; 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 = 30,32,60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 13		;Player width (back, ground)
ground.front = 13		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 40			;Height of player (for opponent to jump over)
attack.dist = 100		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.5		;Walk forward
walk.back = -2.5		;Walk backward
run.fwd  = 6, 0		;Run forward (x, y)
run.back = -5,-3.8	;Hop backward (x, y)
jump.neu = 0,-6.4		;Neutral jumping velocity (x, y)
jump.back = -2.8		;Jump back Speed (x, y)
jump.fwd = 2.8		;Jump forward Speed (x, y)
runjump.back = -4.5,-8.1;Running jump speeds (opt)
runjump.fwd = 4.5,-8.1	;.
airjump.neu = 0,-5	;.
airjump.back = -2	;Air jump speeds (opt)
airjump.fwd = 2		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 25	;Minimum distance from ground before you can air jump (opt)
yaccel = .26		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .80	;Friction coefficient when crouching

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

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

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

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

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

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

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

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,15
Channel = 0

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

[StateDef 182]
Type = S
Movetype= I
Physics = N
Anim = 181
SprPriority = 2
Velset = 0,0

[State 182, Helper]
Type = Helper
Trigger1 = AnimElem = 22
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 0,-110
ID = 183
StateNo = 183
Name = "Star"

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

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

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

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

[state win]
type=helper
postype=left
stateno=20000
id=19000
ownpal=1
supermovetime=-2**31-1
pausemovetime=-2**31-1
triggerall=time=0
triggerall=matchover
trigger1=teammode=single
trigger2=teammode=simul
trigger2=id<partner,id

[StateDef 183]
Type = A
Movetype= I
Physics = N
Anim = 183
SprPriority = 10

[State 183, Helper]
Type = Helper
Trigger1 = Time = 14
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 0,0
ID = 184
StateNo = 184
Name = "Star_effect"

[State 183, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 183, Trans]
type = Trans
trigger1 = 1
trans = add

[State 183, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = -10

[State 183, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.25,0.25

[State 183, DestroySelf]
type = DestroySelf
trigger1 = Time = 20

[StateDef 184]
Type = A
Movetype= I
Physics = N
Anim = 182
SprPriority = 10

[State 184, VarAdd]
Type = VarAdd
Trigger1 = 1
FV = 1
Value = 1

[State 184, VelSet]
Type = VelSet
Trigger1 = 1
X = 0
Y = 0

[State 184, PosSet]
Type = PosSet
Trigger1 = 1
X = 0
Y = -400

[State 184, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = -FVar(1)
Scale = 10, 10

[State 184, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 184, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 184]
Type = VarAdd
Trigger1 = Time >= 50
V = 40
Value = 16

[State 184]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 184]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 184, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 80

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

[State 190, Helper]
type = Helper
trigger1 = time = 0
name = "Kanako"
ID = 191
Stateno = 191
postype = p1
pos = -50,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 190, Helper]
type = Helper
trigger1 = time = 0
name = "Suwako"
ID = 192
Stateno = 192
postype = p1
pos = -30,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 190, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 180
value = 191

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Time = 180
value = S0,14
Channel = 0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4]
type = ChangeState
Trigger1 = Anim = 191
trigger1 = Time >= 240
value = 0

[StateDef 191]
type = S
ctrl = 0
anim = 3506
velset = 0,0
Sprpriority = 2

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 120
value = 3505

[State 191, Trans]
type = trans
trigger1 = time >= 200
trans = addalpha
alpha = 256-16*(time-200),256

[State 191, DestroySelf]
type = DestroySelf
trigger1 = Time = 215

[StateDef 192]
type = S
ctrl = 0
anim = 3702
velset = 0,0
Sprpriority = 3

[State 192, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 120
value = 3711

[State 192, ChangeState]
type = ChangeState
Trigger1 = Anim = 3711
trigger1 = Time = 200
value = 3710

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

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

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

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,0

[State 200, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+Random%2
channel = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 10,0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 7			;Time attacker pauses, time opponent shakes
sparkno = S8050*10**(random%4)
guard.sparkno = S9000			;Spark anim no (Def: set above)
sparkxy = -10, -61		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = S200, 0			;Sound to play on hit
guardsound = S300, 4			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 11		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low		;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 12			;Time before opponent regains control in air

[State 200, 3]
type = CtrlSet
trigger1 = Time = 8
value = 1

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
velset = 0,0
anim = 210

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

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,1

[State 210, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 500
trigger1 = time = 1
value = S400,2+Random%2
channel = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage  = 15
guardflag = MA
pausetime = 7,8
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-70
hitsound   = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -2.5
air.velocity = -2.5,-4
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3

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

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

[State 215, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 6

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

[State 215, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 500
trigger1 = time = 1
value = S400,2+Random%2
channel = 0

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 15
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 8
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10, -76
hitsound = S200, 1
guardsound = S300, 4
ground.type = Low
ground.slidetime = 10
ground.hittime = 14
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3

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

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

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

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 500
trigger1 = time = 1
value = S400,4+Random%2
channel = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage = 25
guardflag = MA
pausetime = 7,9
sparkno = S8051*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-70
hitsound = S200,7
guardsound = S300,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -2.7
air.velocity = -4,-4
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

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

[StateDef 225]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 225
poweradd = 40
sprpriority = 2

[State 225, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 6

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

[State 225, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 500
trigger1 = time = 1
value = S400,4+Random%2
channel = 0

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 50
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7,7
sparkno = S8051*10**(random%4)
guard.sparkno = S9000
sparkxy = -20, -76
hitsound = S200,7
guardsound = S300,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -6,-3
airguard.velocity = -1,4
air.type = High
air.velocity = -7,-3
air.hittime = 12
fall = 1
fall.recovertime = 40
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

[State 225, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 400, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+Random%2
channel = 0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 12
priority  = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 8,10
sparkno = S8051*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-42
hitsound  = S200,8
guardsound = S300,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1,-2

[State 400, 3]
type = CtrlSet
trigger1 = Time = 8
value = 1

[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

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,1

[State 410, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 500
trigger1 = time = 1
value = S400,2+Random%2
channel = 0

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage = 17
priority  = 3,Hit
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-22
hitsound   = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 13
ground.velocity = -2
air.velocity = -1.5,-4
air.fall = 1
fall.recovertime = 28
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3

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

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

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 500
trigger1 = time = 1
value = S400,4+Random%2
channel = 0

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 42
priority = 3
animtype = Up
hitflag = MAF
guardflag = MA
hitflag = MAF
pausetime = 7,7
sparkno = S8052*10**(random%4)
guard.sparkno = S9000
pausetime = 8,10
sparkxy = -10,-42
hitsound   = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 17
ground.velocity = -1,-7
airguard.velocity = -2,-1
air.type = High
air.velocity = -1,-7
air.hittime = 26
fall = 1
fall.recovertime = 36
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

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

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type = A
movetype= A
physics = A
juggle  = 3
poweradd= 15
ctrl = 0
anim = 600

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,1

[State 600, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+Random%2
channel = 0

[State 600, 2]
type = HitDef
trigger1 = animelem = 5
attr = A, NA
damage = 13
hitflag = MAFD
guardflag = MA
priority = 4,Hit
pausetime = 6,6
sparkno = S8051*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-50
hitsound   = S200,8
guardsound = S300,0
animtype = light
ground.type = High
ground.slidetime = 10
ground.hittime  = 9
fall.recovertime = 121
ground.velocity = -2
air.velocity = -1,-3.5
air.fall = 1

[State 600, 3]
type = CtrlSet
trigger1 = Time = 10
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 20
ctrl = 0
anim = 610

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

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

[State 610, 2]
type = HitDef
trigger1 = animelem = 5
attr = A, NA
damage = 18
hitflag = MAFD
guardflag = HA
priority = 6,Hit
pausetime = 8,9
sparkno = S8051*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-50
hitsound   = S200,7
guardsound = S300,0
animtype = Medium
ground.type = High
ground.slidetime = 11
ground.hittime  = 13
fall.recovertime = 22
ground.velocity = -4
air.velocity = -2,-3
air.fall = 1
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3

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

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,4+Random%2
channel = 0

[State 620, 1]
type = HitDef
trigger1 = animelem = 5
attr = A, NA
damage = 45
hitflag = MAFD
guardflag = HA
priority = 7,Hit
pausetime = 9,9
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-70
hitsound = S200,7
guardsound = S300,0
animtype = Heavy
ground.type = High
ground.slidetime = 10
ground.hittime = 13
fall.recover = 0
ground.velocity = -5
air.velocity = -3,15
air.fall = 1
yaccel = .44
envshake.time = 10
envshake.freq = 80
envshake.ampl = -4

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

; 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 = 4
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdback", -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
hitsound = S200,2
fall = 1              ;Force p2 into falling down
fall.recover = 0

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30,-80

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 27,-85

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
pos = 24,-80

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 21,-90

[State 810, TargetState]
type = TargetState
trigger1 = AnimElem = 8
value = 821

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -83
kill = 1
absolute = 1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S200,8

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,2

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 8051*10**(random%4)
ID = 8051
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5

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

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

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

;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[StateDef 821]
type = A
movetype= H
physics = N
facep2 = 1

[State 821]
type = velset
Trigger1 = time = 0
x = -5
y = -2

[State 821]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 821]
type = veladd
Trigger1 = 1
y = .44

[State 821]
type = ChangeAnim2
Trigger1 = !time
value = 821
ctrl = 0

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

[StateDef 1000]
type = S
movetype= I
physics = S
poweradd = 60
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,0
channel = 0

[State 1000, Helper]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 1001
ID = 1001
Name = "Revitalizing_Wave"
Pos = 80,-65
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 1000, ChangeState]
Type = ChangeState
trigger1 = Animtime = 0
Value = 0
ctrl = 1

[Statedef 1001]
Type = A
MoveType = A
Physics = N
Anim = 1001
SprPriority = 5
Velset = 0,0

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

[State 1001, Trans]
type = Trans
trigger1 =  1
trans = add

[State 1001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1001, PlaySnd]
Type = PlaySnd
trigger1 = time = 0
value = S100,29

[State 1001, Helper]
Type = Helper
Trigger1 = time = [1,60]
StateNo = 1002
ID = 1002
Name = "Effect"
Pos = 50-Random%100,50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .25
Size.YScale = .25

[State 1001, HitDef]
Type = HitDef
Trigger1 = Time%8 = 1
Attr = A, SP
Damage = ceil(15*(root,fvar(14)*root,fvar(15))),3
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 4,Hit
PauseTime = 1,4
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,0
hitsound  = S200,8
guardsound = S300,0
Ground.Type = High
Air.Type = High
Ground.SlideTime = 7
Ground.HitTime = 14
Air.HitTime = 14
Ground.Velocity = -1,-2
Air.Velocity = -1,-2
AirGuard.Velocity = 0,-3
Fall = 1
Fall.Recover = 0
YAccel = .35
SprPriority = 5
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1001, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 44
Value = 1002

[State 1001, DestroySelf]
type = DestroySelf
Trigger1 = Anim = 1002
Trigger1 = time = 60

[StateDef 1002]
Physics  = N
Anim = 1003
SprPriority = 6

[State 1002]
Type = VarAdd
Trigger1 = Time > 0
var(0) = 18

[State 1002]
Type = VarAdd
Trigger1 = Time = 0
var(2) = Random%359

[State 1002]
Type = VarAdd
Trigger1 = Time > 0
fvar(0) = .125

[State 1002]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = .5+Random/3996.

[State 1002]
Type = PalFX
Trigger1 = 1
Mul = 256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0)),256-IfElse(var(0)>256,256,var(0))
Time = 1

[State 1002, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 1002, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 1002, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = var(2)
Scale = 1+fvar(0),1+fvar(0)*fvar(1)

[State 1002, Destroyself]
Type = DestroySelf
Trigger1 = var(0) > 256

[StateDef 1003]
type = S
movetype= I
physics = S
poweradd = 80
ctrl = 0
velset = 0,0
anim = 1000

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,0
channel = 0

[State 1003, Helper]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 1001
ID = 1001
Name = "Revitalizing_Wind"
Pos = 160,-65
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 1003, ChangeState]
Type = ChangeState
trigger1 = Animtime = 0
Value = 0
ctrl = 1

[StateDef 1004]
type = S
movetype= I
physics = S
poweradd = 100
ctrl = 0
velset = 0,0
anim = IfElse(NumHelper(4517) = 1,1004,1000)

[State 1004, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S410,0
channel = 0

[State 1004, Helper]
Type = Helper
Trigger1 = AnimElem = 5
StateNo = 1005
ID = 1005
Name = "Revitalizing_Wind"
Pos = 80,-65
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State 1004, ChangeState]
Type = ChangeState
trigger1 = Animtime = 0
Value = 0
ctrl = 1

[Statedef 1005]
Type = A
MoveType = A
Physics = N
Anim = 1001
SprPriority = 5
Velset = 0,0

[State 1005, VelSet]
type = VelSet
trigger1 = time
x = 0.5

[State 1005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1005, Trans]
type = Trans
trigger1 =  1
trans = add

[State 1005, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1005, PlaySnd]
Type = PlaySnd
trigger1 = time = 0
value = S100,29

[State 1005, Helper]
Type = Helper
Trigger1 = time = [1,120]
StateNo = 1002
ID = 1002
Name = "Effect"
Pos = 50-Random%100,50
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 2
Size.XScale = .25
Size.YScale = .25

[State 1005, HitDef]
Type = HitDef
Trigger1 = Time%8 = 1
Attr = A, SP
Damage = ceil(13*(root,fvar(14)*root,fvar(15))),2
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 4,Hit
PauseTime = 1,4
sparkno = S8053*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,0
hitsound  = S200,8
guardsound = S300,0
Ground.Type = High
Air.Type = High
Ground.SlideTime = 7
Ground.HitTime = 14
Air.HitTime = 14
Ground.Velocity = -3,-2
Air.Velocity = -3,-2
AirGuard.Velocity = 0,-3
Fall = 1
Fall.Recover = 0
YAccel = .35
SprPriority = 5
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1005, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 104
Value = 1002

[State 1005, DestroySelf]
type = DestroySelf
Trigger1 = Anim = 1002
Trigger1 = time = 120

[StateDef 1100]
Type = S
Movetype= I
Physics = S
Anim = 1100
Ctrl = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,1
channel = 0

[State 1100]
type = Helper
trigger1 = AnimElem = 6
name = "Fortune_Slip_Bomb"
ID = 1101
postype = p1
pos = 0,-72
Stateno = 1101
ownpal = 1
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,23

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

[StateDef 1101]
Type = A
Movetype= A
Physics = N
Anim = 1101
Ctrl = 0
Sprpriority = 5

[State 1101]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1101, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1101, Hitdef]
type = HitDef
trigger1 = !Movecontact
attr = A, SA
damage = 0,0
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound = -1
guardsound = -1
animtype = Heavy
ground.type = High
ground.slidetime = 0
ground.hittime = 0
fall.recover = 0
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1

[State 1101]
type = velset
trigger1 = time = 0
X = 4
Y = -6

[State 1101]
type = veladd
trigger1 = time > 0
Y = 0.4

[State 1101]
type = AngleDraw
trigger1 = 1
scale = 0.25, 0.25
value = -40 - 10*time
ignorehitpause = 1

[State 1101]
Type = VarRandom
Trigger1 = Anim = 1101
V = 1
Range = 0,99
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1101]
type = ChangeState
Triggerall = Var(1) =[0,49]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1102

[State 1101]
type = ChangeState
Triggerall = Var(1) = [50,79]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1105

[State 1101]
type = ChangeState
Triggerall = Var(1) = [95,99]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1110

[State 1101]
type = ChangeState
Triggerall = Var(1) = [80,94]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1119

[StateDef 1102]
Type = A
Movetype= A
Physics = N
Anim = 1102
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1102, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,26

[State 1102]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1102]
type = AngleDraw
trigger1 = 1
scale = 0.5-0.03*(time%4<2), 0.5-0.03*(time%4<2)
ignorehitpause = 1

[State 1102]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1102]
type = Helper
trigger1 = time = 0
name = "Good_Luck"
ID = 1104
Stateno = 1104
postype = p1
pos = 0, -60
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1102]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -1.5,-1
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1102]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -3,0
OwnPal = 1
SprPriority = 1
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1102]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -2,0.5
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1102]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 1.5,-1
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1102]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 3,0
OwnPal = 1
SprPriority = 5
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1102]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 2,0.5
OwnPal = 1
SprPriority = 5
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1102, Hitdef]
type = HitDef
trigger1 = !MoveContact
attr = S, SP
hitflag = MAF
guardflag = MA
damage = ceil(68*(root,fvar(14)*root,fvar(15))), 10
animtype = Hard
air.animtype = Back
ground.type= High
priority= 6, Hit
pausetime= 0, 4
sparkno = S8050*10**(random%4)
guard.sparkno= S9000
sparkxy	= -30+random%20,-55+random%20
hitsound = S200, 3
guardsound = S300, 0
ground.slidetime = 16
ground.hittime = 17
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = -4,-4
guard.velocity = -3
air.velocity = -4,-4
airguard.velocity= -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority= 5
fall = 1
fall.recover= 1
fall.recovertime = 45
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1102]
type = ChangeState
trigger1 = time >= 23
value = 1103

[StateDef 1103]
Type = A
Movetype = I
Physics = N
Anim = 1102
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1103]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1103]
type = varset
trigger1 = time = 0
fvar(10) = 0.5
ignorehitpause = 1

[State 1103]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 1103]
type = AngleDraw
trigger1 = time > 0
scale = fvar(10), fvar(10)
ignorehitpause = 1

[State 1103]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1103]
type = DestroySelf
trigger1 = time >= 30

[StateDef 1104]
Type = A
Movetype = I
Physics = N
Anim = IfElse(Root,facing = 1,1105,1109)
Ctrl = 0
Sprpriority = 10

[State 1104]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1104]
type = AngleDraw
trigger1 = Time > 30
scale = 0.75+0.01*time, 0.75+0.01*time
ignorehitpause = 1

[State 1104, VelSet]
type = VelSet
trigger1 = time
y = -1

[State 1104]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-10*time, 256
ignorehitpause = 1

[State 1104]
type = DestroySelf
trigger1 = time >= 60

[StateDef 1105]
Type = A
Movetype= A
Physics = N
Anim = 1113
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1105, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,25

[State 1105]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1105]
type = AngleDraw
trigger1 = 1
scale = 0.5-0.03*(time%4<2), 0.5-0.03*(time%4<2)
ignorehitpause = 1

[State 1105]
type = Trans
trigger1 = 1
trans = Sub
ignorehitpause = 1

[State 1105, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "DarkBall"
Id = 1109
stateno = 1109
pos = 0,0
postype = p1
ownpal = 1
facing = 1

[State 1105, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "DarkBall"
Id = 1109
stateno = 1109
pos = 0,0
postype = p1
ownpal = 1
facing = 1

[State 1105, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "DarkBall"
Id = 1109
stateno = 1109
pos = 0,0
postype = p1
ownpal = 1
facing = 1

[State 1105]
type = Helper
trigger1 = time = 0
name = "Bad_Luck"
ID = 1107
Stateno = 1107
postype = p1
pos = 0, -60
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = Helper
trigger1 = time = 0
name = "Black_Flame"
ID = 1108
Stateno = 1108
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = Helper
trigger1 = time = 0
name = "Black_Flame"
ID = 1109
Stateno = 1108
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = Helper
trigger1 = time = 0
name = "Black_Flame"
ID = 1110
Stateno = 1108
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = Helper
trigger1 = time = 0
name = "Black_Flame"
ID = 1111
Stateno = 1108
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = Helper
trigger1 = time = 0
name = "Black_Flame"
ID = 1112
Stateno = 1108
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = Helper
trigger1 = time = 0
name = "Black_Flame"
ID = 1113
Stateno = 1108
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1105]
type = ChangeState
trigger1 = time >= 23
value = 1106

[StateDef 1106]
Type = A
Movetype = I
Physics = N
Anim = 1113
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1106]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1106]
type = varset
trigger1 = time = 0
fvar(10) = 0.5
ignorehitpause = 1

[State 1106]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 1106]
type = AngleDraw
trigger1 = time > 0
scale = fvar(10), fvar(10)
ignorehitpause = 1

[State 1106]
type = Trans
trigger1 = 1
trans = Sub
ignorehitpause = 1

[State 1106]
type = DestroySelf
trigger1 = time >= 30

[StateDef 1107]
Type = A
Movetype = I
Physics = N
Anim = IfElse(Root,facing = 1,1106,1110)
Ctrl = 0
Sprpriority = 10

[State 1107]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1107]
type = AngleDraw
trigger1 = Time > 30
scale = 0.75+0.01*time, 0.75+0.01*time
ignorehitpause = 1

[State 1107, VelSet]
type = VelSet
trigger1 = time
y = -1

[State 1107]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-10*time, 256
ignorehitpause = 1

[State 1107]
type = DestroySelf
trigger1 = time >= 60

[StateDef 1108]
Type = A
Movetype = I
Physics = N
Anim = 1114
Velset = 0, 0
Ctrl = 0

[State 1108]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1108]
type = Trans
trigger1 = 1
trans = Sub

[State 1108, AngleDraw]
type = AngleDraw
trigger1 =  1
scale = 0.75,0.75

[State 1108, SprPriority]
type = SprPriority
triggerall = IsHelper(1108)
trigger1 = 1
value = 7

[State 1108, SprPriority]
type = SprPriority
triggerall = IsHelper(1109)
trigger1 = 1
value = 1

[State 1108, SprPriority]
type = SprPriority
triggerall = IsHelper(1110)||IsHelper(1111)
trigger1 = 1
value = 3

[State 1108, SprPriority]
type = SprPriority
triggerall = IsHelper(1112)||IsHelper(1113)
trigger1 = 1
value = 3

[State 1108, VelSet]
type = VelSet
triggerall = IsHelper(1108)
trigger1 = time = 0
x = -1.5
y = -1

[State 1108, VelSet]
type = VelSet
triggerall = IsHelper(1109)
trigger1 = time = 0
x = -3
y = 0

[State 1108, VelSet]
type = VelSet
triggerall = IsHelper(1110)
trigger1 = time = 0
x = -2
y = 0.5

[State 1108, VelSet]
type = VelSet
triggerall = IsHelper(1111)
trigger1 = time = 0
x = 1.5
y = -1

[State 1108, VelSet]
type = VelSet
triggerall = IsHelper(1112)
trigger1 = time = 0
x = 3
y = 0

[State 1108, VelSet]
type = VelSet
triggerall = IsHelper(1113)
trigger1 = time = 0
x = 2
y = 0.5

[State 1108]
Type = VarAdd
Trigger1 = Time >= 20
V = 40
Value = 16

[State 1108]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 1108]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 1108]
type = DestroySelf
trigger1 = time >= 50

[StateDef 1109]
Type = A
Movetype = A
Physics = N
anim = 1115
velset = 0,0
sprpriority = 5

[State 1109]
type = null
trigger1 = time = 0
trigger1 = var(0):=20
trigger1 = var(1):=((random%11)-5)
trigger1 = var(2):=((random%11)-5)
trigger2 = time
trigger2 = fvar(0):=(enemynear(0),pos x - pos x)*facing
trigger2 = fvar(1):=(enemynear(0),pos y + enemynear(0),const(size.mid.pos.y) - pos y)
trigger2 = fvar(2):=((fvar(0)**2)+(fvar(1)**2))**0.5

[state 1109, VelSet]
type = velset
trigger1 = time = 0
x = ((random%3))
y = ((random%9)-4)

[State 1109, VelAdd]
type = veladd
trigger1 = time >= 10
x = ifelse(vel x < 8.0*(fvar(0)/fvar(2)),0.1,-0.1)
y = ifelse(vel y < 8.0*(fvar(1)/fvar(2)),0.1,-0.1)

[State 1109]
type = nothitby
trigger1 = 1
value = SCA, AA, AT
ignorehitpause = 1

[State 1109, Trans]
type = trans
trigger1 = 1
trans = Sub
ignorehitpause = 1

[State 1109, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1109]
type = angleset
trigger1 = vel x != 0
value = atan(vel y/vel x)*(-180.0/pi)+((vel x<0)*180)

[State 1109]
type = angleset
trigger1 = vel x = 0
value = ifelse(vel y<0,90,-90)

[State 1109]
type = angledraw
trigger1 = 1
scale = 1,1
ignorehitpause = 1

[State 1109, HitDef]
type = HitDef
trigger1 = !movecontact
attr = A, HP
animtype = Hard
priority = 7,hit
damage = ceil(30*(root,fvar(14)*root,fvar(15))), 4
Hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20,-50
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2.5
air.velocity = -3,-4
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 2

[State 1109]
type = statetypeset
trigger1 = time >= 148
movetype = I
ignorehitpause = 1

[State 1109, PalFX]
type = palfx
trigger1 = time >= 148
time = 10
mul = 256-8*(time-148),256-8*(time-148),256-8*(time-148)

[State 1109, DestroySelf]
type = destroyself
trigger1 = time >= 180
trigger2 = Movecontact

[StateDef 1110]
Type = A
Movetype= A
Physics = N
Anim = 1116
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,27

[State 1110]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1110]
type = AngleDraw
trigger1 = 1
scale = 1-0.05*(time%4<2), 1-0.05*(time%4<2)
ignorehitpause = 1

[State 1110]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1110]
type = Helper
trigger1 = time = 0
name = "Fireworks"
ID = 1113
Stateno = 1113
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1110]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -6.5,-3
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1110]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -8,0
OwnPal = 1
SprPriority = 1
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1110]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -8,5.5
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1110]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 6.5,-3
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1110]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 8,0
OwnPal = 1
SprPriority = 5
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1110]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 7,5.5
OwnPal = 1
SprPriority = 5
IgnoreHitPause = 1
scale = 0.7,0.7

[State 1110, Hitdef]
type = HitDef
trigger1 = !MoveContact
attr = S, SP
hitflag = MAF
guardflag = MA
damage = ceil(200*(root,fvar(14)*root,fvar(15))), 40
animtype = Hard
air.animtype = Back
ground.type= High
priority= 6, Hit
pausetime= 0, 4
sparkno = S8050*10**(random%4)
guard.sparkno= S9000
sparkxy	= -30+random%20,-55+random%20
hitsound = S200, 3
guardsound = S300, 0
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -12,-4
guard.velocity = -5
air.velocity = -12,-4
airguard.velocity= -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority= 5
fall = 1
fall.recover= 0
air.fall = 1
yaccel = 0.4
p2stateno = 1114
envshake.time = 10
envshake.freq = 90
envshake.ampl = 7

[State 1110]
type = ChangeState
trigger1 = time >= 23
value = 1111

[StateDef 1111]
Type = A
Movetype = I
Physics = N
Anim = 1116
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1111]
type = Helper
trigger1 = time = 0
name = "Very_Good_Luck"
ID = 1112
Stateno = 1112
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1111]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1111]
type = varset
trigger1 = time = 0
fvar(10) = 1
ignorehitpause = 1

[State 1111]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 1111]
type = AngleDraw
trigger1 = time > 0
scale = fvar(10), fvar(10)
ignorehitpause = 1

[State 1111]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1111]
type = DestroySelf
trigger1 = time >= 30

[StateDef 1112]
Type = A
Movetype = I
Physics = N
Anim = IfElse(Root,facing = 1,1107,1111)
Ctrl = 0
Sprpriority = 10

[State 1112]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1112]
type = AngleDraw
Triggerall = 1
trigger1 = Time > 30
scale = 0.75+0.01*time, 0.75+0.01*time
ignorehitpause = 1

[State 1112, VelSet]
type = VelSet
trigger1 = time
y = -1

[State 1112]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1112]
Type = VarAdd
Trigger1 = Time >= 30
V = 40
Value = 16

[State 1112]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 1112]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 1112]
type = DestroySelf
trigger1 = time >= 60

[StateDef 1113]
Type = A
Movetype = I
Physics = N
Anim = 1104
Ctrl = 0
Sprpriority = 5

[State 1113]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1113, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1113]
type = AngleDraw
trigger1 = Time = [0,20]
scale = 0.5+0.05*time, 0.5+0.05*time
ignorehitpause = 1

[State 1113]
type = ChangeState
trigger1 = time >= 20
value = 1118

[StateDef 1114]
type = A
movetype= H
physics = N
velset = 0,0

[State 1114]
type = ChangeAnim2
trigger1 = 1
value = 6000

[State 1114]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1115

[StateDef 1115]
type = A
movetype= H
physics = N

[State 1115]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1115]
type = VelAdd
trigger1 = 1
y = .45

[State 1115]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1115]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1116

[State 1115]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[StateDef 1116]
type = A
movetype= H
physics = N

[State 1116]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1116]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1116]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1116]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1116]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[State 1116]
type = ChangeAnim2
trigger1 = Time = 0
value = 6007

[State 1116]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1116]
type = ChangeState
trigger1 = AnimTime = 0
value = 1117

[StateDef 1117]
type = A
movetype= H
physics = N

[State 1117]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1117]
type = VelSet
trigger1 = Time = 0
y = -8

[State 1117]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1117]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1117]
type = VelAdd
trigger1 = 1
y = .45

[State 1117]
type = AngleAdd
trigger1 = 1
value = 25

[State 1117]
type = AngleDraw
trigger1 = 1

[State 1117]
type = null
trigger1 = command = "recovery"
trigger1 = Time > 30
value = 5210

[State 1117]
type = ChangeAnim2
trigger1 = Time = 0
value = 6006

[State 1117]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 1118]
Type = A
Movetype = I
Physics = N
Anim = 1104
Ctrl = 0
Sprpriority = 5

[State 1118]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1118, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1118, AngleDraw]
type = AngleDraw
trigger1 = time = [1,40]
scale = 1.5,1.5

[State 1118]
Type = VarAdd
Trigger1 = Time >= 10
V = 40
Value = 16

[State 1118]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 1118]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 1118]
type = DestroySelf
trigger1 = time >= 40

[StateDef 1119]
Type = A
Movetype= A
Physics = N
Anim = 1116
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1119, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,24

[State 1119]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1119]
type = AngleDraw
trigger1 = 1
scale = 1.25-0.05*(time%4<2), 1.25-0.05*(time%4<2)
ignorehitpause = 1

[State 1119]
type = Trans
trigger1 = 1
trans = Sub

[State 1119]
type = Helper
trigger1 = time = 0
name = "Very_bad_Luck"
ID = 1121
Stateno = 1121
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1119]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -6.5,-3
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.7,0.7
Trans = Sub

[State 1119]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -8,0
OwnPal = 1
SprPriority = 1
IgnoreHitPause = 1
scale = 0.7,0.7
Trans = Sub

[State 1119]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = -8,5.5
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1
scale = 0.7,0.7
Trans = Sub

[State 1119]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 6.5,-3
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1
scale = 0.7,0.7
Trans = Sub

[State 1119]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 8,0
OwnPal = 1
SprPriority = 5
IgnoreHitPause = 1
scale = 0.7,0.7
Trans = Sub

[State 1119]
Type = Explod
Trigger1 = time = 0
Anim = 1103
ID = 1103
Postype = P1
Pos = 0,0
Vel = 7,5.5
OwnPal = 1
SprPriority = 5
IgnoreHitPause = 1
scale = 0.7,0.7
Trans = Sub

[State 1119, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 1119, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 1119, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 1119, Hitdef]
type = HitDef
trigger1 = Time%6 = 1
trigger1 = Var(19) < 10
attr = S, SP
hitflag = MAF
guardflag = MA
damage = ceil(15*(root,fvar(14)*root,fvar(15))), 4
animtype = Hard
air.animtype = Back
ground.type= High
priority= 6, Hit
pausetime= 0, 4
sparkno = S8050*10**(random%4)
guard.sparkno= S9000
sparkxy	= -30+random%20,-55+random%20
hitsound = S200, 2
guardsound = S300, 0
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 18
airguard.ctrltime = 18
ground.velocity = -2,-3
guard.velocity = -5
air.velocity = -2,-3
airguard.velocity= -3,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority= 5
fall = 1
fall.recover= 0
air.fall = 1
yaccel = 0.4
affectteam = B
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1119]
type = ChangeState
trigger1 = time >= 61
value = 1120

[StateDef 1120]
Type = A
Movetype = I
Physics = N
Anim = 1116
Velset = 0, 0
Ctrl = 0
Sprpriority = 5

[State 1120]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1120]
type = varset
trigger1 = time = 0
fvar(10) = 1
ignorehitpause = 1

[State 1120]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 1120]
type = AngleDraw
trigger1 = time > 0
scale = fvar(10), fvar(10)
ignorehitpause = 1

[State 1120]
type = Trans
trigger1 = 1
trans = Sub
ignorehitpause = 1

[State 1120]
type = DestroySelf
trigger1 = time >= 30

[StateDef 1121]
Type = A
Movetype = I
Physics = N
Anim = IfElse(Root,facing = 1,1108,1112)
Ctrl = 0
Sprpriority = 10

[State 1121]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1121]
type = AngleDraw
Triggerall = 1
trigger1 = Time > 30
scale = 0.75+0.01*time, 0.75+0.01*time
ignorehitpause = 1

[State 1121, VelSet]
type = VelSet
trigger1 = time
y = -1

[State 1121]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1121]
Type = VarAdd
Trigger1 = Time >= 30
V = 40
Value = 16

[State 1121]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 1121]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 1121]
type = DestroySelf
trigger1 = time >= 60

[StateDef 1122]
Type = S
Movetype= I
Physics = S
Anim = 1100
Ctrl = 0

[State 1122, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,1
channel = 0

[State 1122]
type = Helper
trigger1 = AnimElem = 6
name = "Fortune_Slip_Bomb"
ID = 1123
postype = p1
pos = 0,-72
Stateno = 1123
ownpal = 1
ignorehitpause = 1

[State 1122, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,23

[State 1122]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1123]
Type = A
Movetype= A
Physics = N
Anim = 1101
Ctrl = 0
Sprpriority = 5

[State 1123]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1123, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1123, Hitdef]
type = HitDef
trigger1 = !Movecontact
attr = A, SA
damage = 0,0
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound = -1
guardsound = -1
animtype = Heavy
ground.type = High
ground.slidetime = 0
ground.hittime = 0
fall.recover = 0
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1

[State 1123]
type = velset
trigger1 = time = 0
X = 2
Y = -10

[State 1123]
type = veladd
trigger1 = time > 0
Y = 0.4

[State 1123]
type = AngleDraw
trigger1 = 1
scale = 0.25, 0.25
value = -40 - 10*time
ignorehitpause = 1

[State 1123]
Type = VarRandom
Trigger1 = Anim = 1101
V = 1
Range = 0,99
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1123]
type = ChangeState
Triggerall = Var(1) =[0,49]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1102

[State 1123]
type = ChangeState
Triggerall = Var(1) = [50,79]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1105

[State 1123]
type = ChangeState
Triggerall = Var(1) = [95,99]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1110

[State 1123]
type = ChangeState
Triggerall = Var(1) = [80,94]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1119

[StateDef 1124]
Type = S
Movetype= I
Physics = S
Anim = 1117
Ctrl = 0

[State 1124, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,1
channel = 0

[State 1124]
type = Helper
trigger1 = AnimElem = 6
name = "Fortune_Slip_Bomb"
ID = 1125
postype = p1
pos = 0,-72
Stateno = 1125
ownpal = 1
ignorehitpause = 1

[State 1124]
type = Helper
trigger1 = AnimElem = 6
name = "Fortune_Slip_Bomb"
ID = 1126
postype = p1
pos = 0,-72
Stateno = 1125
ownpal = 1
ignorehitpause = 1

[State 1124]
type = Helper
triggerall = NumHelper(4517)
trigger1 = AnimElem = 6
name = "Fortune_Slip_Bomb"
ID = 1127
postype = p1
pos = 0,-72
Stateno = 1125
ownpal = 1
ignorehitpause = 1

[State 1124, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,23

[State 1124]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1125]
Type = A
Movetype= A
Physics = N
Anim = 1101
Ctrl = 0
Sprpriority = 5

[State 1125]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1125, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1125, Hitdef]
type = HitDef
trigger1 = !Movecontact
attr = A, SA
damage = 0,0
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-70
hitsound = -1
guardsound = -1
animtype = Heavy
ground.type = High
ground.slidetime = 0
ground.hittime = 0
fall.recover = 0
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1

[State 1101, VelSet]
type = velset
trigger1 = IsHelper(1125)
trigger1 = time = 0
X = 2
Y = -7

[State 1101, VelSet]
type = velset
trigger1 = IsHelper(1126)
trigger1 = time = 0
X = 4
Y = -7

[State 1101, VelSet]
type = velset
trigger1 = IsHelper(1127)
trigger1 = time = 0
X = 6
Y = -7

[State 1125]
type = veladd
trigger1 = time > 0
Y = 0.4

[State 1125]
type = AngleDraw
trigger1 = 1
scale = 0.25, 0.25
value = -40 - 10*time
ignorehitpause = 1

[State 1125]
Type = VarRandom
Trigger1 = Anim = 1101
V = 1
Range = 0,99
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1125]
type = ChangeState
Triggerall = Var(1) =[0,49]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1102

[State 1125]
type = ChangeState
Triggerall = Var(1) = [50,79]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1105

[State 1125]
type = ChangeState
Triggerall = Var(1) = [95,99]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1110

[State 1125]
type = ChangeState
Triggerall = Var(1) = [80,94]
trigger1 = vel Y > 0 && pos Y >= 0
trigger2 = movecontact
value = 1119

[StateDef 1200]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2
poweradd = 45

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 9
value = S410,2+Random%2
channel = 0

[State 1200, Helper]
Type = Helper
Trigger1 = Time = 9
ID = 1201
StateNo = 1201
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P1
Pos = 45,0
Ignorehitpause = 1

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

[StateDef 1201]
Type = A
Movetype = A
Physics = N
Anim = 1202
SprPriority = 10

[State 1201, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.8,0.8

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

[State 1201, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1200, Helper]
Type = Helper
Trigger1 = Time = 10
ID = 1206
StateNo = 1206
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P1
Pos = 60,0
Ignorehitpause = 1

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,17

[State 1201, HitDef]
Type = HitDef
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(42*(root,fvar(14)*root,fvar(15))),8
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 17
Ground.HitTime  = 21
Ground.Velocity = -6
Guard.Velocity = -3
Air.Velocity = -4,-2
AirGuard.Velocity = -2.5,-2
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

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

[StateDef 1202]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1205
sprpriority = 2
poweradd = 65

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = time = 9
value = S410,2+Random%2
channel = 0

[State 1202, Helper]
Type = Helper
Trigger1 = Time = 9
ID = 1203
StateNo = 1203
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P1
Pos = 45,0
Ignorehitpause = 1

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

[StateDef 1203]
Type = A
Movetype = A
Physics = N
Anim = 1202
SprPriority = 10

[State 1203, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.8,0.8

[State 1203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1203, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1203, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,17

[State 1203, Helper]
Type = Helper
Trigger1 = Time = 10
ID = 1207
StateNo = 1207
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P1
Pos = 60,0
Ignorehitpause = 1

[State 1203, Helper]
Type = Helper
Trigger1 = Time = 20
ID = 1208
StateNo = 1208
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P1
Pos = 120,0
Ignorehitpause = 1

[State 1203, HitDef]
Type = HitDef
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(35*(root,fvar(14)*root,fvar(15))),7
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 22
Ground.Velocity = -8
Guard.Velocity = -4
Air.Velocity = -3,-1
AirGuard.Velocity = -2,-2
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1203, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1204]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1206
sprpriority = 2
poweradd = 100

[State 1204, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 1204, PlaySnd]
type = PlaySnd
trigger1 = time = 9
value = S410,2+Random%2
channel = 0

[State 1204, Helper]
Type = Helper
Triggerall = !NumHelper(4517)
Trigger1 = Time = 9
ID = 1205
StateNo = 1205
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P1
Pos = 65,0
Ignorehitpause = 1

[State 1204, Helper]
Type = Helper
Triggerall = !NumHelper(4517)
Trigger1 = Time = 9
ID = 1206
StateNo = 1205
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P1
Pos = -65,0
Ignorehitpause = 1

[State 1204, Helper]
Type = Helper
Triggerall = NumHelper(4517)
Trigger1 = Time = 9
ID = 1207
StateNo = 1205
Name = "Revitalizing_Wave"
OwnPal = 1
PosType = P2
Pos = 0,0
Ignorehitpause = 1

[State 1204, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1205]
Type = A
Movetype = A
Physics = N
Anim = 1201
SprPriority = 10

[State 1205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1205, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1205, PosSet]
type = PosSet
trigger1 = NumHelper(4517)
y = 0

[State 1205, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,17

[State 1205, HitDef]
Type = HitDef
TriggerAll = IsHelper(1205)
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(92*(root,fvar(14)*root,fvar(15))),21
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 24
Ground.Velocity = -8,-3
Guard.Velocity = -4
Air.Velocity = -8,-3
AirGuard.Velocity = -4,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1205, HitDef]
Type = HitDef
TriggerAll = IsHelper(1206)
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(92*(root,fvar(14)*root,fvar(15))),21
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 24
Ground.Velocity = 8,-3
Guard.Velocity = -4
Air.Velocity = 8,-3
AirGuard.Velocity = -4,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1205, HitDef]
Type = HitDef
TriggerAll = IsHelper(1207)
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(92*(root,fvar(14)*root,fvar(15))),21
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime  = 24
Ground.Velocity = 0,-10
Guard.Velocity = -4
Air.Velocity = 0,-10
AirGuard.Velocity = -4,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1205, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1206]
Type = A
Movetype = A
Physics = N
Anim = 1203
SprPriority = 10

[State 1206, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.6

[State 1206, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1206, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1206, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,17

[State 1206, HitDef]
Type = HitDef
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(92*(root,fvar(14)*root,fvar(15))),8
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 17
Ground.HitTime  = 21
Ground.Velocity = -6
Guard.Velocity = -3
Air.Velocity = -4,-2
AirGuard.Velocity = -2.5,-2
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1206, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1207]
Type = A
Movetype = A
Physics = N
Anim = 1203
SprPriority = 10

[State 1207, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.6

[State 1207, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1207, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1207, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,17

[State 1207, HitDef]
Type = HitDef
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(30*(root,fvar(14)*root,fvar(15))),7
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 22
Ground.Velocity = -8
Guard.Velocity = -4
Air.Velocity = -3,-1
AirGuard.Velocity = -2,-2
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1207, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1208]
Type = A
Movetype = A
Physics = N
Anim = 1204
SprPriority = 10

[State 1208, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.4,0.4

[State 1208, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1208, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1208, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S100,17

[State 1208, HitDef]
Type = HitDef
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(30*(root,fvar(14)*root,fvar(15))),7
GuardFlag = MA
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 18
Ground.HitTime  = 22
Ground.Velocity = -8
Guard.Velocity = -4
Air.Velocity = -3,-1
AirGuard.Velocity = -2,-2
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 1208, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2000]
type = U
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = !time
time = 6
value = SCA

[State 2000]
type = Explod
trigger1 = AnimElem= 3
anim = 10300
postype = p1
pos = 0,-45
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2000]
type = SuperPause
trigger1 = AnimElem = 3
time = 92
movetime = 92
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 2000, AfterImage]
type = AfterImage
triggerall = !numhelper(4517)
trigger1 = AnimElem = 3
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 20000
ID = 20100
name = "ex_effect"
ownpal = 1
supermovetime = -2**31-1
pausemovetime = -2**31-1
ignorehitpause = 1
persistent = 0

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

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S410,4+Random%2
channel = 0

[state ]
type=helper
trigger1=animelem=7
trigger1=!numhelper(2007)
stateno=2007
id=2007
ownpal=1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 19
value = S100,4

[State 2000, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 2001

[statedef 2007]
anim=99999

[state ]
type=destroyself
trigger1=time
trigger1=numhelper(2000)+numhelper(2001)+numhelper(2002)+numhelper(2003)+numhelper(2004)=0

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 7
ID = 2000
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 0,-110

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 7
ID = 2001
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 0,-110

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 7
ID = 2002
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 0,-110

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 7
ID = 2003
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 0,-110

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 7
ID = 2004
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 0,-110

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 11
ID = 2000
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 35,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 11
ID = 2001
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 35,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 11
ID = 2002
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 35,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 11
ID = 2003
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 35,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 11
ID = 2004
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 35,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 13
ID = 2000
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 13
ID = 2001
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 13
ID = 2002
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 13
ID = 2003
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 13
ID = 2004
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 17
ID = 2000
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 17
ID = 2001
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 17
ID = 2002
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 17
ID = 2003
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 17
ID = 2004
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = 45,-70

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 19
ID = 2000
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -25,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 19
ID = 2001
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -25,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 19
ID = 2002
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -25,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 19
ID = 2003
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -25,-30

[State 2000, Helper]
Type = Helper
trigger1=root,stateno=2000
Trigger1 = root,AnimElem = 19
ID = 2004
StateNo = 2004
Name = "Esoterica"
PosType = P1
Pos = -25,-30

[StateDef 2001]
Type = U
Movetype = I
Physics = N
Anim = 2001
SprPriority = 2

[State 2001, ChangeState]
Type = ChangeState
Triggerall = Statetype != A
Trigger1 = time = 40
Value = 2002

[State 2001, ChangeState]
Type = ChangeState
Triggerall = Statetype = A
Trigger1 = time = 40
Value = 2003

[StateDef 2002]
Type = S
Movetype = I
Physics = N
Anim = 2002
SprPriority = 2

[State 2002, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
ctrl = 1

[StateDef 2003]
Type = A
Movetype = I
Physics = A
Anim = 2003
SprPriority = 2

[State 2003]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

[StateDef 2004]
Type = A
Movetype= A
Physics = N
Anim = 2004
SprPriority = 10

[State 2004, VarSet]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Ishelper(2000)
V = 1
Value = -900

[State 2004, VarSet]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Ishelper(2001)
V = 1
Value = -1620

[State 2004, VarSet]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Ishelper(2002)
V = 1
Value = -180

[State 2004, VarSet]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Ishelper(2003)
V = 1
Value = -2340

[State 2004, VarSet]
Type = VarSet
Trigger1 = Time = 0
Trigger1 = Ishelper(2004)
V = 1
Value = 660

[State 2004, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.1*Var(1)

[State 2004, ChangeState]
Type = ChangeState
Trigger1 = Time = 0
Value = 2005

[StateDef 2005]
Type = A
Movetype = A
Physics = N
SprPriority = 12
velset = 0,0

[State 2005, HitDef]
Type = HitDef
Triggerall = !NumHelper(4517)
Trigger1 = !movecontact
Attr = A, HP
HitFlag = MAF
GuardFlag = MA
AnimType = Medium
Air.AnimType = Back
Damage = ceil(20*(root,fvar(14))),8
PauseTime = 0, 1
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,11
guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime = 20
Guard.HitTime = 20
Air.HitTime  = 20
Guard.CtrlTime = 20
Guard.Dist = 70
Ground.Velocity = -4, 0
Guard.Velocity = -4
Air.Velocity = -7,-4
AirGuard.Velocity = -3,-4
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 41
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
getpower = 0

[State 2005, HitDef]
Type = HitDef
Triggerall = NumHelper(4517)
Trigger1 = !movecontact
Attr = A, HP
HitFlag = MAF
GuardFlag = MA
AnimType = Medium
Air.AnimType = Back
Damage = 22,8
PauseTime = 0, 1
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,11
guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 20
Ground.HitTime = 20
Guard.HitTime = 20
Air.HitTime  = 20
Guard.CtrlTime = 20
Guard.Dist = 70
Ground.Velocity = -4, 0
Guard.Velocity = -4
Air.Velocity = -7,-4
AirGuard.Velocity = -3,-4
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = 41
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
getpower = 0

[State 2005, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2005, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 4.5*Cos(Pi*FVar(1)/180)
Y = 4.5*Sin(Pi*FVar(1)/180)

[State 2005, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = -FVar(1)
Scale = 1.0, 1.0

[State 2005, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 2005, ChangeState]
Type = ChangeState
Trigger1 = MoveType = A
Trigger1 = MoveContact
Trigger2 = FrontEdgeBodyDist <= -100
Trigger3 = ScreenPos Y <= -100
Trigger4 = Pos Y >= 100
Trigger5 = BackEdgeBodyDist <= -100
Value = 2006

[StateDef 2006]
Type = A
Movetype= I
Physics = N
SprPriority = 10

[State 2006, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = -FVar(1)
Scale = 0.5,0.5

[State 2006, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 2006, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 2006]
Type = VarAdd
Trigger1 = Time >= 0
V = 40
Value = 16

[State 2006]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 2000]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 2006, DestroySelf]
Type = DestroySelf
TriggerAll = Time > 2
Trigger1 = FrontEdgeBodyDist <= -100
Trigger2 = ScreenPos Y <= -100
Trigger3 = Pos Y >= 100
Trigger4 = BackEdgeBodyDist <= -100
Trigger5 = time = 30

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

[State 2100]
type = Explod
trigger1 = AnimElem= 4
anim = 10300
postype = p1
pos = 5,-50
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2100]
type = SuperPause
trigger1 = AnimElem = 4
time = 92
movetime = 92
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 2100, AfterImage]
type = AfterImage
triggerall = !numhelper(4517)
trigger1 = AnimElem = 4
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 20000
ID = 20100
name = "ex_effect"
ownpal = 1
supermovetime = -2**31-1
pausemovetime = -2**31-1
ignorehitpause = 1
persistent = 0

[State 2100]
trigger1 = time = 0
type = NotHitBy
value = SCA
time = 9

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,6
channel = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 2100, Helper]
Type = Helper
Trigger1 = AnimElem = 6
ID = 2101
StateNo = 2101
Name = "Helper"
OwnPal = 1
PosType = P1
Pos = -75,0

[State 2100, Helper]
Type = Helper
Trigger1 = AnimElem = 6
ID = 2102
StateNo = 2102
Name = "Helper"
OwnPal = 1
PosType = P1
Pos = 75,0

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

[StateDef 2101]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999

[State 2101, Helper]
Type = Helper
Trigger1 = Time = 0
ID = 2101
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = 0,0
Ignorehitpause = 1

[State 2101, Helper]
Type = Helper
Trigger1 = Time = 15
ID = 2102
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = -60,0
Ignorehitpause = 1

[State 2101, Helper]
Type = Helper
Trigger1 = Time = 30
ID = 2103
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = -120,0
Ignorehitpause = 1

[State 2101, Helper]
Type = Helper
Trigger1 = Time = 45
ID = 2104
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = -180,0
Ignorehitpause = 1

[State 2101, Helper]
Type = Helper
Trigger1 = Time = 60
ID = 2105
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = -240,0
Ignorehitpause = 1

[State 2101, Helper]
Type = Helper
Triggerall = NumHelper(4517)
Trigger1 = Time = 75
ID = 2106
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = -300,0
Ignorehitpause = 1

[State 2101, DestroySelf]
type = DestroySelf
trigger1 = Time = 80

[StateDef 2102]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999

[State 2102, Helper]
Type = Helper
Trigger1 = Time = 0
ID = 2107
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = 0,0
Ignorehitpause = 1

[State 2102, Helper]
Type = Helper
Trigger1 = Time = 15
ID = 2108
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = 60,0
Ignorehitpause = 1

[State 2102, Helper]
Type = Helper
Trigger1 = Time = 30
ID = 2109
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = 120,0
Ignorehitpause = 1

[State 2102, Helper]
Type = Helper
Trigger1 = Time = 45
ID = 2110
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = 180,0
Ignorehitpause = 1

[State 2102, Helper]
Type = Helper
Trigger1 = Time = 60
ID = 2111
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = 240,0
Ignorehitpause = 1

[State 2102, Helper]
Type = Helper
Triggerall = NumHelper(4517)
Trigger1 = Time = 75
ID = 2112
StateNo = 2103
Name = "Splitting_Sea"
OwnPal = 1
PosType = P1
Pos = 300,0
Ignorehitpause = 1

[State 2102, DestroySelf]
type = DestroySelf
trigger1 = Time = 80

[StateDef 2103]
Type = A
Movetype = A
Physics = N
Anim = 2102
SprPriority = 2

[State 2103, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,17

[State 2103, Explod]
Type = Explod
Trigger1 = time = 0
Anim = 2101
ID = 2101
PosType = P1
Pos = 65,0
scale = 0.4,0.4
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 2103, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 2101
ID = 2101
PosType = P1
Pos = 55,0
scale = 0.6,0.6
PauseMoveTime = 0
SuperMoveTime = 0
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 0

[State 2103, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 2101
ID = 2101
PosType = P1
Pos = 40,0
scale = 0.8,0.8
PauseMoveTime = 0
SuperMoveTime = 0
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 2103, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 2101
ID = 2101
PosType = P1
Pos = 20,0
scale = 1,1
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 2103, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 2101
ID = 2101
PosType = P1
Pos = 0,0
scale = 1,1
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 2103, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 2101
ID = 2101
PosType = P1
Pos = -20,0
scale = 0.8,0.8
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 2103, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 2101
ID = 2101
PosType = P1
Pos = -35,0
scale = 0.6,0.6
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 2103, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 2101
ID = 2101
PosType = P1
Pos = -45,0
scale = 0.4,0.4
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 2103, HitDef]
Type = HitDef
TriggerAll = Ishelper(2107)||Ishelper(2108)||Ishelper(2109)||IsHelper(2110)||IsHelper(2111)||IsHelper(2112)
Trigger1 = !MoveContact
Attr = A, HP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(39*(root,fvar(14)*root,fvar(15))),11
GuardFlag = MA
SprPriority = 10
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = -6,-3.5
Guard.Velocity = -6
Air.Velocity = -6,-3.5
AirGuard.Velocity = -2.5,-2.5
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 8
getpower = 0

[State 2103, HitDef]
Type = HitDef
TriggerAll = Ishelper(2101)||Ishelper(2102)||Ishelper(2103)||IsHelper(2104)||IsHelper(2105)||IsHelper(2106)
Trigger1 = !MoveContact
Attr = A, SP
AnimType  = Hard
Air.AnimType = Back
Damage = ceil(39*(root,fvar(14)*root,fvar(15))),11
GuardFlag = MA
SprPriority = 10
PauseTime = 0, 4
Guard.PauseTime = 10, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,0
Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = 6,-3.5
Guard.Velocity = 6
Air.Velocity = 6,-3.5
AirGuard.Velocity = 2.5,-2.5
Fall = 1
Air.Fall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 8
getpower = 0

[State 2103, DestroySelf]
type = DestroySelf
trigger1 = Time = 30

[StateDef 3000]
type = U
movetype = A
physics = N
anim = 3000
ctrl = 0
velset = 0,0
facep2 = 1
sprpriority = 2

[State 3000]
type = SuperPause
trigger1 = AnimElem = 3 && Anim = 3000
time = 112
movetime = 92
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 3 && Anim = 3000
anim = 10350
postype = p1
pos = 0,-55
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
sprpriority = 3

[State 3000, AfterImage]
type = AfterImage
triggerall = !numhelper(4517)
trigger1 = Time = 92
time = 999
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3 && Anim = 3000
stateno = 20000
ID = 20100
name = "ex_effect"
ownpal = 1
supermovetime = -2**31-1
pausemovetime = -2**31-1
ignorehitpause = 1
persistent = 0

[State 3000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1 && Anim = 3000
value = -2000

[State 3000, Helper]
type = Helper
trigger1 = Time = 91 && anim = 3000
helpertype = normal
name = "After_Image"
ID = 3001
stateno = 3001
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 3000 Helper]
type = Helper
trigger1 = time = 91 && anim = 3000
helpertype = normal
name = "After_Image"
ID = 3002
stateno = 3002
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 92 && Anim = 3000
value = S0,3

[State 3000]
type = nothitby
trigger1 = time = 0
value = SCA
time = 8

[State 3000]
type = changeanim
trigger1 = anim = 3000 && time = 92
value = 3002

[State 3000, statetype]
type = statetypeset
trigger1 = anim != 3002
statetype = S
physics = S

[State 3000, statetype]
type = statetypeset
trigger1 = anim = 3002
statetype = A
physics = N

[State 3000]
type = playerpush
trigger1 = anim != 3000 && anim != 3003
value = 0
ignorehitpause = 1

[State 3000]
type = sprpriority
trigger1 = anim != 3000
value = -1
ignorehitpause = 1

[State 3000]
type = posadd
trigger1 = anim = 3002 && animelem = 1
x = p2dist x-55
y = p2dist y-240

[State 3000, ScreenBound]
type = ScreenBound
trigger1 = Anim = 3002
value = 0

[State 3000]
type = velset
trigger1 = anim = 3002 && AnimElem = 2
x = 0
y = 0

[State 3000]
type = velset
trigger1 = anim = 3002 && animelem = 3
y = 20

[State 3000]
type = changeanim
trigger1 = anim = 3002 && animelemtime(2)>3 && p2dist y<(enemynear,const(size.height)+20)
trigger2 = anim = 3002 && animelemtime(1)>0 && pos y>-30
value = 3003
persistent=0

[State 3000, Explod]
Type = Explod
Trigger1 = AnimElemTime(2) = 0 && Anim = 3003
Anim = 3004
ID = 3004
PosType = P1
Pos = 0,0
scale = 1.7,1.2
PauseMoveTime = 0
SuperMoveTime = 0
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3000, Explod]
Type = Explod
Trigger1 = AnimElemTime(2) = 0 && Anim = 3003
Anim = 3004
ID = 3004
PosType = P1
Pos = 100,0
scale = 1.7,1.2
PauseMoveTime = 0
SuperMoveTime = 0
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3000, Explod]
Type = Explod
Trigger1 = AnimElemTime(2) = 0 && Anim = 3003
Anim = 3004
ID = 3004
PosType = P1
Pos = -100,0
scale = 1.7,1.2
PauseMoveTime = 0
SuperMoveTime = 0
SprPriority = 10
OnTop = 1
OwnPal = 1
IgnoreHitPause = 1

[State 3000, HitDef]
Type = HitDef
Trigger1 = Anim = 3003
Trigger1 = !MoveContact
Attr = S, HA
HitFlag = MAF
AnimType = Hard
GuardFlag = HA
Air.AnimType = Back
Priority = 4, Hit
Damage = 360,50
PauseTime = 0, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
HitSound = S200, 9
GuardSound = S300, 0
Ground.Type = High
Ground.SlideTime = 30
Ground.HitTime = 30
Guard.HitTime = 24
Air.HitTime  = 60
Ground.Velocity = 0,0
Guard.Velocity = -4
Air.Velocity = 0,3.5
airguard.velocity = -4,-4
Fall = 1
Air.Fall = 1
Fall.Recover = 0
getpower = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 && Anim = 3000
value = S410,11
channel = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1 && Anim = 3003
value = S100,5

[State 3000]
type = changeanim
trigger1 = anim = 3002 && pos y >= -5
value = 3003

[State 3000]
type = posset
trigger1 = Anim = 3003 && AnimElem = 1
y = 0

[State 3000]
type = velset
trigger1 = Anim = 3003 && AnimElem = 1
y = 0

[State 3000]
type = envshake
trigger1 = Anim = 3003 && animelem = 1
time = 30
ampl = 12

[State 3000, end]
type = changestate
trigger1 = 3003 && !animtime
value = 0
ctrl = 1

[StateDef 3001]
Type = A
physics = N
anim = 3001

[State 3001, SprPriority]
type = SprPriority
trigger1 = 5
value = 0

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

[State 3001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 3001, BindToParent]
type = BindToroot
triggerall = stateno != 3000
trigger1 = time = 0
time = 1
pos = 0,0

[State 3001, BindToParent]
type = BindToroot
triggerall = stateno = 3000
trigger1 = time = 0
time = 1
pos = -20,-75

[State 3001, VelSet]
type = VelSet
trigger1 = 1
x = 4
y = 0

[State 3001, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 120-2*(time),256

[State 3001, DestroySelf]
type = DestroySelf
trigger1 = Time >= 25
trigger2 = root,movetype = H

[StateDef 3002]
Type = A
physics = N
anim = 3001

[State 3002, SprPriority]
type = SprPriority
trigger1 = 2
value = 0

[State 3002, BindToParent]
type = BindToroot
triggerall = stateno != 3000
trigger1 = time = 0
time = 1
pos = 0,0

[State 3002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 3002, VelSet]
type = VelSet
trigger1 = 1
x = -4
y = 0

[State 3002, Trans]
type = Trans
trigger1 = 1
trans=addalpha
alpha=120-2*(time),256

[State 3002, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 25
trigger2 = root,movetype = H

[State 3002: DestroySelf]
type = DestroySelf
trigger1 = Time >= 25
trigger2 = root,movetype = H

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

[state 3500]
type = VarSet
trigger1 = Time = 0
var(33) = 480

[State 3500, Helper]
type = Helper
trigger1 = time = 0
ID = 3501
pos = -50,0
postype = P1
stateno = 3501
helpertype = normal
name = "Kanako"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

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

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

[State 3501]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3502

[StateDef 3502]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3502
velset = 0,0

[State 3502, PlaySnd]
type = PlaySnd
trigger1 = time = 4
value = S0,2

[State 3502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,2

[State 3502]
type = VelSet
trigger1 = time = 4
x = 25
persistent = 0

[State 3502, VelSet]
type = VelSet
trigger1 = time >= 13
x = 0

[State 3502]
Type = HitDef
Trigger1 = !Movecontact
Attr = S, SA
Damage = ceil(100*(root,fvar(14))),25
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 5, Hit
PauseTime = 0, 0
Sparkxy = 10,-50
hitsound = S200,6
guardsound = S300,4
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 26
Ground.HitTime = 26
Air.HitTime = 26
Ground.Velocity = -15,-4.5
Air.Velocity = -15,-4.5
AirGuard.Velocity = -4,-1
Fall = 1
Air.Fall = 1
Fall.Recover = 0
p2stateno = 3508
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 3502]
type = ScreenBound
trigger1 = 1
value = 1

[State 3502, ChangeState]
type = ChangeState
trigger1 = Time = 30
value = 3503

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

[State 3503, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3503]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3503
trigger1 = Time = 5
Value = 3505

[State 3503, end]
type = ChangeState
trigger1 = Time = 6
value = 3504

[StateDef 3504]
type = A
movetype= I
physics = n
velset = 0,0
ctrl = 0
anim = 3503
sprpriority = 2

[State 3504, AngleDraw]
type = AngleDraw
trigger1 = Time > 5
scale = 1-(time-5)*0.06,1+(Time-5)*0.06

[State 3504, Trans]
type = trans
trigger1 = time >= 5
trans = addalpha
alpha = 256-16*(time-5),256

[State 3504, DestroySelf]
type = DestroySelf
trigger1 = time >= 20

[StateDef 3505]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3506
sprpriority = 1
facep2 = 1

[State 3505]
type = nothitby
trigger1 = 1
value = SCA

[State 3505]
type = ScreenBound
trigger1 = 1
value = 1

[State 3505]
type = turn
trigger1 = (P2Dist X < 0)

[State 3505]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3506

[State 3505]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3507

[StateDef 3506]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3504
sprpriority = 1
facep2 = 1

[State 3506, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover

[State 3506]
type = ScreenBound
trigger1 = 1
value = 1

[State 3506]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3507]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3505
sprpriority = 0
facep2 = 1

[State 3507]
type = ScreenBound
trigger1 = 1
value = 1

[State 3507]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3508]
type = A
movetype= H
physics = N
velset = 0,0

[State 3508]
type = ChangeAnim2
trigger1 = 1
value = 6003

[State 3508]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3509

[StateDef 3509]
type = A
movetype= H
physics = N

[State 3509]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 3509]
type = VelAdd
trigger1 = 1
y = .45

[State 3509]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 3509]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 3510

[State 3509]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[StateDef 3510]
type = A
movetype= H
physics = N

[State 3510]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 3510]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 3510]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 3510]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 3510]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[State 3510]
type = ChangeAnim2
trigger1 = Time = 0
value = 6005

[State 3510]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 3510]
type = ChangeState
trigger1 = AnimTime = 0
value = 3511

[StateDef 3511]
type = A
movetype= H
physics = N

[State 3511]
type = NotHitBy
trigger1 = 1
value = , AT

[State 3511]
type = VelSet
trigger1 = Time = 0
y = -8

[State 3511]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 3511]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 3511]
type = VelAdd
trigger1 = 1
y = .45

[State 3511]
type = AngleAdd
trigger1 = 1
value = 25

[State 3511]
type = AngleDraw
trigger1 = 1

[State 3511]
type = null
trigger1 = command = "recovery"
trigger1 = Time > 30
value = 5210

[State 3511]
type = ChangeAnim2
trigger1 = Time = 0
value = 6006

[State 3511]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 3550]
type = S
movetype = A
physics = S
juggle = 0
anim = 3554
ctrl = 0

[state 3550]
type = VarSet
trigger1 = Time = 0
var(33) = 600

[State 3550, Helper]
type = Helper
trigger1 = time = 0
ID = 3551
pos = 0,-80
postype = P1
stateno = 3551
helpertype = normal
name = "Kanako"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3550, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3551]
type = A
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3550
sprpriority = 2
facep2 = 1

[State 3551]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3551]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3552

[StateDef 3552]
type = A
movetype = I
physics = N
juggle = 0
ctrl = 0
anim = 3551
velset = 0,0

[State 3552, Helper]
type = Helper
trigger1 = time = 10
ID = 3555
pos = 40,0
postype = P1
stateno = 3555
helpertype = normal
name = "Onbashira"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3552, Helper]
type = Helper
trigger1 = time = 20
ID = 3555
pos = 80,0
postype = P1
stateno = 3555
helpertype = normal
name = "Onbashira"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3552, Helper]
type = Helper
trigger1 = time = 30
ID = 3555
pos = 120,0
postype = P1
stateno = 3555
helpertype = normal
name = "Onbashira"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3552, Helper]
type = Helper
trigger1 = time = 10
ID = 3556
pos = -40,0
postype = P1
stateno = 3555
helpertype = normal
name = "Onbashira"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3552, Helper]
type = Helper
trigger1 = time = 20
ID = 3556
pos = -80,0
postype = P1
stateno = 3555
helpertype = normal
name = "Onbashira"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3552, Helper]
type = Helper
trigger1 = time = 30
ID = 3556
pos = -120,0
postype = P1
stateno = 3555
helpertype = normal
name = "Onbashira"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3552]
type = ScreenBound
trigger1 = 1
value = 1

[State 3552, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 3553

[StateDef 3553]
type = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3552
sprpriority = 2

[State 3553, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3553]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3552
trigger1 = Time = 5
Value = 3505

[State 3553, end]
type = ChangeState
trigger1 = Time = 6
value = 3554

[StateDef 3554]
type = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3552
sprpriority = 2

[State 3554, AngleDraw]
type = AngleDraw
trigger1 = Time > 5
scale = 1-(time-5)*0.06,1+(Time-5)*0.06

[State 3554, Trans]
type = trans
trigger1 = time >= 5
trans = addalpha
alpha = 256-16*(time-5),256

[State 3554, DestroySelf]
type = DestroySelf
trigger1 = time >= 20

[StateDef 3555]
type = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3553
sprpriority = 5

[State 3555, PosSet]
type = PosSet
trigger1 = time = 0
y = -350

[State 3555, VelAdd]
type = VelSet
trigger1 = Time
y = 40

[State 3555]
Type = HitDef
Trigger1 = !Movecontact
Attr = A, SA
Damage = ceil(84*(root,fvar(14))),13
AnimType = Hard
HitFlag = MAF
GuardFlag = MA
Priority = 5, Hit
PauseTime = 0, 0
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,6
guardsound = S300,4
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
Ground.Type = High
Air.Type = High
Ground.SlideTime = 14
Ground.HitTime = 16
Air.HitTime = 18
Ground.Velocity = -6,15
Air.Velocity = -6,15
Fall = 1
Air.Fall = 1
Fall.Recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5

[State 3555]
type = ChangeState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 3556

[StateDef 3556]
Type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
Anim = 3553
SprPriority = 5

[State 3556]
type = EnvShake
Trigger1 = AnimElem = 1
time = 10
ampl = 20
freq = 127

[State 3556, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,19

[State 3556]
type = posset
trigger1 = !time
Y = 0

[State 3556, Trans]
type = trans
trigger1 = time >= 53
trans = addalpha
alpha = 256-16*(time-53),256

[State 3556, DestroySelf]
type = DestroySelf
trigger1 = time = 69

[StateDef 3600]
type = S
movetype = I
physics = S
anim = 3604
ctrl = 0

[State 3600, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3600, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000

[State 3600, Helper]
type = Helper
trigger1 = time = 0
ID = 3601
pos = 50,0
postype = P1
stateno = 3601
helpertype = normal
name = "Kanako"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3600, end]
type = ChangeState
trigger1 = Time >= 210
value = 3606

[StateDef 3601]
type = A
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3603
sprpriority = 2
facep2 = 1

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

[State 3601]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3602

[StateDef 3602]
type = A
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3600
sprpriority = 2
facep2 = 1

[State 3602, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3602]
type = Explod
trigger1 = AnimElem= 3
anim = 10300
postype = p1
pos = 0,-55
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 3602]
type = SuperPause
trigger1 = AnimElem = 3
time = 92
movetime = 0
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 3602, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 166
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3602, Helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 20000
ID = 20100
name = "ex_effect"
ownpal = 1
supermovetime = -2**31-1
pausemovetime = -2**31-1
ignorehitpause = 1
persistent = 0

[State 3602, Helper]
type = Helper
trigger1 = time = 18
helpertype = normal
name = "Wind"
Id = 3605
stateno = 3605
pos = 0,-60
postype = back
ownpal = 1
facing = 1

[State 3602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,6

[State 3602]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3602]
Type = ChangeState
Trigger1 = Time >= 180
trigger2 = Root,Movetype = H
Value = 3603

[StateDef 3603]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3601
sprpriority = 2

[State 3603, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3603]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3601
trigger1 = Time = 5
Value = 3505

[State 3603, end]
type = ChangeState
trigger1 = Time = 6
value = 3604

[StateDef 3604]
type = A
movetype= I
physics = n
velset = 0,0
ctrl = 0
anim = 3601
sprpriority = 2

[State 3604, AngleDraw]
type = AngleDraw
trigger1 = Time > 5
scale = 1-(time-5)*0.06,1+(Time-5)*0.06

[State 3604, Trans]
type = trans
trigger1 = time >= 5
trans = addalpha
alpha = 256-16*(time-5),256

[State 3604, DestroySelf]
type = DestroySelf
trigger1 = time >= 20

[StateDef 3605]
type = A
movetype= I
physics = N
ctrl = 0
anim = 3606
sprpriority = -1

[State 3605, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3605, NotHitBy]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
ignorehitpause = 1

[state 3605, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 6
time = -1
ignorehitpause = 1

[State 3605, Null]
type = null
trigger1 = time = [0,15]
trigger1 = fvar(0):= 0.0625*time
trigger2 = time >= 16
trigger2 = fvar(0):= 1.0

[State 3605, Projectile]
type = Projectile
triggerall = !NumHelper(4517)
trigger1 = time >= 16
trigger1 = time%6=0
projid = 3607
projanim = 3607
velocity = 16,0
offset = -(backedgedist)
projhits  = 1
projpriority = 30
projremove = 1
projremovetime = 30
projedgebound = 100
attr = A, HP
animtype = Hard
damage = ceil(12*(root,fvar(14)*root,fvar(15))),3
hitflag = MAFP
guardflag = MA
priority = 5,hit
pausetime = 0,7
sparkno = S8051*10**(random%4)
guard.sparkno = S9000
sparkxy = 50+Random%50, -13+random%20
hitsound = S200,8
guardsound = S300,0
ground.type = High
guard.kill = 0
Guard.Dist = 160
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -8.5,-1
air.velocity = -10.5,-1.5
air.fall = 1
fall.recover = 1
getpower = 0,0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 3605, Projectile]
type = Projectile
triggerall = NumHelper(4517)
trigger1 = time >= 16
trigger1 = time%6=0
projid = 3607
projanim = 3607
velocity = 16,0
offset = -(backedgedist)
projhits  = 1
projpriority = 30
projremove = 0
projremovetime = 30
projedgebound = 100
attr = A, HP
animtype = Hard
damage = ceil(12*(root,fvar(14)*root,fvar(15))),3
hitflag = MAFP
guardflag = MA
priority = 5,hit
pausetime = 0,7
sparkno = S8051*10**(random%4)
guard.sparkno = S9000
sparkxy = 50+Random%50, -13+random%20
hitsound = S200,8
guardsound = S300,0
ground.type = High
guard.kill = 0
Guard.Dist = 160
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -8.5,-1
air.velocity = -10.5,-1.5
air.fall = 1
fall.recover = 1
getpower = 0,0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 3605, Explod]
type = Explod
trigger1 = time%32 = 0
pos = 0,0
postype = p1
id = 3602
anim = 3602
vel = 16,0
removetime = 32
sprpriority = 5
ownpal = 1

[State 3605, Explod]
type = Explod
trigger1 = time%32 = 0
pos = -512,0
postype = p1
id = 3602
anim = 3602
vel = 16,0
removetime = 32
sprpriority = 5
ownpal = 1

[State 3605, Explod]
type = Explod
trigger1 = time%32 = 0
pos = 512,0
postype = p1
id = 3602
anim = 3602
vel = 16,0
removetime = 32
sprpriority = 5
ownpal = 1

[State 3605, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 3602
scale = 1.0,fvar(0)

[State 3605, Trans]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 3605, AngleDraw]
type = angledraw
trigger1 = 1
scale = 10.0,fvar(0)

[State 3605, PlaySnd]
type = ChangeState
trigger1 = time >= 148
trigger2 = root,movetype = H
value = 3607

[StateDef 3606]
type = S
movetype = I
physics = S
anim = 3605
ctrl = 0

[State 3606, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3607]
type = A
movetype = I
physics = N
sprpriority = -1

[State 3607, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3607, NotHitBy]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
ignorehitpause = 1

[state 3607, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 6
time = -1
ignorehitpause = 1

[State 3607, Null]
type = null
trigger1 = time = [0,15]
trigger1 = fvar(0):= 1.0-(0.0625*time)
trigger2 = time >= 16
trigger2 = fvar(0):= 0.0

[State 3607, Explod]
type = Explod
trigger1 = time%32 = 0
pos = 0,0
postype = p1
id = 3602
anim = 3602
vel = 16,0
removetime = 32
sprpriority = 5
ownpal = 1

[State 3607, Explod]
type = Explod
trigger1 = time%32 = 0
pos = -512,0
postype = p1
id = 3602
anim = 3602
vel = 16,0
removetime = 32
sprpriority = 5
ownpal = 1

[State 3607, Explod]
type = Explod
trigger1 = time%32 = 0
pos = 512,0
postype = p1
id = 3602
anim = 3602
vel = 16,0
removetime = 32
sprpriority = 5
ownpal = 1

[State 3607, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 3602
scale = 1.0,fvar(0)

[State 3607, Trans]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 3607, AngleDraw]
type = angledraw
trigger1 = 1
scale = 10.0,fvar(0)

[State 3607, DestroySelf]
type = destroyself
trigger1 = time >= 32

[StateDef 3700]
type = S
movetype = A
physics = S
juggle = 0
anim = 3500
ctrl = 0

[state 3700]
type = VarSet
trigger1 = Time = 0
var(33) = 600

[State 3700, Helper]
type = Helper
trigger1 = time = 0
ID = 3701
pos = -10,-90
postype = back
stateno = 3701
helpertype = normal
name = "Suwako"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3700, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3701]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3700
sprpriority = 2
facep2 = 1

[State 3701]
type = velset
trigger1 = time = 0
X = (parentdist X+72) / 8
Y = 6

[State 3701]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3701]
type = Gravity
trigger1 = 1

[State 3701]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3701]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3702

[StateDef 3702]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3701
sprpriority = 2

[State 3702, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3702, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 3702, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3703

[StateDef 3703]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3702
sprpriority = 2

[State 3703]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3702
trigger2 = AnimElem = 1

[State 3703, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3703, end]
type = ChangeState
trigger1 = Time = 5
value = 3704

[StateDef 3704]
Type = S
MoveType = I
Physics = S
Anim = 3703
Ctrl = 0
VelSet = 0, 0

[State 3704, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 3704]
type = HitOverride
trigger1 = Anim = 3703
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3712

[State 3704]
type = nothitby
trigger1 = Anim = 3703
value = , NT, ST, HT
time = -1

[State 3704, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3704]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3705

[StateDef 3705]
Type = A
MoveType = A
Physics = N
Anim = 3704
Ctrl = 0
VelSet = 0, 0

[State 3705, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3705]
type = velset
trigger1 = AnimElem = 1
X = 4
Y = -1

[State 3705, HitDef]
type = HitDef
trigger1 = time%8 = 1
attr = A, SA
animtype = medium
damage = ceil(20*(root,fvar(14))),2
hitflag = MAF
guardflag = MA
sparkno = S8052*10**(random%4)
guard.sparkno = S9000
priority = 5
pausetime = 2,2
guardpausetime = 2,2
sparkxy = -15,-33
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 20+(p2movetype = A)*7
ground.hittime  = 20+(p2movetype = A)*7
guard.slidetime = 18
guard.hittime = 18
guard.velocity = -6
ground.velocity = -5,-3.5
air.animtype = Back
airguard.velocity = -2.5,-7.5
air.velocity = -5,-3.5
fall = 1
fall.recovertime = 40
fall.recover = 1
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 3705, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 28
value = S100,8

[State 3705, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3706

[StateDef 3706]
Type = A
MoveType = I
Physics = N
Anim = 3705
Ctrl = 0
VelSet = 0, 0

[State 3706]
type = velmul
trigger1 = AnimElemTime(2) > 0
X = 0.9

[State 3706]
type = veladd
trigger1 = AnimElemTime(2) > 0
Y = 0.6

[State 3706]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 3707

[StateDef 3707]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3701
sprpriority = 2

[State 3707, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3707, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 3707, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3708

[StateDef 3708]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3702
sprpriority = 2

[State 3708, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3708]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3702
trigger1 = Time = 5
Value = 3713

[State 3708, end]
type = ChangeState
trigger1 = Time = 5
value = 3709

[StateDef 3709]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3706
sprpriority = 2

[State 3709, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3709, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3710

[StateDef 3710]
Type = A
Movetype= I
Physics = N
Anim = 3707
Ctrl = 0
Sprpriority = 2
velset = 0

[State 3710, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,7

[State 3710]
type = velset
trigger1 = time = 0
X = 1.5
Y = -6

[State 3710]
type = veladd
trigger1 = time > 0
Y = 0.4

[State 3710]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 3711

[StateDef 3711]
Type = S
Movetype= I
Physics = N
Anim = 3708
Ctrl = 0
Sprpriority = 2
Velset = 0,0

[State 3711, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 3711, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 3712]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3710
sprpriority = 1

[State 3712]
type = velset
trigger1 = AnimElemTime(3) <= 0
X =  -0.8

[State 3712]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3710
trigger1 = AnimTime = 0
Value = 3713

[State 3712]
Type = Changestate
trigger1 = AnimTime = 0
value = 3710

[StateDef 3713]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3702
sprpriority = 1
facep2 = 1

[State 3713]
type = nothitby
trigger1 = 1
value = SCA

[State 3713]
type = ScreenBound
trigger1 = 1
value = 1

[State 3713]
type = turn
trigger1 = (P2Dist X < 0)

[State 3713]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3714

[State 3713]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3715

[StateDef 3714]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3709
sprpriority = 1
facep2 = 1

[State 3714, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover

[State 3714]
type = ScreenBound
trigger1 = 1
value = 1

[State 3714]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3715]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3711
sprpriority = 0
facep2 = 1

[State 3715]
type = ScreenBound
trigger1 = 1
value = 1

[State 3715]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3750]
type = S
movetype = A
physics = S
juggle = 0
anim = 3500
ctrl = 0

[state 3750]
type = VarSet
trigger1 = Time = 0
var(33) = 720

[State 3750, Helper]
type = Helper
trigger1 = time = 0
ID = 3751
pos = -10,-90
postype = back
stateno = 3751
helpertype = normal
name = "Suwako"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3750, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3751]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3700
sprpriority = 2
facep2 = 1

[State 3751]
type = velset
trigger1 = time = 0
X = (parentdist X+72) / 8
Y = 6

[State 3751]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3751]
type = Gravity
trigger1 = 1

[State 3751]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3751]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3752

[StateDef 3752]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3701
sprpriority = 2

[State 3752, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3752, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 3752, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3753

[StateDef 3753]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3702
sprpriority = 2

[State 3753]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3702
trigger2 = AnimElem = 1

[State 3753, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3753, end]
type = ChangeState
trigger1 = Time = 5
value = 3754

[StateDef 3754]
Type = S
MoveType = I
Physics = S
Anim = 3750
Ctrl = 0
VelSet = 0, 0

[State 3754, Helper]
Type = Helper
Trigger1 = AnimElem = 6
ID = 3756
StateNo = 3756
Name = "Goddess_Shield"
OwnPal = 1
PosType = P1
Pos = 50,-65
size.xscale = 2
size.yscale = 2

[State 3754]
type = HitOverride
trigger1 = Anim = 3750
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3712

[State 3754]
type = nothitby
trigger1 = Anim = 3750
value = , NT, ST, HT
time = -1

[State 3754, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3704]
Type = ChangeState
Trigger1 = Time = 75
Value = 3755

[StateDef 3755]
Type = S
MoveType = I
Physics = S
Anim = 3751
Ctrl = 0
VelSet = 0, 0

[State 3755]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 3708

[StateDef 3756]
Type = A
MoveType = A
Physics = N
SprPriority = 10
Anim = 3752

[State 3756, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,-65

[State 3756, VarSet]
Type = VarSet
Trigger1 = time = 0
V = 1
Value = 3

[State 3756, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,13

[State 3756, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP
slot = 2
stateno = 3757
time = -1

[State 3756]
type = nothitby
trigger1 = Anim = 3752
value = , NT, ST, HT
time = -1

[State 3756, Trans]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

[State 3756, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 3756, ChangeState]
Type = ChangeState
Trigger1 = Time = 300
Trigger2 = Parent,MoveType = H
Value = 3758

[StateDef 3757]
Type = A
MoveType = I
Physics = N
SprPriority = 10
VelSet = 0,0

[State 3757, VarAdd]
Type = VarAdd
Trigger1 = Time = 0
V = 1
Value = -1

[State 3757, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,-65

[State 3757, Trans]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

[State 3757, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 3757, ChangeState]
Type = ChangeState
Trigger1 = Time = 90
Trigger2 = Root,MoveType = H
Trigger3 = Var(1) = 0
Value = 3758

[StateDef 3758]
Type = A
MoveType = I
Physics = N
Anim = 3753
VelSet = 0,0
SprPriority = 10

[State 3758, Velset]
Type = Velset
trigger1 = Time = 0
Y = -2

[State 3758, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100, 9

[State 3758, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.50

[State 3758, VarAdd]
Type = VarAdd
Trigger1 = FVar(1) < 1
FV = 1
Value = 0.05

[State 3758, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = (FVar(1)*FVar(1))*1.2, (FVar(1)*FVar(1))

[State 3758, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 3758]
Type = VarAdd
Trigger1 = Time >= 0
V = 40
Value = 16

[State 3758]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 3758]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 3758, Trans]
Type = Trans
Trigger1 = 1
Trans = Add
IgnoreHitPause = 1

[State 3758, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 3758, DestroySelf]
Type = DestroySelf
Trigger1 = time >= 10
Trigger2 = Root,MoveType = H

[StateDef 3800]
type = S
movetype = A
physics = S
juggle = 0
anim = 3604
ctrl = 0

[State 3800, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000

[State 3800, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3800, Helper]
type = Helper
trigger1 = time = 0
ID = 3801
pos = -10,-90
postype = back
stateno = 3801
helpertype = normal
name = "Suwako"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3800, end]
type = ChangeState
trigger1 = Time >= 150
value = 3606
ctrl = 1

[StateDef 3801]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3700
sprpriority = 2
facep2 = 1

[State 3801]
type = velset
trigger1 = time = 0
X = (parentdist X+122) / 8
Y = 6

[State 3801]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 3801]
type = Gravity
trigger1 = 1

[State 3801]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3801]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3802

[StateDef 3802]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3701
sprpriority = 2

[State 3802, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3802, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 3802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3803

[StateDef 3803]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3702
sprpriority = 2

[State 3803]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3702
trigger2 = AnimElem = 1

[State 3803, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3803, end]
type = ChangeState
trigger1 = Time = 5
value = 3804

[StateDef 3804]
Type = S
MoveType = I
Physics = S
Anim = 3800
Ctrl = 0
VelSet = 0, 0

[State 3804]
type = Explod
trigger1 = AnimElem= 3
anim = 10350
postype = p1
pos = 0,-45
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 3804]
type = SuperPause
trigger1 = AnimElem = 4
time = 92
movetime = 0
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 3804, AfterImage]
type = AfterImage
trigger1 = AnimElem = 4
time = 86
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3804, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 20000
ID = 20100
name = "ex_effect"
ownpal = 1
supermovetime = -2**31-1
pausemovetime = -2**31-1
ignorehitpause = 1
persistent = 0

[State 3804, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 3804]
type = HitOverride
trigger1 = Anim = 3800
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3712

[State 3804]
type = nothitby
trigger1 = Anim = 3800
value = , NT, ST, HT
time = -1

[State 3804, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3804, Helper]
type = Helper
trigger1 = AnimElem = 5
pos = -135,0
postype = p1
ID = 3805
Stateno = 3805
name = "Godhand"
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3804, Helper]
type = Helper
trigger1 = AnimElem = 5
pos = 135,0
postype = p1
ID = 3808
Stateno = 3808
Name = "Godhand"
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3804, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3708

[StateDef 3805]
Type = A
MoveType = A
Physics = N
Anim = 3801
Ctrl = 0
VelSet = 0, 0
sprpriority = 10

[State 3805]
type = EnvShake
trigger1 = time = [0,50]
trigger1 = time%5
time = 5
ampl = -3
freq = 100
phase = 50

[State 3805]
type = PlaySnd
trigger1 = time = 0
value = S100,14

[State 3805, HitDef]
type = HitDef
trigger1 = Time%11 = 1
attr = A, HA
animtype = Hard
damage = ceil(11*(root,fvar(14)*root,fvar(15))),3
priority = 8,Hit
hitflag = MAFD
guardflag = MA
getpower = 0
pausetime = 0,5
guard.pausetime = 0,2
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,4
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
guard.slidetime = 27
guard.hittime = 27
guard.velocity = -10
ground.velocity = 4,-1
air.animtype = Back
airguard.velocity = -2.5,-3.5
air.velocity = 4,-1
yaccel = 0.25
fall = 1
fall.recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
kill = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 3805, end]
type = ChangeState
trigger1 = parent,Time = 40
value = 3806

[State 3805, DestroySelf]
type = DestroySelf
trigger1 = Parent,Movetype = H

[StateDef 3806]
Type = A
MoveType = A
Physics = N
Anim = 3802
Ctrl = 0
VelSet = 0, 0
sprpriority = 10

[State 3806]
type = PlaySnd
trigger1 = time = 0
value = S100,15

[State 3806, HitDef]
type = HitDef
trigger1 = !Movecontact
attr = A, HA
animtype  = Hard
damage = 0,50
priority = 8,Hit
hitflag = MAFD
guardflag = MA
getpower = 0
pausetime = 0,0
guard.pausetime = 0,2
sparkxy = 0,0
hitsound = S200,10
guardsound = S300,4
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
guard.slidetime = 27
guard.hittime = 27
guard.velocity = -10
ground.velocity = 0,0
air.animtype = Back
airguard.velocity = -2.5,-3.5
air.velocity = 0,0
yaccel = 0.25
fall = 1
fall.recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
guard.dist = 0
numhits = 0
P2Stateno = 3811

[State 3806, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 3806]
type = PlaySnd
trigger1 = time = 10
value = S100,16

[State 3806]
type = EnvShake
trigger1 = time = 10
time = 10
ampl = -20
freq = 100
phase = 50

[State 3806, PosAdd]
type = PosAdd
trigger1 = Time = [0,10]
trigger1 = Time%1 = 0
x = 12

[State 3806, end]
type = ChangeState
trigger1 = Time = 10
value = 3807

[StateDef 3807]
Type = A
MoveType = I
Physics = N
Anim = 3803
Ctrl = 0
VelSet = 0, 0
sprpriority = 10

[State 3807, Helper]
type = Helper
trigger1 = time = 0
pos = 14,-75
postype = p1
Stateno = 3813
ID = 3813
name = "Shockwave"
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 3807, Trans]
type = trans
trigger1 = time >= 15
trans = addalpha
alpha = 256-16*(time-15),256

[State 3807, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = ceil(-300*(root,fvar(14)*root,fvar(15)))
kill = 1

[State 3807, TargetState]
type = TargetState
trigger1 = time = 0
value = 3812

[State 3807, DestroySelf]
type = DestroySelf
trigger1 = time = 30
trigger2 = Parent,Movetype = H

[StateDef 3808]
Type = A
MoveType = A
Physics = N
Anim = 3804
Ctrl = 0
VelSet = 0, 0
sprpriority = 10

[State 3808, HitDef]
type = HitDef
trigger1 = Time%11 = 1
attr = A, HA
animtype = Hard
damage = ceil(11*(root,fvar(14)*root,fvar(15))),4
priority = 8,Hit
hitflag = MAFD
guardflag = MA
getpower = 0
pausetime = 0,5
guard.pausetime = 0,2
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
SparkXY = 0, Floor((P2Dist Y)-40)
Hitsound = S200,2
Guardsound = S300,4
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
guard.slidetime = 27
guard.hittime = 27
guard.velocity = -10
ground.velocity = 4,-1
air.animtype = Back
airguard.velocity = -2.5,-3.5
air.velocity = 4,-1
yaccel = 0.25
fall = 1
fall.recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
kill = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 3808, end]
type = ChangeState
trigger1 = parent,Time = 40
value = 3809

[State 3808, DestroySelf]
type = DestroySelf
trigger1 = Parent,Movetype = H

[StateDef 3809]
Type = A
MoveType = A
Physics = N
Anim = 3805
Ctrl = 0
VelSet = 0, 0
sprpriority = 10

[State 3809, HitDef]
type = HitDef
trigger1 = !Movecontact
attr = A, HA
animtype  = Hard
damage = 0,50
priority = 8,Hit
hitflag = MAFD
guardflag = MA
getpower = 0,0
sparkno= -1
guard.sparkno= -1
pausetime = 0,0
guard.pausetime = 0,2
sparkxy = 0,0
hitsound = S200,10
guardsound = S300,4
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
guard.slidetime = 27
guard.hittime = 27
guard.velocity = -10
ground.velocity = 0,0
air.animtype = Back
airguard.velocity = -2.5,-3.5
air.velocity = 0,0
yaccel = 0.25
fall = 1
fall.recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
guard.dist = 0
numhits = 0
P2stateno = 3811

[State 3809, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 3809, PosAdd]
type = PosAdd
trigger1 = Time = [0,10]
trigger1 = Time%1 = 0
x = -12

[State 3809, end]
type = ChangeState
trigger1 = Time = 10
value = 3810

[StateDef 3810]
Type = A
MoveType = I
Physics = N
Anim = 3806
Ctrl = 0
VelSet = 0, 0
sprpriority = 10

[State 3810, Helper]
type = Helper
trigger1 = time = 0
pos = 4,-75
postype = p1
Stateno = 3813
ID = 3813
name = "Shockwave"
helpertype = normal
keyctrl = 0
ownpal = 1
IgnoreHitPause = 1

[State 3810, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 90
ampl = 8

[State 3810, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

[State 3810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = ceil(-300*(root,fvar(14)*root,fvar(15)))
kill = 1

[State 3810, TargetState]
type = TargetState
trigger1 = time = 0
value = 3812

[State 3810, Trans]
type = trans
trigger1 = time >= 15
trans = addalpha
alpha = 256-16*(time-15),256

[State 3810, DestroySelf]
type = DestroySelf
trigger1 = time = 30
trigger2 = Parent,Movetype = H

[StateDef 3811]
Type = A
MoveType = H
Physics = N
Ctrl = 0
VelSet = 0, 0

[State 3811, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3807

[StateDef 3812]
Type = A
MoveType = H
Physics = N
Ctrl = 0
VelSet = 0, 0

[State 3812, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3808

[State 3812]
type = VelAdd
Trigger1 = time > 50
y = .4

[State 3812]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[StateDef 3813]
type = A
movetype= I
physics = N
sprpriority = 10
ctrl = 0
anim = 3809

[State 3813, AssertSpecial]
Type = Trans
Trigger1 = 1
Trans = Add

[State 3813, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3813]
type = AngleDraw
trigger1 = 1
scale = 0.065*(1+0.35*!time+(time>0)*(0.35*!time+(time>0)*0.95))*time,0.3*(1+0.35*!time+(time>0)*(0.35*!time+(time>0)*0.95))*time

[State 3813]
Type = VarAdd
Trigger1 = Time >= 0
V = 40
Value = 16

[State 3813]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 3813]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 3813]
type = DestroySelf
trigger1 = time = 30

[StateDef 4000]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4000
sprpriority = 2

[State 4000, NotHitBy]
type = NotHitBy
trigger1 =  1
value = SCA

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S410,12
Channel = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10400
ID = 10400
Pos = 5,-45
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10401
ID = 10401
Pos = 5,-45
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10402
ID = 10402
Pos = 5,-45
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000

[State 4000]
type = SuperPause
trigger1 = AnimElem = 4
time = 92
movetime = 92
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 4000, AfterImage]
type = AfterImage
triggerall = !numhelper(4517)
trigger1 = AnimElem = 4
time = 999
PalBright = 0,0,0
PalContrast = 256,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 20000
ID = 20100
name = "ex_effect"
ownpal = 1
supermovetime = -2**31-1
pausemovetime = -2**31-1
ignorehitpause = 1
persistent = 0

[State 4000]
type = Nothitby
trigger1 = 1
value = SCA

[State 4000, end]
type = ChangeState
trigger1 = Time = 102
value = 4001

[StateDef 4001]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4001
sprpriority = 2

[State 4001]
type = Nothitby
trigger1 = 1
value = SCA

[State 4001, Pause]
type = Pause
trigger1 = time = 0
time = 165
movetime = 165

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 9
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4004
Pos = -430,-60
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 42
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4005
Pos = -430,-140
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = S100,21

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 75
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4006
Pos = -430,-220
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 108
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4007
Pos = -430,-300
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 141
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4008
Pos = -430,-380
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 24
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4009
Pos = -360,-930
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 57
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4014
Pos = -240,-930
PosType = Left
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 24
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4010
Pos = -120,-930
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 90
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4011
Pos = 0,-930
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 123
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4012
Pos = 120,-930
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 90
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4015
Pos = 240,-930
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, Helper]
Type = Helper
Trigger1 = Time = 156
Name = "9_Syllable_Stabs"
Stateno = 4004
ID = 4013
Pos = 360,-930
PosType = Back
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
Pausemovetime = 9999
SuperMoveTime = 9999

[State 4001, end]
type = ChangeState
trigger1 = Time = 165
value = 4002

[StateDef 4002]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4002
sprpriority = 2

[State 4002]
type = Nothitby
trigger1 = 1
value = SCA

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,7
channel = 0

[State 4002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4006

[StateDef 4003]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4003
sprpriority = 2

[State 4003, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4004]
type = A
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = IfElse(IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008),4004,4005)
sprpriority = 10

[State 4004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4004, Trans]
type = Trans
trigger1 = 1
trans = add

[State 4004, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
trigger1 = 1
scale = 2,1
ignorehitpause = 1

[State 4004, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
trigger1 = 1
scale = 1,2
ignorehitpause = 1

[State 4004]
type = Null
trigger1 = time%112 = [0,31]
trigger1 = var(0) := 256
trigger1 = var(1) := 0+8*(time%112)
trigger1 = var(2) := 0
trigger2 = time%112 = [32,47]
trigger2 = var(0) := 256-16*((time%112)-32)
trigger2 = var(1) := 256
trigger2 = var(2) := 0
trigger3 = time%112 = [48,63]
trigger3 = var(0) := 0
trigger3 = var(1) := 256-8*((time%112)-48)
trigger3 = var(2) := 0+time*16
trigger4 = time%112 = [64,79]
trigger4 = var(0) := 0
trigger4 = var(1) := 0
trigger4 = var(2) := 256
trigger5 = time%112 = [80,95]
trigger5 = var(0) := 0+8*((time%112)-80)
trigger5 = var(1) := 0+8*((time%112)-80)
trigger5 = var(2) := 256
trigger6 = time%112 = [96,111]
trigger6 = var(0) := 128+8*((time%112)-96)
trigger6 = var(1) := 128
trigger6 = var(2) := 256

[State 4004, PalFX]
type = PalFX
trigger1 = 1
add = 0,0,0
mul = Var(0),Var(1),Var(2)
invertall = 0
color = 0
time = 9999

[State 4004, PosAdd]
type = PosAdd
Triggerall = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
trigger1 = Time = [1,21]
x = 30

[State 4004, PosAdd]
type = PosAdd
Triggerall = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
trigger1 = Time = [1,21]
y = 30

[State 4004, ChangeAnim]
type = ChangeAnim
Triggerall = Anim = 4004
trigger1 = Root,Anim = 4008
value = 4006

[State 4004, ChangeAnim]
type = ChangeAnim
Triggerall = Anim = 4005
trigger1 = Root,Anim = 4008
value = 4007

[State 4004, StateTypeSet]
type = StateTypeSet
trigger1 = Root,Anim = 4002 ;&& Root,AnimElem = 10
movetype = A

[State 4004, VarSet]
type = VarSet
Triggerall = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 4004, VarAdd]
type = VarAdd
Triggerall = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 4004, VarSet]
type = VarSet
Triggerall = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
trigger1 = time = 0
v = 20
value = 0
ignorehitpause = 1

[State 4004, VarAdd]
type = VarAdd
Triggerall = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
trigger1 = Movecontact
v = 20
value = 1
ignorehitpause = 1

[State 4004, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 4004, HitDef]
type = HitDef
Triggerall = Anim = 4006
Triggerall = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
trigger1 = Time%7 = 1
trigger1 = Var(19) < 9
attr = A, HP
damage = ceil(15*(root,fvar(14)*root,fvar(15))),4
animtype = hard
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 0,5
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
Hitsound = S200,13
guardsound = S300,0
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
ground.type = high
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -5,-2
guard.slidetime = 10
guard.hittime = 10
guard.velocity = -4
air.velocity = -5,-2
airguard.velocity = -4
fall = 1
Fall.Recover = 0
getpower = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 4004, HitDef]
type = HitDef
Triggerall = Anim = 4007
Triggerall = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
trigger1 = Time%7 = 1
trigger1 = Var(20) < 9
attr = A, HP
damage = ceil(15*(root,fvar(14)*root,fvar(15))),4
animtype = hard
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 0,5
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
Hitsound = S200,13
guardsound = S300,0
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
ground.type = high
ground.slidetime = 20
ground.hittime = 22
ground.velocity = 0,-7
guard.slidetime = 10
guard.hittime = 10
guard.velocity = -4
air.velocity = 0,-7
airguard.velocity = -4
fall = 1
Fall.Recover = 0
getpower = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
sprpriority = 10
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 4004]
Type = VarAdd
Trigger1 = Time >= 390
V = 40
Value = 16

[State 4004]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 4004]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 4004, DestroySelf]
type = DestroySelf
Triggerall = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
Trigger1 = Anim = 4006 && Time = 420
;Trigger2 = Root,Movetype = H

[State 4004, DestroySelf]
type = DestroySelf
Triggerall = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
Trigger1 = Anim = 4007 && Time = 420
;Trigger2 = Root,Movetype = H

[State 4004, ChangeState]
type = ChangeState
Triggerall = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
trigger1 = Var(19) >= 9
value = 4005

[State 4004, ChangeState]
type = ChangeState
Triggerall = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
trigger1 = Var(20) >= 9
value = 4005

[StateDef 4005]
type = A
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 10

[State 4005, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4004)||IsHelper(4005)||IsHelper(4006)||IsHelper(4007)||IsHelper(4008)
trigger1 = 1
scale = 2,1
ignorehitpause = 1

[State 4005, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4009)||IsHelper(4010)||IsHelper(4011)||IsHelper(4012)||IsHelper(4013)||IsHelper(4014)||IsHelper(4015)
trigger1 = 1
scale = 1,2
ignorehitpause = 1

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4005, Trans]
type = Trans
trigger1 = 1
trans = add

[State 4005]
Type = VarAdd
Trigger1 = Time >= 30
V = 40
Value = 16

[State 4005]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 4005]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 4005, DestroySelf]
type = DestroySelf
trigger1 = Time = 60

[StateDef 4006]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4008
sprpriority = 2

[State 4006, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,22

[State 4006, end]
type = ChangeState
trigger1 = time = 30
value = 4007

[StateDef 4007]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 4009
sprpriority = 2

[State 4007, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 4500]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 4500
sprpriority = 2

[state 4500]
type = varset
trigger1 = movehit
var(23) = 1

[State 4500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 4500, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 10

[State 4500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,11
channel = 0

[State 4500]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10400
ID = 10450
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10450
ID = 10450
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500]
Type = Helper
Trigger1 = AnimElem = 4
Name = "Hyper"
Stateno = 10451
ID = 10451
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500]
type = SuperPause
trigger1 = AnimElem = 4
time = 92
movetime = 92
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 4500]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000
ignorehitpause = 1

[State 4500, Helper]
type = Helper
trigger1 = AnimElem = 4
stateno = 20000
ID = 20100
name = "ex_effect"
ownpal = 1
supermovetime = -2**31-1
pausemovetime = -2**31-1
ignorehitpause = 1
persistent = 0

[State 4500]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
stateno = 4501
id = 4501
postype = P1
pos = 0, -50
keyctrl = 0
ownpal = 1
facing = 1
persistent = 1

[State 4500, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HT
animtype = Heavy
damage = 0,0
guardflag = MA
pausetime = 0,0
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-70
hitsound = S200,10
guardsound = S300,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 4514
kill = 0
persistent = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 8

[State 4500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,30

[State 4500, end]
type = ChangeState
trigger1 = Time >= 148
value = 4502

[State 4500]
type = Changestate
trigger1= AnimElem = 7 >= 0 && movehit
value = 4503

[StateDef 4501]
Type = A
MoveType = I
Physics = N
Anim = 4512
SprPriority = 10

[State 4501, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 4501, Helper]
Type = Helper
Trigger1 = Time = 0
Persistent = 0
OwnPal = 1
PosType = P1
Pos = 0, 0
StateNo = 4516
Name = "Effect"

[State 4501, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 25

[State 4501, VarSet]
Type = VarSet
Trigger1 = Time > 0
FV = 1
Value = 0.83*FVar(1)

[State 4501, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 50

[State 4501, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 2
Value = Floor(FVar(1))

[State 4501, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 4501, VarAdd]
Type = VarAdd
Trigger1 = Time > 9
Trigger1 = Var(1) > 0
V = 1
Value = -25

[State 4501, VarSet]
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

[State 4501, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4501, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 4501, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 1.2*Var(2)/122, 0.5*Var(2)/122

[State 4501, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0

[StateDef 4502]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 4501
sprpriority = 2

[State 4502, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4503]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 4502
sprpriority = 2

[State 4503, Helper]
type = Helper
trigger1 = time = 30
ID = 4504
pos = 55,0
postype = P1
stateno = 4504
helpertype = normal
name = "Kanako"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4503, Helper]
type = Helper
trigger1 = time = 30
ID = 4506
pos = -10,-90
postype = back
stateno = 4506
helpertype = normal
name = "Suwako"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4503, end]
type = ChangeState
trigger1 = Time >= 75
value = 4511

[StateDef 4504]
type = A
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 4506
sprpriority = 2

[State 4504]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 4504]
Type = ChangeState
Trigger1 = Time = 40
Value = 4505

[StateDef 4505]
type = A
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 4507
sprpriority = 2

[State 4505, Trans]
type = trans
trigger1 = time >= 325
trans = addalpha
alpha = 256-16*(time-325),256

[State 4505, DestroySelf]
type = DestroySelf
trigger1 = time >= 340

[StateDef 4506]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3700
sprpriority = 2

[State 4506]
type = velset
trigger1 = time = 0
X = (parentdist X) / 8
Y = 6

[State 4506]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 4506]
type = Gravity
trigger1 = 1

[State 4506]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 4506]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 4507

[StateDef 4507]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3701
sprpriority = 2

[State 4507, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 4507, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4508

[StateDef 4508]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3702
sprpriority = 2

[State 4508, end]
type = ChangeState
trigger1 = Time = 5
value = 4509

[StateDef 4509]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4508
sprpriority = 2

[State 4509]
Type = ChangeState
Trigger1 = Time = 40
Value = 4510

[StateDef 4510]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 4509
sprpriority = 2

[State 4510]
Type = ChangeState
Trigger1 = Time = 240
Value = 3755

[StateDef 4511]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 4503
sprpriority = 2

[State 4511, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 15
trigger3 = AnimElem = 18
trigger4 = AnimElem = 21
trigger5 = AnimElem = 24
value = S100,1

[State 4511, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,10
Channel = 0

[State 4511, LifeAdd]
type = LifeAdd
Trigger1 = Time > 14
trigger1 = Time%2 = 0
value = 2
absolute = 1

[State 4511, Helper]
Type = Helper
Trigger1 = Time = [14,180]
Trigger1 = (Random <= 300)
StateNo = 4513
ID = 4513
Name = "Effect"
Pos = 0,-40
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1

[State 4511, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S100,28

[State 4511, Explod]
type = Explod
trigger1 = time = 180
anim = 4510
ID = 4510
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 10

[State 4511, PlaySnd]
type = PlaySnd
trigger1 = time = 180
value = S0,11

[State 4511]
type = AllPalFX
trigger1= Time = 240
time = 30
sinadd = 255,255,255,120

[State 4511]
Type = ChangeState
Trigger1 = Time = 240
Value = 4512

[StateDef 4512]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 4504
sprpriority = 2

[State 4512, Helper]
Type = Helper
Trigger1 = Time = 0
StateNo = 4517
ID = 4517
Name = "Miracle"
Pos = 0,0
PosType = P1
Ownpal = 1
persistent = 0

[State 4512, AfterImage]
type = AfterImage
trigger1 = time = 0
time = -1
PalBright =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd  = 10,10,10
PalMul = .85,.85,.85
Trans = Add
TimeGap  = 1
FrameGap = 2
length = 15
persistent = 0

[State 4512]
Type = ChangeAnim
Trigger1 = Time = 70
Value = 4505

[State 4512]
Type = ChangeState
Trigger1 = Anim = 4505
Trigger1 = Animtime = 0
Value = 0
ctrl = 1

[Statedef 4513]
Physics = N
Anim = 4511
SprPriority = 8

[State 4513, VarSet]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = 50+Random/4.995

[State 4513, VarSet]
Type = VarSet
Trigger1 = Time = 0
fvar(1) = Random/499.5*Pi

[State 4513, VarSet]
Type = PosAdd
Trigger1 = Time = 0
X = fvar(0)*Cos(fvar(1))
Y = -fvar(0)*Sin(fvar(1))

[State 4513, VarSet]
Type = VelSet
Trigger1 = Time = 0
X = (-fvar(0)/22.0)*Cos(fvar(1))
Y = (fvar(0)/22.0)*Sin(fvar(1))

[State 4513]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4513]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow

[State 4513]
Type = AngleDraw
Trigger1 = 1
Scale = 0.25-Time*.05,0.25-Time*.05

[State 4513, DestroySelf]
Type = DestroySelf
Trigger1 = Time > 19

[StateDef 4514]
type = A
movetype = H
physics = N
velset = 0,0

[State 4514, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 4514, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 6002

[State 4514, VelSet]
type = VelSet
trigger1 = time = 0
x = -5
y = -2

[State 4514, VelAdd]
type = VelAdd
trigger1 = time > 10
y = 0.44

[State 4514, ChangeState]
type = ChangeState
Trigger1 = Pos Y > 0
value = 4515

[StateDef 4515]
type = L
movetype = H
physics = N
velset = 0,0

[State 4515]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 4515, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 4515, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4515, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 6009

[State 4515, SelfState]
type = SelfState
trigger1 = time = 360
value = 5120

[StateDef 4516]
Type = A
MoveType = I
Physics = N
Anim = 4513
SprPriority = 10

[State 4516, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 4516, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 3
Value = 100

[State 4516, VarAdd]
Type = VarAdd
Trigger1 = Time = [2, 6]
V = 3
Value = -10

[State 4516, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 460

[State 4516, VarAdd]
Type = VarAdd
Trigger1 = Time > 0
V = 2
Value = Var(3)

[State 4516, VarSet]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = 255

[State 4516, VarAdd]
Type = VarAdd
Trigger1 = Time > 3
Trigger1 = Var(1) > 0
V = 1
Value = -40

[State 4516, VarSet]
Type = VarSet
Trigger1 = Var(1) < 0
V = 1
Value = 0

[State 4516, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4516, PalFX]
Type = PalFX
Trigger1 = 1
Time = 1
Add = 0, 0, 0
Mul = Var(1), Var(1), Var(1)

[State 4516, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Value = 0
Scale = 0.5*Var(2)/240, 0.5*Var(2)/240

[State 4516, DestroySelf]
Type = DestroySelf
Trigger1 = Var(1) = 0

[StateDef 4517]
Type = A
Physics = N

[State 4517, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 99999

[statedef 4599]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[state invincible]
type=hitby
value=
time=-1
trigger1=1
ignorehitpause=1

[state camera]
type=screenbound
value=0
trigger1=1
ignorehitpause=1

[state remove explods]
type=removeexplod
trigger1=!time
ignorehitpause=1

[state shut up]
type=stopsnd
channel=-1
trigger1=!time
ignorehitpause=1

[state fadeout]
type=trans
trans=addalpha
alpha=240-time*16,256
trigger1=time<16
ignorehitpause=1

[state invisible]
type=assertspecial
flag=invisible
trigger1=time>15
ignorehitpause=1

[state pos]
type=posset
x=0
y=0
trigger1=time=16
ignorehitpause=1

[statedef 4598]
type=l
movetype=i
physics=n
anim=5110
velset=0,0
ctrl=0

[state pos]
type=posset
y=0
x=0
trigger1=!time
ignorehitpause=1

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

[state wakeup]
type=selfstate
value=5120
trigger1=time>=120

[Statedef 4900]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4900
sprpriority = 3

[State 4900, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 4900, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4900, 2]
type = PosSet
trigger1 = time = 0
y = (239-ScreenPos Y)-150

[State 4900, 2]
type = PalFx
trigger1 = Time <= 25
time = 1
add = -250+(Time)*10,-250+(Time)*10,-250+(Time)*10

[State 4900, 3]
type = PalFx
trigger1 = Time >= 40
time = 1
add = -(Time-40)*6,-(Time-40)*6,-(Time-40)*6

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4900
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4900
scale = .565+time/500.0,.565+time/500.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4900
scale = .615+(time-25)/750.0,.615+(time-25)/750.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4900
scale = .635+(time-40)/400.0,.635+(time-40)/400.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4901
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4901
scale = .505+time/250.0,.505+time/250.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4901
scale = .605+(time-25)/375.0,.605+(time-25)/375.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4901
scale = .645+(time-40)/200.0,.645+(time-40)/200.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4902
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4902
scale = .395+time/125.0,.395+time/125.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4902
scale = .595+(time-25)/187.5,.595+(time-25)/187.5

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4902
scale = .655+(time-40)/100.0,.655+(time-40)/100.0

[State 4900, 9]
type = DestroySelf
trigger1 = time = 80

[Statedef 7000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0
ownpal = 1
sprpriority = 7

[State 7000]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7000]
type = Explod
trigger1 = !NumExplod(10700)
anim = 10700
id = 10700
postype = back
pos = 0, 0
bindtime = -1
removetime = 99999
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = PlaySnd
trigger1 = (Parent,Stateno != [4500, 4599])
trigger2 = (Parent,Stateno =4512) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4504)
value = S0,12
persistent = 0
volume = 255

[State 7000]
type = Explod
triggerall = !NumExplod(10800)
trigger1 = (Parent,Stateno != [4500, 4599])
trigger2 = (Parent,Stateno =4512) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4504)
anim = 10800
id = 10800
postype = back
pos = 0, 0
bindtime = -1
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = RemoveExplod
trigger1 = (Parent,Stateno != [4500, 4599])
trigger2 = (Parent,Stateno =4512) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4504)
ID = 10700

[State 7000]
type = DestroySelf
trigger1 = (Parent,Stateno != [4500,4599])
trigger2 = (Parent,Stateno =4512) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4504)

[Statedef 7050]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999
ownpal = 1

[State 7050]
Type = VarSet
Trigger1 = Time = 0 || Time = 11
var(5) = 0

[State 7050]
Type = VarAdd
Trigger1 = time <= 10
Trigger2 = time >= 70
var(5) = 1

[State 7050]
Type = ModifyExplod
Trigger1 = Time < 10
Scale = .5,0+(Var(5)*.05)

[State 7050]
Type = ModifyExplod
Trigger1 = Time = [10,69]
Scale = .5,.5

[State 7050]
Type = ModifyExplod
Trigger1 = Time >= 70
Scale = .5,.5-(Var(5)*.05)

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10600
pos = 0,90
postype = back
sprpriority = -4
ownpal = 0
supermove = 1
persistent = 0
Removetime = 80
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10500
pos = 0,90
postype = back
sprpriority = -3
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 80
supermove = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = DestroySelf
trigger1 = Time = 85

[StateDef 10400]
Type = A
MoveType = I
Physics = N
Anim = IfElse(IsHelper(10400),10400,10452)
SprPriority = 999

[State 10400]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.3

[State 10400]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.16

[State 10400]
Type = VarAdd
Trigger1 = Time = [5,8]
FV = 1
Value = 0.1

[State 10400]
Type = VarAdd
Trigger1 = Time > 8
FV = 1
Value = 0.02

[State 10400]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10400]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10400]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10400]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10400]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1),0.75*FVar(1)

[State 10400]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10401]
Type = A
MoveType = I
Physics = N
Anim = 10401
SprPriority = 999

[State 10401]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10401]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10401]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10401]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10401]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10401]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10401]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10401]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1),0.75*FVar(1)

[State 10401]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10402]
Type = A
MoveType = I
Physics = N
Anim = 10402
SprPriority = 999

[State 10402]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10402]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10402]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10402]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10402]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10402]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1),0.75*FVar(1)

[State 10402]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10450]
Type = A
MoveType = I
Physics = N
Anim = 10451
SprPriority = 999

[State 10450]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10450]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10450]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10450]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10450]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10450]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10450]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10450]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1),0.75*FVar(1)

[State 10450]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10451]
Type = A
MoveType = I
Physics = N
Anim = 10450
SprPriority = 999

[State 10451]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10451]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10451]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10451]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10451]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10451]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1),0.75*FVar(1)

[State 10451]
Type = DestroySelf
Trigger1 = Time = 32

[statedef 850]
type=u
movetype=i
physics=u
ctrl=!(var(31):=-1)
sprpriority=2

[state type]
type=statetypeset
statetype=s
physics=s
trigger1=!time
trigger1=statetype!=a
trigger1=command!="holddown"

[state type]
type=statetypeset
statetype=c
physics=c
trigger1=!time
trigger1=statetype!=a
trigger1=command="holddown"

[state type]
type=statetypeset
physics=a
trigger1=!time
trigger1=statetype=a

[state anim]
type=changeanim
value=ifelse(statetype=a,852,850+(statetype=c))
trigger1=!time

[state vel]
type=velset
x=0
y=0
trigger1=!time
trigger1=statetype!=a

[state success]
type=changestate
value=851
trigger1=numhelper(17000)
trigger1=helper(17000),stateno=17110
trigger2=time>=128
trigger3=time>4
trigger3=command!="hold_a"||power<=0

[state power]
type=poweradd
value=-8-(time%8=5)
trigger1=time>4
ignorehitpause=1

[statedef 851]
type=u
movetype=i
physics=n
anim=helper(17000),anim-16247
sprpriority=2
ctrl=0
facep2=(var(31):=var(31)-2)>=0

[state anim]
type=changeanim
value=853
trigger1=!time
trigger1=numhelper(17000)
trigger1=anim=855
trigger1=statetype!=a

[state type]
type=statetypeset
physics=a
triggerall=statetype=a
trigger1=!time
trigger1=var(31)<0
trigger2=time=17-4*!var(30)
trigger2=var(30)+(var(31)>=0)

[state invul]
type=hitby
value=
time=16-4*!var(30)
triggerall=!time
trigger1=var(30)
trigger2=var(31)>=0
ignorehitpause=1

[state vel]
type=velset
x=(statetype=a)*(vel x)
y=(statetype=a)*(-3+(vel y+3)*!var(30))
trigger1=!time

[state pause]
type=superpause
anim=-1
sound=-1,-1
darken=0
p2defmul=1
time=15-4*!var(30)
movetime=15-4*!var(30)
endcmdbuftime=15-4*!var(30)
pausebg=0
triggerall=!time
trigger1=var(30)
trigger2=var(31)>=0
ignorehitpause=1

[state type]
type=posfreeze
value=1
triggerall=time<17-4*!var(30)
triggerall=statetype=a
trigger1=var(30)
trigger2=var(31)>=0

[state type]
type=ctrlset
value=1
trigger1=time=15
trigger1=var(30)
trigger1=!(helper(17000),var(8)+var(36))

[state type]
type=explod
anim=99999
id=851
removetime=3
removeongethit=1
trigger1=!time
trigger1=var(30)

[state anim]
type=changeanim
value=44
elem=4
trigger1=time=16-4*!var(30)
trigger1=statetype=a

[state type]
type=changestate
value=helper(17000),var(8)+!helper(17000),var(8)*var(36)
triggerall=time>15-4*!var(30)
triggerall=var(31)>=0
trigger1=helper(17000),var(8)*(1-var(31)*(helper(17000),var(8)!=850)*(helper(17000),var(8)<1000))
trigger2=var(36)*(1-var(31)*(var(36)!=850)*(var(36)<1000))

[state end]
type=changestate
value=51*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>24-5*var(30)

[Statedef 860]
type    = S
movetype= H
physics = N
velset = 0,0

[state back]
type=changestate
value=150
trigger1=command="holdback"

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 860

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 861]
type    = S
movetype= H
physics = S
anim = 860

[state back]
type=changestate
value=151
trigger1=command="holdback"
trigger1=1||(var(34):=var(34)-time)||(var(35):=var(35)-time)

[State 151, 2]
type = VelSet
trigger1 = Time = var(34)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = var(35)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 862]
type    = C
movetype= H
physics = N
velset = 0,0

[state back]
type=changestate
value=152
trigger1=command="holdback"

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 861

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 863]
type    = C
movetype= H
physics = C
anim = 861

[state back]
type=changestate
value=153
trigger1=command="holdback"
trigger1=1||(var(34):=var(34)-time)||(var(35):=var(35)-time)

[State 153, 2]
type = VelSet
trigger1 = Time = var(34)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = var(35)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 864]
type    = A
movetype= H
physics = N
velset = 0,0

[state back]
type=changestate
value=154
trigger1=command="holdback"

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 862

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 865]
type    = A
movetype= H
physics = N
anim = 862

[state back]
type=changestate
value=155
trigger1=command="holdback"
trigger1=1||(var(34):=var(34)-time)||(var(35):=var(35)-time)

[State 155, 2]
type = VelAdd
trigger1=1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = var(35)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[StateDef -2]

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%3
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
trigger1 = (stateno = 5000 || stateno = 5010) && numenemy
trigger1 = gethitvar(fall) || (enemynear, hitdefattr = SCA, SA, HA)
trigger2 = (stateno = 5020 || stateno = 5070 || stateno = 5080)
trigger3 = (stateno = 5050 || stateno = 5100) && (prevstateno != [5000, 5199])
value = S5000,0+random%3
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+random%5
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%5
persistent = 0
channel = 0

[State -2, Striker Bars]
type = Helper
trigger1 = roundstate=2
trigger1 = numhelper(10900)=0
trigger1 = var(33)!=4444
id = 10900
name = "strikerbars"
stateno = 10900
ownpal = 1
postype = left
pos = 160
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = StateType != A || StateNo = 5210
var(18) = 0

[state airjump]
type=null
trigger1=statetype=a
trigger1=var(18)>=0
trigger1=command!="holdup"
trigger1=var(18):=-var(18)-1

[state Right.]
type=helper
id=17000
stateno=17000
name="Paint the man, cut the lines"
ownpal=1
pausemovetime=99999999
supermovetime=99999999
trigger1=var(36):=0
trigger2=!numhelper(17000)
ignorehitpause=1

[state Everyone]
type=assertspecial
flag=nowalk
trigger1=numexplod(851)

[state listening?]
type=hitoverride
attr=sa,ap
stateno=851
triggerall=var(30)=[0,1]
triggerall=helper(17000),stateno=17800
triggerall=helper(17000),anim=17100
trigger1=ctrl
trigger2=stateno=[850,851]

[state Here's]
type=hitoverride
attr=c,ap
stateno=851
triggerall=var(30)=[0,1]
triggerall=helper(17000),stateno=17800
triggerall=helper(17000),anim=17101
trigger1=ctrl
trigger2=stateno=[850,851]

[state the]
type=hitoverride
attr=sca,ap
stateno=851
triggerall=var(30)=[0,1]
triggerall=helper(17000),stateno=17800
triggerall=helper(17000),anim=17102
trigger1=ctrl
trigger2=stateno=[850,851]

[state campaign]
type=reversaldef
reversal.attr=sca,aa,ap
hitflag=mafdp
sparkno=-1
hitsound=-1,-1
numhits=0
p1stateno=851
trigger1=stateno=[860,865]
trigger1=helper(17000),stateno=17800

[state intro.]
type=reversaldef
reversal.attr=
trigger1=stateno=[860,865]
trigger1=helper(17000),stateno!=17800

[State striker var]
type=null
triggerall=var(33)!=4444
trigger1=var(33)>=1
trigger1=0&&var(33):=var(33)-1
trigger2=!var(33)
trigger2=!numhelper(3501)
trigger2=!numhelper(3601)
trigger2=0&&var(33):=-2

[state dtc]
type=displaytoclipboard
text="%d %d %d"
params=var(31),var(33),life
trigger1=1
ignorehitpause=1

[State -2]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .8**fvar(12)))
ignorehitpause=1

[State -2]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, 1, .9**fvar(12)))
ignorehitpause=1

[State -2, VarSet]
type = Varset
trigger1 = numenemy
fvar(13) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(13) = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(14) = ifelse(fvar(13) = 0, 1, ifelse(fvar(13) = 1, 1, .96875**fvar(13)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(14)*fvar(15)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(15) = IfElse(NumHelper(4517) = 1,1.1,1)

[State -2, VarSet]
Type     = VarSet
Trigger1 = Var(12) > 0
Trigger1 = StateType != A
V        = 12
Value    = 0
IgnoreHitPause = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = NumHelper(3756)
value = SCA
time = 1

[state stats]
type=null
trigger1=roundstate>2
trigger1=!numexplod(4321)
trigger1=0&&var(32):=var(32)+floor(life*100./lifemax)*1000+floor((1-enemy,life*1./enemy,lifemax)*100.)
trigger2=enemy,gethitvar(hitcount)>var(32)/1000000
trigger2=var(32):=var(32)%1000000+enemy,gethitvar(hitcount)*1000000
ignorehitpause=1

[state stats]
type=explod
id=4321
anim=99999
trigger1=roundstate>2
trigger1=!numexplod(4321)
ignorehitpause=1

[State -2]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -2]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -2]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -2]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -2]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -2]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5

[State -2]
type = PalFX
trigger1 = numhelper(4517)
time = 2
add = var(21),var(21),var(21)
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = NumHelper(4517)
time = 1
value = 1.1

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumHelper(4517)
trigger1 = time
value = 1

[State -2, Helper]
type = helper
trigger1 = stateno = [120,155]
trigger1 = numhelper(123)=0
helpertype = normal
name = "GuardStar"
ID = 123
pos = 30,-50
postype = p1
stateno = 123
sprpriority = 5
ownpal = 1
facing = 1
size.xscale = 0.3
size.yscale = 0.55
ignorehitpause = 1

[State -2, Helper]
type = helper
trigger1 = stateno = [120,155]
trigger1 = numhelper(124)=0
helpertype = normal
name = "GuardStar"
ID = 124
pos = 30,-50
postype = p1
stateno = 123
sprpriority = 5
ownpal = 1
facing = 1
size.xscale = 0.3
size.yscale = 0.55
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*life/lifemax <= 30
v = 24
value = 1

[State -2, Helper]
type = Helper
trigger1 = Var(24) = 1
persistent = 0
id = 7050
name = "Face"
pos = 0,0
postype = P1
stateno = 7050
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State -2, Explod]
type = Explod
triggerall = (time%4)=0
triggerall = time >= 4
trigger1 = Stateno = 100
trigger2 = Stateno = 105
trigger3 = Stateno = 110 && Anim != 111
trigger4 = Stateno = 115
anim = 6102
postype = p1
pos = 40*ifelse(Stateno=100||Stateno=110,-1,1),-50
random = 0,80
ID = 6102
ownpal = 1
removetime = 9
sprpriority = 2
bindtime = 1

[State -2, LifeAdd]
type = LifeAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -5
kill = 0

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -26

[State -2, AfterImageTime]
type = afterimagetime
trigger1 = stateno != [2000,4599]
trigger1 = !NumHelper(4517)
time = 0

[State -1, parry]
type=selfstate
value=851
ctrl=0
trigger1=var(30)!=2
trigger1=var(31)>1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(25) = 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(25) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(26) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(26) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(27) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(27) = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 0, 0
