownpal = 1
removetime = 99
sprpriority = 3
persistent = 2
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 82 && Time <= 107
trigger1 = Timemod = 13,0
anim = 4013
ID = 4013
pos = -10+(random%30),-55
vel = IfElse(Facing = 1,-10,10),7.8
accel = IfElse(Facing = 1,.075,-.075),IfElse(Facing = 1,.025,-.025)
postype = front
ownpal = 1
removetime = 99
persistent = 2
sprpriority = 3
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 82 && Time <= 107
trigger1 = TimeMod = 14,0
anim = 4014
ID = 4014
pos = -10+(random%40),-60
vel = IfElse(Facing = 1,-7,7),7.6
accel = IfElse(Facing = 1,.075,-.075),IfElse(Facing = 1,.025,-.025)
postype = front
ownpal = 1
removetime = 99
sprpriority = 3
persistent = 2
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 102 && time <= 117
trigger1 = TimeMod = 13,0
anim = 4008
ID = 4008
pos = 0+(random%30),-55
vel = IfElse(Facing = 1,-3,3),4.8
postype = front
ownpal = 1
removetime = 99
persistent = 2
sprpriority = 3
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 82 && Time <= 117
trigger1 = TimeMod = 14,0
anim = 4009
ID = 4009
pos = 0+(random%60),-60
vel = IfElse(Facing = 1,-3,3),4.5
postype = front
ownpal = 1
removetime = 99
sprpriority = 3
persistent = 2
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 82 && Time <= 117
trigger1 = TimeMod = 14,0
anim = 4010
ID = 4010
pos = 0+(random%60),-60
vel = IfElse(Facing = 1,-3,3),4.5
postype = front
ownpal = 1
removetime = 99
sprpriority = 3
persistent = 2
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 112 && Time <= 132
trigger1 = TimeMod = 14,0
anim = 4012
ID = 4012
pos = IfElse(Facing = 1,-15,15)+(random%60),-60
vel = IfElse(Facing = 1,-2,2),4
accel = IfElse(Facing = 1,.01,-.01),0
postype = front
ownpal = 1
removetime = 99
sprpriority = 3
persistent = 2
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 112 && Time <= 132
trigger1 = TimeMod = 13,0
anim = 4013
ID = 4013
pos = -40+(random%50),-31
vel = IfElse(Facing = 1,-2,2),-31
accel = IfElse(Facing = 1,.01,-.01),0
postype = front
ownpal = 1
removetime = 99
persistent = 1
sprpriority = 3
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time >= 112 && time <= 132
trigger1 = TimeMod = 13,0
anim = 4008
ID = 4008
pos = -90+(random%30),-55
vel = IfElse(Facing = 1,-2,2),3
accel = IfElse(Facing = 1,.01,-.01),0
postype = front
ownpal = 1
removetime = 99
persistent = 2
sprpriority = 3
ignorehitpause = 1

[State 4001, Explod]
type = Explod
trigger1 = Time = 148
anim = 4012
ID = 4012
pos = -60+(random%10),0
vel = IfElse(Facing = 1,-0.8,0.8),1.2
postype = front
ownpal = 1
scale = 1,1
removetime = 112
persistent = 0
sprpriority = 8
ignorehitpause = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
Value = 4002
Ctrl = 0

[StateDef 4002]
Type = S
MoveType = A
Physics = S
Anim = 4002
Ctrl = 0

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,20

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4002, VarRandom]
type = VarRandom
trigger1 = Time = 0
V = 0
Range = 0,2
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4002, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Var(0) = 0
trigger1 = AnimElem = 1
value = S410,15
Channel = 0

[State 4002, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Var(0) = 1
trigger1 = AnimElem = 1
value = S410,16
Channel = 0

[State 4002, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Var(0) = 2
trigger1 = AnimElem = 1
value = S410,17
Channel = 0

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = Var(50) = 1
trigger1 = AnimElem = 1
Value = S460,3+Random%2
Channel = 0

[State 4002, PosAdd]
type = PosAdd
trigger1 = Time = 64
x = 41
persistent = 0

[State 4002, VelSet]
type = VelSet
trigger1 = Time = 65
x = 0

[State 4002, VelSet]
type = VelSet
trigger1 = Time >= 66
x = 2

[State 4002, AllPalFX]
type = AllPalFX
trigger1 = Time = 65
sinadd = 256, 256, 256, 45
time = 9
persistent = 0

[State 4002, EnvColor]
type = Envcolor
trigger1 = Time = 75
value = 255,255,255
time = 12
under = 1
sprpriority = 2

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 75 && Time <= 92
flag = Invisible

[State 4002, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(4005)
trigger1 = Time = 75
ID = 4005

[State 4002, Explod]
type = Explod
trigger1 = !NumExplod(4006)
trigger1 = Time = 75
anim = 4006
ID = 4006
pos = 160,120
postype = back
bindtime = 999
ownpal = 1
scale = 1,1
sprpriority = 3

[State 4002, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 60
time = 0

[State 4002, Explod]
type = Explod
trigger1 = !NumExplod(4005)
trigger1 = Time = 87
anim = 4005
ID = 4005
pos = 0,0
postype = back
ownpal = 1
scale = 0.5,0.5
sprpriority = -99
bindtime = 999
IgnoreHitPause = 1

[State 4002, AllPalFX]
type = AllPalFX
trigger1 = Time = 81
sinadd = 256, 256, 256, 20
time = 10
persistent = 0

[State 4002, Explod]
type = Explod
trigger1 = Time = 82
anim = 4015
ID = 4015
pos = -140+(random%10),130
vel = IfElse(Facing = 1,-0.9,0.9),0.8
postype = front
ownpal = 1
scale = 1,1
removetime = 80
persistent = 0
sprpriority = 8
IgnoreHitPause = 1

[State 4002, Explod]
type = Explod
trigger1 = time = 88
anim = 4016
ID = 3110
pos = -145+(random%10),135
vel = IfElse(Facing = 1,-1.3,1.3),0.8
postype = front
ownpal = 1
scale = 1,1
removetime = 80
persistent = 0
sprpriority = 8
IgnoreHitPause = 1

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = Time = 75
value = S100,22

[State 4002, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 75
Value = ceil(-399*fvar(1))+(target,power/-15)
absolute = 1
kill = 0

[State 4002, ChangeState]
Type = ChangeState
trigger1 = time >= 88
Value = 4003
Ctrl = 0

[StateDef 4003]
Type = S
MoveType = A
Physics = N
Anim = 4003
VelSet = 0,0
Ctrl = 0

[State 4003, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 93
PalBright = 0,0,0
PalContrast = 160,32,32
PalAdd = 0,0,0
PalMul = 0.75,0.75,0.75
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 4003, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 110
flag = NoShadow
ignorehitpause = 1

[State 4003, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 100
persistent = 0

[State 4003, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Var(0) = 0
trigger1 = AnimElem = 6
value = S410,18
channel = 0
persistent = 0

[State 4003, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Var(0) >= 1
trigger1 = AnimElem = 6
value = S410,19
channel = 0
persistent = 0

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,21

[State 4003, Explod]
type = Explod
trigger1 = !NumExplod(4007)
trigger1 = AnimElem = 14
anim = 4007
ID = 4007
pos = 0,240
postype = back
bindtime = 999
ownpal = 1
sprpriority = 5

[State 4003, AllPalFX]
type = AllPalFX
trigger1 = Time = 93
sinadd = 256, 256, 256, 80
time = 40
persistent = 0

[State 4003, Pause]
type = Pause
trigger1 = Time >= 67
Anim = -1
Time = 1
P2DefMul = 1
darken = 0
persistent = 1

[State 4003, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(4005)
trigger1 = Time = 105
ID = 4005

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -1
absolute = 1
kill = 1

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time >= 105
value = 4004

[StateDef 4004]
Type = S
MoveType = A
Physics = N
Anim = 4004
VelSet = 0,0
Ctrl = 0

[State 4004, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 4004, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
trigger1 = Random <= 500
trigger1 = AnimElemTime(1) = 30
value = S410,20
channel = 0

[State 4004, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
trigger1 = AnimElem = 1
value = S460,7
channel = 0

[State 4004, Turn]
type = Turn
trigger1 = animtime = 0

[State 4004, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[StateDef 4005]
Type = S
Physics = N
Anim = 99999
velset = 0,0
ctrl = 0

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag  = NoMusic
IgnoreHitPause = 1

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag = NoFG
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4005, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo = 4003 && Root,Time = 105
trigger2 = Root,MoveType = H
trigger3 = Root,StateType = L
IgnoreHitPause = 1

[StateDef 4006]
Type = S
MoveType = H
Physics = N
VelSet = 0,0
ctrl = 0

[State 4006, SelfState]
type = SelfState
trigger1 = EnemyNear,MoveType = H
trigger1 = 1
value = 5050
ignorehitpause = 1

[State 4006, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
trigger1 = 1
ignorehitpause = 1

[State 4006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
Flag = NoShadow
ignorehitpause = 1

[State 4006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

[State 4006, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 254 && time <= 267
flag = Invisible

[State 4006, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 0 && time <= 13
value = Anim
elem = AnimElemNo(0)
ignorehitpause = 1

[State 4006, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 0
ignorehitpause = 1

[State 4006, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 0
value = Anim
elem = 1
ignorehitpause = 1

[State 4006, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 266
value = 5010

[State 4006, ChangeState]
type = ChangeState
trigger1 = Time = 354
Value = 4007
ignorehitpause = 1

[StateDef 4007]
Type = A
MoveType = H
Physics = N
ctrl = 0

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

[State 4007, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 4007, VelAdd]
type = VelAdd
trigger1 = Time = 0
x = 0
y = -9.8

[State 4007, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
Time = 30
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4007, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 0
value = 5061

[State 4007, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 4007, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 4007, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 4007, VelAdd]
type = VelAdd
trigger1 = 1
y = .45

[State 4007, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 1

[State 4007, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[StateDef 6000]
Type = S
Physics = S
MoveType = I
Anim = 6000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 45
value = 0

[State 6000, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(45) = 1200
ignorehitpause = 1

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 6000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 6000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 6001
ID = 6001
name = "MAX"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-64 * const(size.yscale))
supermovetime = 255
size.xscale = 1
size.yscale = 1
ownpal = 1

[State 6000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 6020
ID = 6020
name = "Awakening"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 6000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
sound = S10000,5
p2defmul = 1
darken = 0

[State 6000, CtrlSet]
type = CtrlSet
trigger1 = Time = 25
value = 1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6001]
Type = A
Physics = N
MoveType = I
Anim = 6001
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 6001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = time < 25
time = 1
mul = 128,128,128

[State 6001, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = 6*(random%60)

[State 6001, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 6001, AngleDraw]
type = AngleDraw
trigger1 = time < 8
scale = (.0625*time), (.0625*time)

[State 6001, AngleDraw]
type = AngleDraw
trigger1 = time >= 8
scale = .5, .5

[State 6001, Trans]
type = Trans
trigger1 = time < 16
trans = AddAlpha
alpha = 256, 256

[State 6001, Trans]
type = Trans
trigger1 = time >= 16
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 6001, Explod]
type = explod
trigger1 = Time = 0
anim = 6002
ID = 6002
sprpriority = 5
postype = p1
facing = IfElse(random<500,-1,1)
vfacing = IfElse(random<500,-1,1)
removetime = 16
supermovetime = -1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6002)
ID = 6002
scale = 2-(.125*time), 2-(.125*time)
trans = AddAlpha
alpha = IfElse(time<4, 64*time, 256), 256

[State 6001, Explod]
type = Explod
trigger1 = time = 16
anim = 6003
ID = 6003
sprpriority = 5
postype = p1
removetime = 32
supermovetime = -1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6003)
ID = 6003
scale = (.1*(time-16)), (.1*(time-16))
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 6001, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 26

[State 6001, DestroySelf]
type = DestroySelf
trigger1 = time >= 26

[StateDef 6002]
anim = 0
ctrl = 0
sprpriority = -6

[State 6002, Bindtoroot]
type = BindToRoot
trigger1 = 1

[State 6002, Turn]
type = turn
trigger1 = facing != Root,facing

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6002, VarSet]
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6003
value = Root, Anim
elem = Var(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 6002, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
trigger4 = Root,StateNo >= 160
trigger4 = Root,StateNo < 5000
trigger4 = Root,MoveType = H
trigger5 = Root,StateNo >= 6000
trigger5 = Root,MoveType = H
trigger6 = Root,Anim >= 160
trigger6 = Root,Anim < 5000
trigger6 = Root,MoveType = H
trigger7 = Root,Anim >= 6000
trigger7 = Root,MoveType = H
trigger8 = Root,Stateno = [190,194]
trigger9 = Root,Stateno = 5150
flag = Invisible

[State 6002, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6002, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6002, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 6002, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6002, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(45) <= 0

[StateDef 6010]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State 6010, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(4):=1

[State 6010, Explod]
type = explod
trigger1 = time = 0
trigger1 = Numexplod(6010)=0
ID = 6010
anim = IfElse(Teamside = 1,6010,6012)
pos = Ifelse(Teamside = 1,15,209),ceil((1.33*gameheight/gamewidth)*230-(30*(var(4))))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
ontop = 1
facing = 1

[State 6010, Explod]
type = explod
trigger1 = time = 0
id = 6011
anim = 6011
pos = Ifelse(Teamside = 1,15,304),ceil((1.33*gameheight/gamewidth)*230-(30*(var(4))))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
ontop = 1
facing = ifelse(teamside=1,1,-1)

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6011
Scale = .5*Root,Var(45)/1200,0.50

[State 6010, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(45) <= 0
ID = 6010

[State 6010, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(45) <= 0
ID = 6011

[State 6010, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(45) <= 0

[StateDef 6020]
Type = S
Physics = N
MoveType = I
Anim = 99999
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6020, Explod]
type = Explod
trigger1 = time = 0
anim = 6020
id = 6020
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-20)
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 6020, Explod]
type = Explod
trigger1 = time = 0
anim = 6021
ID = 6021
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-20)
postype = left
sprpriority = -7
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 6020, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 6020
Scale = 0.5,0.5-((time-65)*0.1)

[State 6020, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 6021
Scale = 0.5,0.5-((time-65)*0.1)

[State 6020, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
trigger2 = NumHelper(20100) = 1
ID = 6020

[State 6020, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
trigger2 = NumHelper(20100) = 1
ID = 6021

[State 6020, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70
trigger2 = NumHelper(20100) = 1

[StateDef 7000]
physics = N
anim = 7000

[State 7000, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7000, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7000, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7000, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7000, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7001]
physics = N
anim = 7000

[State 7001, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7001, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7001, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7001, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7001, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7002]
physics = N
anim = 7001

[State 7002, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7002, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7002, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7002, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7002, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7003]
physics = N
anim = 7001

[State 7003, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7003, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7003, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7003, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7003, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7003, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7004]
physics = N
anim = 7002

[State 7004, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7004, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7004, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7004, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7004, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7004, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7004, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7004, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7005]
physics = N
anim = 7002

[State 7005, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7005, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7005, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7005, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7005, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7005, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7005, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7006]
physics = N
anim = 7003

[State 7006, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7006, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7006, BindToRoot]
type = BindToRoot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7006, VelSet]
type = VelSet
trigger1 = 1
x = .4
y = ifelse((root,statetype != A),0,-.4)

[State 7006, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7006, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 7007]
physics = N
anim = 7003

[State 7007, SprPriority]
type = SprPriority
trigger1 = 1
value = 0

[State 7007, BindToRoot]
type = BindToroot
trigger1 = time = 0
time = 1
pos = 0,0

[State 7007, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7007, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 7007, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7007, VelSet]
type = VelSet
trigger1 = 1
x = -.4
y = ifelse((root,statetype != A),0,.4)

[State 7007, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 7007, DestroySelf]
type = DestroySelf
trigger1 = Time >= 61
trigger2 = root,movetype = H

[StateDef 8010]
type = A
anim = 99999
velset = 0,0

[State 8010, BindtoParent]
type = BindtoParent
trigger1 = 1

[State 8010, Explod]
type = Explod
trigger1 = Time = 0
anim = 8010
sprpriority = 3
postype = p1
pos = 0,10
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 8010, Explod]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 2
trigger3 = Time = 6
anim = 8000
ID = 8000
sprpriority = 3
postype = p1
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 8010, ModifyExplod]
type = ModifyExplod
trigger1 = time > 1
ID = 8000
scale = 0.5-((Time-1)*0.05),0.5-((Time-1)*0.05)

[State 8010, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 11
ID = 8000

[State 8010, DestroySelf]
type = DestroySelf
trigger1 = time = 11

[StateDef 8030]
type = A
anim = 99999
velset = 0, 0
sprpriority = 5

[State 8030, PosSet]
type = PosSet
trigger1 = !time = 0
y = 0

[State 8030, Explod]
type = Explod
trigger1 = time = 0 || time = 3 || time = 6
anim = 8030
ID = ifelse((time = 6), 8032, ifelse((time = 3), 8031, 8030))
postype = p1
pos = 0, -4
random = 8, 8
vel = -3 -(random / 1000.0), -2 -(random / 2000.0)
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
removetime = 16
sprpriority = 3
pausemovetime = -1
supermovetime = -1

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8030)
ID = 8030
scale = 0.1 + (0.025 * time), 0.1 + (0.025 * time)
trans = addalpha
alpha = 256 -(16 * time), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8031)
ID = 8031
scale = 0.1 + (0.025 * (time -3)), 0.1 + (0.025 * (time -3))
trans = addalpha
alpha = 256 -(16 * (time -3)), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8032)
ID = 8032
scale = 0.1 + (0.025 * (time -6)), 0.1 + (0.025 * (time -6))
trans = addalpha
alpha = 256 -(16 * (time -6)), 256

[State 8030, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 22

[State 8030, DestroySelf]
type = DestroySelf
trigger1 = !NumExplod

[StateDef 8050]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8050, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8050, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8050, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .3-(time*.03), .3-(time*.03)

[State 8050, AngleDraw]
type = AngleDraw
trigger1= time >= 10
scale = 0,0

[State 8050, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1= !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .3-(.0375*time),.3-(.0375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8050, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8051]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8051, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8051, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time<10
scale = .35-(time*.035), .35-(time*.035)

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8051, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1= NumExplod(8053)
ID = 8053
scale = .35-(.04375*time),.35-(.04375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8051, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8051, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8052]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8052, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8052, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .4-(time*.04), .4-(time*.04)

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8052, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .4-(.05*time),.4-(.05*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8052, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8052, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8053]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8053, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8053, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8053, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8053, AngelDraw]
type = AngleDraw
trigger1 = time < 10
scale = .5-(time*.05), .5-(time*.05)

[State 8053, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8053, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8051)
ID = 8051
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8054)
ID = 8054
scale = .5,.5
trans = addalpha
alpha = 256-(32*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8053)
ID = 8053
scale = .5-(.0625*time),.5-(.0625*time)
trans = addalpha
alpha = 256-(32*time),256

[State 8053, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8053, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8054]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8054, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8054, Angle]
type = angleset
trigger1 = !time
value = 30*(random%12)

[State 8054, AngleAdd]
type = angleadd
trigger1 = 1
value = 30

[State 8054, AngleDraw]
type = angledraw
trigger1 = time < 10
scale = .45-(time*.045), .45-(time*.045)

[State 8054, AngleDraw]
type = angledraw
trigger1 = time >= 10
scale = 0,0

[State 8054, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8051)
ID = 8051
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8052)
ID = 8052
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8054)
ID = 8054
scale = .4,.4
trans = addalpha
alpha = 256-(32*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8053)
ID = 8053
scale = .45-(.05625*time),.45-(.05625*time)
trans = addalpha
alpha = 192-(24*time),256

[State 8054, RemoveExplod]
type = RemoveExplod
trigger1= time >= 16

[State 8054, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 9000]
type = A
physics = N
movetype = I
anim = 9000
velset = 0,0
sprpriority = 5

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9000, AnglDraw]
type = AngleDraw
trigger1 = 1
scale = .125+(.046875*time), .125+(.046875*time)

[State 9000, Trans]
type = Trans
trigger1 = time < 4
trans = addalpha
alpha = 256, 256

[State 9000, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 256 - 64*(time-4), 256

[State 9000, DstroySelf]
type = DestroySelf
trigger1 = time >= 8

[StateDef 10000]
type = A
movetype = I
physics = N
anim = 10000
velset = 0,0
ctrl = 0
sprpriority = 5

[State 10000, Varset]
type = VarSet
trigger1 = !time
var(0) = 61

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,0

[State 10000, AngleDraw]
type = AngleDraw
trigger1 = time <= 15
scale = 0+(time*.02),0+(time*.02)

[State 10000, AngleDraw]
type = AngleDraw
trigger1 = time > 15
scale = .3,.3

[State 10000, AngleDraw]
type = AngleDraw
trigger1 = time >= var(0)
scale = 0,0

[State 10000, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 10000, Trans]
type = Trans
trigger1 = 1
trans = add

[State 10000, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 10000, Helper]
type = Helper
trigger1 = Time = 0
ID = 10001
StateNo = 10001
pos = 0,0
postype = P1
name = "Spining_circle"
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .55
size.yscale = .55

[State 10000, Explod]
type = Explod
trigger1 = !time
anim = 10001
ID = 10001
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 15

[State 10000, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10001)
ID = 10001
scale = 1-(time*.066666),1-(time*.066666)
trans = AddAlpha
alpha = ceil(100+20.4*time),256

[State 10000, Explod]
type = Explod
trigger1 = time = 15
anim = 10002
ID = 10002
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 45

[State 10000, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10002)
ID = 10002
scale = .5+(.03*(time-15)),.5+(.03*(time-15))
trans = AddAlpha
alpha = ceil(100-3*(time-15)),256

[State 10000, RemoveExplod]
type = RemoveExplod
trigger1 = time > 61

[State 10000, ChangeState]
type = DestroySelf
trigger1 = time > 61

[StateDef 10001]
type = A
movetype = I
physics = N
anim = 10003
velset = 0,0
ctrl = 0
sprpriority = 0

[State 10001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10001, AssertSpecial]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 0+(time*50),256

[State 10001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .35,.35

[State 10001, AngleSet]
type = AngleSet
trigger1 = !time
value = 6*(random%60)

[State 10001, Rotate]
type = AngleAdd
trigger1 = 1
value = -12

[State 10001, RemoveExplod]
type = RemoveExplod
trigger1 = time > 60

[State 10001, ChangeState]
type = DestroySelf
trigger1 = time > 60

[StateDef 10010]
type = A
movetype = I
physics = N
anim = 10010
velset = 0,0
ctrl = 0
sprpriority = 5

[State 10010, Varset]
type = VarSet
trigger1 = !time
var(0) = 61

[State 10010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,1

[State 10010, AngleDraw]
type = AngleDraw
trigger1 = time <= 15
scale = 0+(time*.02),0+(time*.02)

[State 10010, AngleDraw]
type = AngleDraw
trigger1 = time > 15
scale = .3,.3

[State 10010, AngleDraw]
type = AngleDraw
trigger1 = time >= var(0)
scale = 0,0

[State 10010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 10010, Trans]
type = Trans
trigger1 = 1
trans = add

[State 10010, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 10010, Helper]
type = Helper
trigger1 = Time = 0
ID = 10011
StateNo = 10011
pos = 0,0
postype = P1
name = "Spining_circle"
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .55
size.yscale = .55

[State 10010, Explod]
type = Explod
trigger1 = !time
anim = 10011
ID = 10011
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 15

[State 10010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10011)
ID = 10011
scale = 1-(time*.066666),1-(time*.066666)
trans = AddAlpha
alpha = ceil(100+20.4*time),256

[State 10010, Explod]
type = Explod
trigger1 = time = 15
anim = 10012
ID = 10012
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 45

[State 10010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10012)
ID = 10012
scale = .5+(.03*(time-15)),.5+(.03*(time-15))
trans = AddAlpha
alpha = ceil(100-3*(time-15)),256

[State 10010, RemoveExplod]
type = RemoveExplod
trigger1 = time > 61

[State 10010, ChangeState]
type = DestroySelf
trigger1 = time > 61

[StateDef 10011]
type = A
movetype = I
physics = N
anim = 10013
velset = 0,0
ctrl = 0
sprpriority = 0

[State 10011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10011, AssertSpecial]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 0+(time*50),256

[State 10011, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .35,.35

[State 10011, AngleSet]
type = AngleSet
trigger1 = !time
value = 6*(random%60)

[State 10011, Rotate]
type = AngleAdd
trigger1 = 1
value = -12

[State 10011, RemoveExplod]
type = RemoveExplod
trigger1 = time > 60

[State 10011, ChangeState]
type = DestroySelf
trigger1 = time > 60

[StateDef 10020]
type = A
movetype = I
physics = N
anim = 10020
velset = 0,0
ctrl = 0
sprpriority = 5

[State 10020, Varset]
type = VarSet
trigger1 = !time
var(0) = 61

[State 10020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,2

[State 10020, AngleDraw]
type = AngleDraw
trigger1 = time <= 15
scale = 0+(time*.02),0+(time*.02)

[State 10020, AngleDraw]
type = AngleDraw
trigger1 = time > 15
scale = .3,.3

[State 10020, AngleDraw]
type = AngleDraw
trigger1 = time >= var(0)
scale = 0,0

[State 10020, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 10020, Trans]
type = Trans
trigger1 = 1
trans = add

[State 10020, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 10020, Helper]
type = Helper
trigger1 = Time = 0
ID = 10021
StateNo = 10021
pos = 0,0
postype = P1
name = "Spining_circle"
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = .55
size.yscale = .55

[State 10020, Explod]
type = Explod
trigger1 = !time
anim = 10021
ID = 10021
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 15

[State 10020, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10021)
ID = 10021
scale = 1-(time*.066666),1-(time*.066666)
trans = AddAlpha
alpha = ceil(100+20.4*time),256

[State 10020, Explod]
type = Explod
trigger1 = time = 15
anim = 10022
ID = 10022
sprpriority = 5
postype = p1
supermovetime = -1
removetime = 45

[State 10020, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(10022)
ID = 10022
scale = .5+(.03*(time-15)),.5+(.03*(time-15))
trans = AddAlpha
alpha = ceil(100-3*(time-15)),256

[State 10020, RemoveExplod]
type = RemoveExplod
trigger1 = time > 61

[State 10020, ChangeState]
type = DestroySelf
trigger1 = time > 61

[StateDef 10021]
type = A
movetype = I
physics = N
anim = 10023
velset = 0,0
ctrl = 0
sprpriority = 0

[State 10021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10021, AssertSpecial]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 0+(time*50),256

[State 10021, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .35,.35

[State 10021, AngleSet]
type = AngleSet
trigger1 = !time
value = 6*(random%60)

[State 10021, Rotate]
type = AngleAdd
trigger1 = 1
value = -12

[State 10021, RemoveExplod]
type = RemoveExplod
trigger1 = time > 60

[State 10021, ChangeState]
type = DestroySelf
trigger1 = time > 60

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[StateDef -2]

[State -2, VarSet]
type = VarSet
trigger1 = Palno = [1,6]
v = 50
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = Palno = [7,12]
v = 50
value = 1

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = Var(50) = 1
trigger1=gethitvar(damage)>=life
trigger1=alive
flag = Nokosnd
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = Var(50) = 1
trigger1=gethitvar(damage)>=life
trigger1=alive
value = S11,2
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = Var(50) = 0
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%7
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = Var(50) = 1
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 = S5050,0+random%5
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = Var(50) = 0
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%7
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = Var(50) = 1
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 = S5050,0+random%5
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+random%6
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5250,0+random%7
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 0
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+random%6
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = Var(50) = 1
triggerall = time = 1
trigger1 = stateno = 5120
value = S5250,0+random%7
persistent = 0
channel = 0

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateno = ifelse(movehit,var(41),var(42))
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State -2, VarRangeSet]
type = VarRangeSet
trigger1 = movetype = I
trigger2 = movetype = H && time
trigger3 = var(41)>0||var(42)>0
trigger3 = movecontact=1
first = 40
last = 44
value = -1
ignorehitpause = 1

[State -2, 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, .92**fvar(0)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(1)*fvar(2)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = IfElse(Var(45) > 0,1.1,1)

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(100*life/const(data.life)) >= 75
trigger1 = numenemy
value = 1.05
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(100*life/const(data.life)) = [50,74]
trigger1 = numenemy
value = 1.02
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(100*life/const(data.life)) = [25,49]
trigger1 = numenemy
value = 0.98
ignorehitpause = 1

[State -2, DefenceMulSet]
type = DefenceMulSet
triggerall = ceil(100*life/const(data.life)) <= 24
trigger1 = numenemy
value = 0.95
ignorehitpause = 1

[State -2, PowerSet]
type = PowerSet
trigger1 = Var(45) > 0
value = 0

[State -2, LifeAdd]
type = LifeAdd
triggerall = Var(45) > 0
triggerall = Movetype != H
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo != 6000
trigger1 = Gametime%5 = 0
value = 1
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = roundstate = 2
trigger1 = numhelper(6010) = 0
trigger1 = var(45) > 0
ID = 6010
name = "MAX_Bar"
stateno = 6010
ownpal = 1
postype = left
pos = 160
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(45) > 0
trigger1 = !numhelper(20100)
trigger1 = StateNo != 6000
var(45) = -1
IgnoreHitPause = 1

[State -2, Helper]
type = Helper
Trigger1 = Var(45) > 0
Trigger1 = NumHelper(6002) = 0
helpertype = normal
name = "Aura"
ID = 6002
pos = 0, 0
postype = p1
facing = 1
stateno = 6002
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State -2, PalFX]
type = PalFX
triggerall = Var(45) > 0
trigger1 = !(GameTime % 2)
time = 1
add = 60,60,60
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
flag = NoKOSlow
trigger1 = StateNo = [2000,4999]
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = RoundState >= 2
triggerall = WinKo && !var(37)
trigger1 = StateNo = [2000,4999]
trigger2=movetype=h
trigger2=prevstateno=[2000,4999]
ID = 20150
stateno = 20100
Name = "Super_Combo_Finish"
postype = left
pos = 0,0
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
ownpal = 1
persistent = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
var(37) = 1

[State -2, VarSet]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(37) = 0

[State -2, AfterImageTime]
type = afterimagetime
trigger1 = stateno != 50
trigger1 = stateno != [700,755]
trigger1 = stateno != [2000,4999]
time = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(211)
trigger1 = Stateno != 210
ID = 211

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(216)
trigger1 = Stateno != 215
ID = 216

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(221)
trigger1 = Stateno != 220
ID = 221

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(231)
trigger1 = Stateno != 230
ID = 231

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(241)
trigger1 = Stateno != 240
ID = 241

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(251)
trigger1 = Stateno != 250
ID = 251

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(401)
trigger1 = Stateno != 400
ID = 401

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(411)
trigger1 = Stateno != 410
ID = 411

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(421)
trigger1 = Stateno != 420
ID = 421

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(601)
trigger1 = Stateno != 600
ID = 601

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(611)
trigger1 = Stateno != 610
ID = 611

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(612)
trigger1 = Stateno != 610
ID = 612

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(621)
trigger1 = Stateno != 620
trigger1 = Stateno != 1011
trigger1 = Stateno != 2100
ID = 621

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(631)
trigger1 = Stateno != 630
ID = 631

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(641)
trigger1 = Stateno != 640
ID = 641

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(651)
trigger1 = Stateno != 650
ID = 651

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1230)
trigger1 = Stateno != 1230
ID = 1230

[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, AfterImageTime]
type = AfterImageTime
trigger1 = stateno != 50
trigger1 = stateno != [700,751]
trigger1 = stateno != [2000,4999]
time = 0

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy,Name != "Aozaki_Aoko"
trigger2 = Enemy,Name != "RajaaAoko" && Enemy,AuthorName = "RajaaBoy"
trigger3 = Enemy,Name != "Tohno_Shiki"
trigger4 = Enemy,Name != "RajaaShiki" && Enemy,AuthorName = "RajaaBoy"
trigger5 = Enemy,Name != "Nero"
trigger6 = Enemy,Name != "RajaaNero" && Enemy,AuthorName = "RajaaBoy"
value = 1+random%5

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Tohno_Shiki"
trigger2 = Enemy,Name = "RajaaShiki" && Enemy,AuthorName = "RajaaBoy"
value = 7

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Aozaki_Aoko"
trigger2 = Enemy,Name = "RajaaAoko" && Enemy,AuthorName = "RajaaBoy"
value = 8

[State -2, VictoryQuote]
type = VictoryQuote
triggerall = NumEnemy
trigger1 = Enemy,Name = "Nero"
trigger2 = Enemy,Name = "RajaaNero" && Enemy,AuthorName = "RajaaBoy"
value = 9

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "MAX mode duration = %d"
params = var(45)

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(20) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger3 = Statetype = A
trigger3 = (Stateno = [600,699])
trigger3 = MoveContact
var(20) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(21) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(21) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(22) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(22) = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = var(25) > 0
var(25) = -1

[State -3, VarSet]
type = VarSet
trigger1 = (Stateno != [1000,1999]) || MoveType = H
var(25) = 0

[State -3, PalFX]
type = PalFX
trigger1 = !(gametime%2) && var(25)
time = 1
color = 0
mul = 256, 224, 0
add = 128, 128, 128
ignorehitpause = 1

[State -3, Helper]
type = Helper
triggerall = RoundState = 2 && !NumHelper(854)
triggerall = (MoveType = I && Ctrl) || (StateNo = [850,852])
triggerall = (Command != "rlsfwd" && Command != "rlsback" && command != "rlsup" && command!="rlsdown")
trigger1 = (StateType = S || StateType = C) && (Command = "fwd" || Command = "down")
trigger2 = StateType = A && Command ="fwd"
helpertype = normal
StateNo = 854
ID = 854
name = "Parry"
postype = p1
pausemovetime = 99999
supermovetime = 99999

[State -3, ChangeState]
type = ChangeState
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = Helper(854),StateNo = 855
value = IfElse((Helper(854),Anim = 858), 852, IfElse((Helper(854),Anim = 857), 851, 850))
ignorehitpause = 1

[State -3, HitOverride]
type = HitOverride
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = !(Helper(854),var(0)) && (Helper(854),Anim = 856)
attr = SA,AP
StateNo = 850
slot = 0
time = 1
ignorehitpause = 1

[State -3, HitOverride]
type = HitOverride
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = !(Helper(854),var(0)) && (Helper(854),Anim = 857)
attr = C,AP
StateNo = 851
slot = 0
time = 1
ignorehitpause = 1

[State -3, HitOverride]
type = HitOverride
trigger1 = (StateNo != [850,852]) && NumHelper(854)
trigger1 = !(Helper(854),var(0)) && (Helper(854),Anim = 858)
attr = SCA,AP
StateNo = 852
slot = 0
time = 1
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = !alive && (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
value = 5950
ignorehitpause = 1

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
flag = nokosnd
ignorehitpause = 1

[State -3, Width]
type = Width
trigger1 = 1
edge = 4,0
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
value = 40, 0
