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

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 45,47	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 0.335			;Horizontal scaling factor.
yscale = 0.335			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 18		;Player width (front, ground)
air.back = 15		;Player width (back, air)
air.front = 15		;Player width (front, air)
height = 65			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4		;Walk forward
walk.back = -2.2		;Walk backward
run.fwd  = 9.2, 0		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-9.6		;Neutral jumping velocity (x, y)
jump.back = -3		;Jump back Speed (x, y)
jump.fwd = 3		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .52		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

[Quotes]
Victory1 = "Surrender now and I'll let you leave with your life."
Victory2 = "Hmph, victory is only natural!"
Victory3 = "Grrr... That Jaeger! Forcing me into this affair... Karl! We must return to his Highness!"
Victory4 = "Time to return. Take care of the rest, Karl."
Victory5 = "Your death and my death as well... It's all in the service to his Highness."

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

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

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

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

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

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

[State 180, ChangeState]
type = ChangeState
trigger1 = PrevStateNo = 4308
value = 182

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

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 240
flag = roundnotover

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 180+Random%2

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

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

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = Time = 1
value = S181,0+Random%3
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = AnimElem = 5
value = S100,9

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

[StateDef 182]
type = S
ctrl = 0
velset = 0,0

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 180
flag = roundnotover

[State 182, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 99999

[State 182, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

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

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

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

[State 190, Explod]
type = Explod
trigger1 = Time = 1
anim = 192
ID = 192
pos = 0,0
scale = 0.335,0.335
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Rentaro_K"
trigger1 = Time = 0
value = 191

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

[StateDef 191]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

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

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 196
trigger1 = Time >= 510
value = 197

[State 191, PlaySnd]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = Time = 180
value = S191,0
channel = 0

[State 191, Helper]
type = Helper
trigger1 = Anim = 197
trigger1 = time = 510
ID = 953
pos = 30,0
postype = P1
stateno = 953
helpertype = normal
name = "Johann"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 191, ChangeState]
type = ChangeState
trigger1 = Anim = 197
trigger1 = AnimTime = 0
value = 0

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

[State 195, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S195,0+Random%3
channel = 0

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,9

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

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

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,10

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

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

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

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

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

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

[State 210, VelSet]
type = VelSet
trigger1 = AnimElem = 1 
x = 6

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage = IfElse(Var(10),18,15)
pausetime = 8,10
hitflag = MAF
guardflag = MA
hitSound = S200,1
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -95))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 13
air.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-2
getPower = 30,20
givePower = 18,9
envshake.time = 9
envshake.ampl = 2

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

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

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%7
channel = 0

[State 220, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 221
ID = 221
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage = IfElse(Var(10),29,24)
pausetime = 10,12
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
air.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
envshake.time = 9
envshake.ampl = 3
getpower = 50
givepower = 15

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

[StateDef 221]
type = A
movetype = I
physics = N
anim = 221
ctrl = 0
velset = 0,0
sprpriority = 4

[State 221, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 221, Scale]
type = AngleDraw
trigger1 = 1
scale = 1,1.5

[State 221, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -7

[State 221, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 10,110
ignorehitpause = 1

[State 221, DestroySelf]
type = DestroySelf
triggerall = IsHelper(221)
trigger1 = Root,StateNo != 220
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 221, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4103)
trigger1 = Root,StateNo != 4103
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 400
facep2 = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,10

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

[State 400, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 401
ID = 401
pos = 0,0
scale = 0.45,0.45
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype  = light
damage = IfElse(Var(10),16,13)
pausetime = 9,10
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -25))
hitsound = S200,0
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 11
air.hittime = 12
ground.velocity = -4,0
air.velocity = -4,-3
getpower = 20
givepower = 15

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 410
facep2 = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

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

[State 410, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 411
ID = 411
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),25,21)
pausetime = 8,10
hitflag = MAF
guardflag = L
hitsound = S200,1
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 14
ground.hittime  = 14
guard.hittime = 12
air.hittime = 14
ground.velocity = -4.2,0
air.velocity = -2.5,-4
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2

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

[StateDef 411]
type = A
movetype = I
physics = N
anim = 411
ctrl = 0
velset = 0,0
sprpriority = 4

[State 411, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 411, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.5,1.2

[State 411, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -22

[State 411, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,60
ignorehitpause = 1

[State 411, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 410
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

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

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%7
channel = 0

[State 420, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 421
ID = 421
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),37,31)
pausetime = 8,10
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -35))
hitsound = S200,2
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-7
air.velocity = -2,-7
fall = 1
fall.recover = 1
getpower = 45
givepower = 15
envshake.time = 9
envshake.ampl = 2
fall.recovertime = 30

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

[StateDef 421]
type = A
movetype = I
physics = N
anim = 421
ctrl = 0
velset = 0,0
sprpriority = 4

[State 421, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 421, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 421, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.85,0.85

[State 421, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -10

[State 421, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 30,-20
ignorehitpause = 1

[State 421, DestroySelf]
type = DestroySelf
triggerall = IsHelper(421)
trigger1 = Root,StateNo != 420
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 421, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4103)
trigger1 = Root,StateNo != 4103 
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 421, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1211)
trigger1 = Root,StateNo != 1211
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 421, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1212)
trigger1 = Root,StateNo != 1212 
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 421, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1213)
trigger1 = Root,StateNo != 1213
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

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

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

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

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

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

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

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

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

[State 610, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 611
ID = 611
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 610, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 611
ID = 612
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

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

[State 610, 5]
type = CtrlSet
trigger1 = Time = 23
value = 1

[StateDef 611]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4

[State 611, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = IsHelper(611)
trigger2 = Time = 0
trigger2 = IsHelper(4105)
trigger3 = Time = 0
trigger3 = IsHelper(2102)
value = 611

[State 611, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = IsHelper(612)
trigger2 = Time = 0
trigger2 = IsHelper(4106)
trigger3 = Time = 0
trigger3 = IsHelper(2103)
value = 612

[State 611, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 611, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 611, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.4,0.4

[State 611, Rotate]
type = AngleSet
trigger1 = IsHelper(611)
trigger1 = Time = 0
trigger2 = IsHelper(4105)
trigger2 = Time = 0
trigger3 = IsHelper(2102)
trigger3 = Time = 0
value = 10

[State 611, Rotate]
type = AngleSet
trigger1 = IsHelper(612)
trigger1 = Time = 0
trigger2 = IsHelper(4106)
trigger2 = Time = 0
trigger3 = IsHelper(2103)
trigger3 = Time = 0
value = -10

[State 611, BindToRoot]
type = BindToRoot
trigger1 = IsHelper(611)
trigger2 = IsHelper(4105)
trigger3 = IsHelper(2102)
pos = 55,-5
ignorehitpause = 1

[State 611, BindToRoot]
type = BindToRoot
trigger1 = IsHelper(612)
trigger2 = IsHelper(4106)
trigger3 = IsHelper(2103)
pos = -5,-5
ignorehitpause = 1

[State 611, DestroySelf]
type = DestroySelf
triggerall = IsHelper(611)
trigger1 = Root,StateNo != 610
trigger2 = Root,Movetype = H
trigger3 = Time >= 8

[State 611, DestroySelf]
type = DestroySelf
triggerall = IsHelper(612)
trigger1 = Root,StateNo != 610
trigger2 = Root,Movetype = H
trigger3 = Time >= 8

[State 611, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4105)
trigger1 = Root,StateNo != 4105
trigger2 = Root,Movetype = H
trigger3 = Time >= 8

[State 611, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4106)
trigger1 = Root,StateNo != 4105
trigger2 = Root,Movetype = H
trigger3 = Time >= 8

[State 611, DestroySelf]
type = DestroySelf
triggerall = IsHelper(2102)
trigger1 = Root,StateNo != 2102
trigger2 = Root,Movetype = H
trigger3 = Time >= 8

[State 611, DestroySelf]
type = DestroySelf
triggerall = IsHelper(2103)
trigger1 = Root,StateNo != 2102
trigger2 = Root,Movetype = H
trigger3 = Time >= 8

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

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%7
channel = 0

[State 620, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 621
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

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

[State 620, 5]
type = CtrlSet
trigger1 = Time = 30
value = 1

[StateDef 621]
type = A
movetype = I
physics = N
anim = 421
ctrl = 0
velset = 0,0
sprpriority = 4

[State 621, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 621, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 621, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7

[State 621, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -10

[State 621, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -10,-70
ignorehitpause = 1

[State 621, DestroySelf]
type = DestroySelf
triggerall = IsHelper(621)
trigger1 = Root,StateNo != 620
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 621, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1241)
trigger1 = Root,StateNo != 1241
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 621, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4105)
trigger1 = Root,StateNo != 4105
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 621, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4106)
trigger1 = Root,StateNo != 4106
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 621, DestroySelf]
type = DestroySelf
triggerall = IsHelper(2102)
trigger1 = Root,StateNo != 2102
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 621, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4201)
trigger1 = Root,StateNo != 4201
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

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

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S810,0+Random%2
channel = 0

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
hitsound = S100,17
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", 1, -1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down
numhits = 0

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

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

[State 810, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = AnimElem = 2
var(45) = 6-IfElse(Var(49) = 1,16,21)*(Var(46))
ignorehitpause = 1

[State 810, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = AnimElem = 9
var(45) = 6-IfElse(Var(49) = 1,16,21)*(Var(46))
ignorehitpause = 1

[State 810, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 30

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45,0

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
pos = 70,0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S800,0
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S800,1+Random%3
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,2

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S200,6

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S200,2

[State 810, PlaySnd]
type = PlaySnd
trigger1 = Time = 34
value = S100,8

[State 810, Explod]
type = Explod
trigger1 = Time = 34
anim = 8020
sprpriority = -3
postype = p1
pos = 80,0
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = ceil(-60*(fvar(1)*fvar(2)))
kill = 0

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = ceil(-20*(fvar(1)*fvar(2)))
kill = 1

[State 810, HitAdd]
type = HitAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9 
value = 1 

[State 810, EnvShake]
type = EnvShake
trigger1 = AnimElem = 2 
time = 9
ampl = 3

[State 810, EnvShake]
type = EnvShake
trigger1 = AnimElem = 9 
time = 10
ampl = 4

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
ID = 8051
stateno = 8051
name = "Hit_Spark"
postype = p1
Pos = 60,-80
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 9
helpertype = normal
ID = 8052
stateno = 8052
name = "Hit_Spark"
postype = p1
Pos = 50,-10
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[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
ctrl = 0

[State 820, Turn]
type = Turn
trigger1 = facing = enemy,facing
persistent = 0

[State 820, ChangeAnim]
type = ChangeAnim
trigger1 = time <= 17
value = 5000
elem = 1
ignorehitpause = 1

[State 820, ChangeAnim]
type = ChangeAnim
trigger1 = time = 17
value = 5050
persistent = 0
ignorehitpause = 1

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

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

[State 820, VelSet]
type = VelSet
trigger1 = time = 17
x = -0.5
y = -10

[State 820, VelAdd]
type = VelAdd
trigger1 = time >= 17
y = 1.14

[State 820, ChangeState]
type = ChangeState
trigger1 = time >= 20
trigger1 = vel Y
trigger1 = pos Y >= 0
value = 821

[StateDef 821]
type = L
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 821, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 821, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5100
ignorehitpause = 1

[State 821, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5100
trigger1 = AnimTime = 0
trigger2 = Anim = 5100
trigger2 = Time >= 14
trigger3 = Anim = 5170
trigger3 = Time >= 34
value = 5110
ignorehitpause = 1

[State 821, ChangeAnim]
type = ChangeAnim
trigger1 = time = [22,34]
value = 5170
ignorehitpause = 1

[State 821, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5110
value = 5110
elem = 1
ignorehitpause = 1

[State 821, SelfState]
type = SelfState
trigger1 = !alive
trigger1 = time >= 79
value = 5150

[State 821, SelfState]
type = SelfState
trigger1 = time >= 79
value = 5120

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

[State 950, VarAdd]
type = VarAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -100

[State 950, PowerAdd]
type = PowerAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 0
trigger1 = time = 0
value = -1000

[State 950, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

[State 950, Helper]
type = Helper
trigger1 = Time = 0
Helpertype = normal
StateNo = 954
ID = 954
name = "Guard_Counter"
postype = p1
pos = ceil(-5 * const(size.xscale)), ceil(-25 * const(size.yscale))
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 950, HitDef]
type = HitDef
trigger1 = !MoveContact
damage = 0,0
attr = S,SA
animtype = hard
guardflag = 
hitflag = MAF
pausetime = 0,12
priority = 7,Hit
sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
air.velocity = 0
guard.velocity = -6
guard.sparkno = -1
yaccel = .65
fall.recover = 0
numhits = 0
getpower = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
forcenofall = 1
p2stateno = 955

[State 950, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 951

[StateDef 951]
Type = C
MoveType = A
Physics = N
VelSet = 0,0
Anim = 951
ctrl = 0

[State 951, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 951
trigger1 = Time >= 80
value = 958

[State 951, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 951, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 80,0

[State 951, PlaySnd]
type = PlaySnd
trigger1 = Anim = 951
trigger1 = Time = 0
value = S4200,1
channel = 0

[State 951, PlaySnd]
type = PlaySnd
trigger1 = Anim = 951
trigger1 = AnimElem = 2
value = S100,25

[State 951, Explod]
type = Explod
trigger1 = Anim = 951
trigger1 = Time = 0
anim = 955
ID = 955
pos = 40,-20
scale = 1,0.75
postype = p1
sprpriority = 4
bindtime = -1
removetime = 80
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 951, HitDef]
type = HitDef
triggerall = Anim = 951
trigger1 = Time = [2,74]
trigger1 = Time%2 = 0
damage = 7
attr = C,SP
animtype = heavy
guardflag = 
hitflag = MAF
pausetime = 1,1
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,2
guardsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,0
air.velocity = -2,0
yaccel = .56
fall = 0
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 951, HitDef]
type = HitDef
triggerall = Anim = 951
trigger1 = Time = 78
damage = 7
attr = C,SP
animtype = heavy
guardflag =  
hitflag = MAF
pausetime = 1,10
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -15,-5
air.velocity = -15,-5
yaccel = .56
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 951, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 951, ChangeState]
type = ChangeState
trigger1 = Anim = 958
trigger1 = AnimTime = 0
value = 952

[StateDef 952]
Type = C
MoveType = I
Physics = N
VelSet = 0,0
Anim = 952
ctrl = 0

[State 952, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 952, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S950,0+Random%2
channel = 0

[State 952, Helper]
type = Helper
trigger1 = time = 0
ID = 953
pos = 30,0
postype = P1
stateno = 953
helpertype = normal
name = "Johann"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 952, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 953]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 953
sprpriority = 1

[State 953, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 953
trigger1 = AnimTime = 0
value = 954

[State 953, VelSet]
type = VelSet
trigger1 = Anim = 953
trigger1 = AnimElemTime(8) > 0
trigger2 = Anim = 954
x = -6

[State 953, PlaySnd]
type = PlaySnd
trigger1 = Anim = 953
trigger1 = AnimElem = 8
value = S100,7

[State 953, PlaySnd]
type = PlaySnd
trigger1 = Anim = 953
trigger1 = AnimElem = 10
trigger2 = Anim = 953
trigger2 = AnimElem = 13
trigger3 = Anim = 954
trigger3 = AnimElem = 3
value = S100,3

[State 953, DestroySelf]
type = DestroySelf
trigger1 = Anim = 954
trigger1 = AnimTime = 0

[StateDef 954]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 954, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 954, Explod]
type = Explod
trigger1 = Time = 0
Anim = 956
ID = 956
sprpriority = 3
postype = p1
pos = 0,-40
removetime = 16
supermovetime = -1
ownpal = 1

[State 954, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(956)
ID = 956
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 954, Explod]
type = Explod
trigger1 = time = 0
anim = 957
ID = 957
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
supermovetime = -1
ownpal = 1

[State 954, DestroySelf]
type = DestroySelf
trigger1= time >= 16

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

[State 955, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 955, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4110

[State 955, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 1000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 17
v = 47
Value = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0+Random%3
channel = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
anim = 1001
ID = 1001
pos = 100,-80
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 1001
ID = 1001
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 13
helpertype = normal
stateno = 1001
ID = 1002
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 16
helpertype = normal
stateno = 1001
ID = 1003
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

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

[StateDef 1001]
Type = A
Movetype = A
Physics = N
Anim = 1002
Ctrl = 0
Sprpriority = 5

[State 1001, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1001)
trigger1 = NumHelper(1001)
trigger1 = Helper(1001),MoveHit = 1
trigger2 = IsHelper(1002)
trigger2 = NumHelper(1002)
trigger2 = Helper(1002),MoveHit = 1
trigger3 = IsHelper(1003)
trigger3 = NumHelper(1003)
trigger3 = Helper(1003),MoveHit = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1001, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1001)
trigger1 = NumHelper(1001)
trigger1 = Helper(1001),MoveGuarded = 1
trigger2 = IsHelper(1002)
trigger2 = NumHelper(1002)
trigger2 = Helper(1002),MoveGuarded = 1
trigger3 = IsHelper(1003)
trigger3 = NumHelper(1003)
trigger3 = Helper(1003),MoveGuarded = 1
var(45) = 3-18*(!!Root,Var(46))

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

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

[State 1001, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1002
ignorehitpause = 1

[State 1001, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 1001, VelSet]
type = VelSet
trigger1 = 1
x = 20

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 1001, HitDef]
type = HitDef 
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) >= 1
trigger1 = !MoveContact
trigger2 = Root,Var(49) = 1
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),20,17)*(root,fvar(1)*root,fvar(2))),2
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1001, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 0
triggerall = Time <= 3
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),18,15)*(root,fvar(1)*root,fvar(2))),2
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1001, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 3
triggerall = Time <= 6
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),13,11)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1001, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 6
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),10,8)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1001, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

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

[State 1001, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1001, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

[State 1001, ChangeState]
type = changestate
trigger1 = MoveContact = 1
value = 1002

[StateDef 1002]
Type = A
Movetype = I
Physics = N
Anim = 1003
Velset = 0, 0
Ctrl = 0
Sprpriority = 4

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

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

[State 1002, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -20

[State 1002, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.75,0.75

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

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

[State 1010, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 20
v = 47
Value = -1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0+Random%3
channel = 0

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 19
anim = 1001
ID = 1011
pos = 100,-80
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 1011
ID = 1011
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 13
helpertype = normal
stateno = 1011
ID = 1012
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 16
helpertype = normal
stateno = 1011
ID = 1013
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 19
helpertype = normal
stateno = 1011
ID = 1014
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

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

[StateDef 1011]
Type = A
Movetype = A
Physics = N
Anim = 1002
Ctrl = 0
Sprpriority = 5

[State 1011, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1011)
trigger1 = NumHelper(1011)
trigger1 = Helper(1011),MoveHit = 1
trigger2 = IsHelper(1012)
trigger2 = NumHelper(1012)
trigger2 = Helper(1012),MoveHit = 1
trigger3 = IsHelper(1013)
trigger3 = NumHelper(1013)
trigger3 = Helper(1013),MoveHit = 1
trigger4 = IsHelper(1014)
trigger4 = NumHelper(1014)
trigger4 = Helper(1014),MoveHit = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1011, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1011)
trigger1 = NumHelper(1011)
trigger1 = Helper(1011),MoveGuarded = 1
trigger2 = IsHelper(1012)
trigger2 = NumHelper(1012)
trigger2 = Helper(1012),MoveGuarded = 1
trigger3 = IsHelper(1013)
trigger3 = NumHelper(1013)
trigger3 = Helper(1013),MoveGuarded = 1
trigger4 = IsHelper(1014)
trigger4 = NumHelper(1014)
trigger4 = Helper(1014),MoveGuarded = 1
var(45) = 3-18*(!!Root,Var(46))

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

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

[State 1011, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1002
ignorehitpause = 1

[State 1011, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 1011, VelSet]
type = VelSet
trigger1 = 1
x = 20

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 1011, HitDef]
type = HitDef
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) >= 1
trigger1 = !MoveContact
trigger2 = Root,Var(49) = 1
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),25,21)*(root,fvar(1)*root,fvar(2))),2
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1011, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 0
triggerall = Time <= 3
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),23,19)*(root,fvar(1)*root,fvar(2))),2
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1011, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 3
triggerall = Time <= 6
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact 
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),17,14)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1011, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 6
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),11,9)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1011, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1011, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

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

[State 1011, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1011, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

[State 1011, ChangeState]
type = changestate
trigger1 = MoveContact = 1
value = 1002

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

[State 1020, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 23
v = 47
Value = -1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0+Random%3
channel = 0

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 19
trigger5 = AnimElem = 22
anim = 1001
ID = 1021
pos = 100,-80
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
stateno = 1021
ID = 1021
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 13
helpertype = normal
stateno = 1021
ID = 1022
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 16
helpertype = normal
stateno = 1021
ID = 1023
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 19
helpertype = normal
stateno = 1021
ID = 1024
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 22
helpertype = normal
stateno = 1021
ID = 1025
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

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

[StateDef 1021]
Type = A
Movetype = A
Physics = N
Anim = 1002
Ctrl = 0
Sprpriority = 5

[State 1021, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1021)
trigger1 = NumHelper(1021)
trigger1 = Helper(1021),MoveHit = 1
trigger2 = IsHelper(1022)
trigger2 = NumHelper(1022)
trigger2 = Helper(1022),MoveHit = 1
trigger3 = IsHelper(1023)
trigger3 = NumHelper(1023)
trigger3 = Helper(1023),MoveHit = 1
trigger4 = IsHelper(1024)
trigger4 = NumHelper(1024)
trigger4 = Helper(1024),MoveHit = 1
trigger5 = IsHelper(1025)
trigger5 = NumHelper(1025)
trigger5 = Helper(1025),MoveHit = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1021, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1021)
trigger1 = NumHelper(1021)
trigger1 = Helper(1021),MoveGuarded = 1
trigger2 = IsHelper(1022)
trigger2 = NumHelper(1022)
trigger2 = Helper(1022),MoveGuarded = 1
trigger3 = IsHelper(1023)
trigger3 = NumHelper(1023)
trigger3 = Helper(1023),MoveGuarded = 1
trigger4 = IsHelper(1024)
trigger4 = NumHelper(1024)
trigger4 = Helper(1024),MoveGuarded = 1
trigger5 = IsHelper(1025)
trigger5 = NumHelper(1025)
trigger5 = Helper(1025),MoveGuarded = 1
var(45) = 3-18*(!!Root,Var(46))

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

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

[State 1021, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1002
ignorehitpause = 1

[State 1021, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 1021, VelSet]
type = VelSet
trigger1 = 1
x = 20

[State 1021, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 1021, HitDef]
type = HitDef
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) >= 1
trigger1 = !MoveContact
trigger2 = Root,Var(49) = 1
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),30,25)*(root,fvar(1)*root,fvar(2))),3
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1021, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 0
triggerall = Time <= 3
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),28,23)*(root,fvar(1)*root,fvar(2))),2
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1021, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 3
triggerall = Time <= 6
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),20,17)*(root,fvar(1)*root,fvar(2))),2
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1021, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
triggerall = Time > 6
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact 
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) = 0
trigger2 = !MoveContact
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),14,12)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 43
yaccel = 0.5

[State 1021, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1021, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

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

[State 1021, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1021, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

[State 1021, ChangeState]
type = changestate
trigger1 = MoveContact = 1
value = 1002

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

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 3

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

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

[State 1101, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 3
Y = -10

[State 1101, VelMul]
type = Velmul
trigger1 = AnimElemTime(2) > 0
X = 0.9

[State 1101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.76

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
value = S100,2

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1100,0
channel = 0

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1100,1
channel = 0

[State 1101, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 4006
ID = 1101
pos = -30,30
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1101, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 4112
ID = 1102
pos = 10,-165
scale = 0.5,0.65
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

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

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

[State 1101, Hitdef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),68,57),9
animtype = Up
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 1
fall.recovertime = 45
air.fall = 1
yaccel = 0.44
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = 0,-11
guard.velocity = -4
air.velocity = 0,-9
airguard.velocity = -3,-4
getpower = 25
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1101, HitDef]
type = HitDef
trigger1 = AnimElem = 7
damage = IfElse(Var(10),22,18),2
attr = A,SA
animtype = Heavy
guardflag = MA 
hitflag = MAF
pausetime = 10,11
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
getpower = 20
p2stateno = 1103

[State 1101, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[State 1101, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[State 1101, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1102

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

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1102, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1103]
type = A
movetype = H
physics = N
sprpriority=1

[State 1103, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 1103, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 1103, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Anim

[State 1103, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver=0
value = 1

[State 1103, VelSet]
type = VelSet
trigger1 = 1
y = 15
persistent = 0

[State 1103, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 1104

[StateDef 1104]
type = A
movetype = H
physics = N
sprpriority = 1

[State 1104, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1104, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 1104, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -8.5

[State 1104, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 1104, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 1104, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 1104, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

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

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

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

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

[State 1200, ChangeState]
type = ChangeState
triggerall = command != "hold_x"
triggerall = Var(0) >= 12
trigger1 = Var(0) <= 22
value = 1201

[State 1200, ChangeState]
type = ChangeState
trigger1 = Var(0) >= 23
value = 1202

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

[State 1201, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = A

[State 1201, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
MoveType = I

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,6

[State 1201, Width]
type = Width
trigger1 = Time = [2,7]
Player = 30,0

[State 1201, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 30

[State 1201, VelSet]
type = Velset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(9) <= 0
x = 1

[State 1201, VelSet]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 1201, HitDef]
type = HitDef
trigger1 = Enemy,MoveType = H
trigger1 = AnimElem = 4
trigger2 = Enemy,StateType = A
trigger2 = AnimElem = 4
attr = S,SA
animtype  = Hard
damage = IfElse(Var(10),34,28)
pausetime = 10,12
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-6
air.velocity = -2,-4
fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.56

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

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

[State 1202, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = A

[State 1202, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
MoveType = I

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,6

[State 1202, Width]
type = Width
trigger1 = Time = [2,7]
Player = 50,0

[State 1202, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 50

[State 1202, VelSet]
type = Velset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(9) <= 0
x = 1

[State 1202, VelSet]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 1202, HitDef]
type = HitDef
trigger1 = Enemy,MoveType = H
trigger1 = AnimElem = 4
trigger2 = Enemy,StateType = A
trigger2 = AnimElem = 4
attr = S,SA
animtype  = Hard
damage = IfElse(Var(10),34,28)
pausetime = 10,17
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-6
air.velocity = -2,-4
fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.56

[State 1202, ChangeState]
type = ChangeState
trigger1 = Time = [4,7]
trigger1 = P2BodyDist X = [-10,10]
trigger1 = P2BodyDist Y = [-40,0]
value = 1203

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

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

[State 1203, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,6

[State 1203, VelSet]
type = Velset
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) <= 0
x = 1

[State 1203, VelSet]
type = Velset
trigger1 = AnimElem = 6
x = 0

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

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

[State 1210, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1210, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

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

[State 1210, ChangeState]
type = ChangeState
triggerall = command != "hold_y"
triggerall = Var(0) >= 16
trigger1 = Var(0) <= 26
value = 1211

[State 1210, ChangeState]
type = ChangeState
trigger1 = Var(0) >= 27
value = 1212

[StateDef 1211]
type = C
movetype = A
physics = N
ctrl = 0
anim = 1210
sprpriority = 2
velset = 0,0

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S100,12

[State 1211, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 421
ID = 1211
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1211, Width]
type = Width
trigger1 = Time = [2,7]
Player = 20,0

[State 1211, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 20

[State 1211, VelSet]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 1211, HitDef]
type = HitDef
trigger1 = AnimElem = 11
attr = C,SA
animtype = Hard
damage = 48,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = L
priority = 7, Hit
pausetime = 10,12
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
ground.type = Trip
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -0.5,-3.6
air.velocity = -1.4,-6
yaccel = .54
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 1212, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1212, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S100,12

[State 1212, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 421
ID = 1212
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1212, Width]
type = Width
trigger1 = Time = [2,7]
Player = 50,0

[State 1212, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 50

[State 1212, VelSet]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 1212, HitDef]
type = HitDef
trigger1 = AnimElem = 11
attr = C,SA
animtype = Hard
damage = 48,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = L
priority = 7, Hit
pausetime = 10,12
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
ground.type = Trip
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -0.5,-3.6
air.velocity = -1.4,-6
yaccel = .54
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1212, ChangeState]
type = ChangeState
trigger1 = Time = [4,7]
trigger1 = P2BodyDist X = [-10,10]
trigger1 = P2BodyDist Y = [-40,0]
value = 1213

[State 1212, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 1213, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1213, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,12

[State 1213, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 421
ID = 1213
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1213, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = C,SA
animtype = Hard
damage = 48,IfElse(var(45) > 0,5,0)
hitflag = MAF
guardflag = L
priority = 7, Hit
pausetime = 10,12
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
ground.type = Trip
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -0.5,-3.6
air.velocity = -1.4,-6
yaccel = .54
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1213, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 1220, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1220, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

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

[State 1220, ChangeState]
type = ChangeState
triggerall = command != "hold_z"
triggerall = Var(0) >= 20
trigger1 = Var(0) <= 30
value = 1221

[State 1220, ChangeState]
type = ChangeState
trigger1 = Var(0) >= 31
value = 1222

[StateDef 1221]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1220
sprpriority = 2
velset = 0,0

[State 1221, HitBy]
type = HitBy
trigger1 = AnimElem = 10
value = SCA
time = 5

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1221, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,2

[State 1221, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 30
y = -15

[State 1221, VelSet]
type = Velset
trigger1 = AnimElem = 5
x = 0
y = 0

[State 1221, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1221, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,ST  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss
pausetime = 0,0
guard.pausetime = 10,10 
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2  
guardsound = S300,0             
p1stateno = 1503      
p2stateno = 1504      
fall = 1 
kill = 0   
p2facing = 1
envshake.time = 10
envshake.ampl = 3

[State 1221, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
Y = 0.52

[State 1221, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

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

[State 1222, HitBy]
type = HitBy
trigger1 = AnimElem = 10
value = SCA
time = 5

[State 1222, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1222, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[State 1222, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,2

[State 1222, PosSet]
type = PosSet
trigger1 = AnimElem = 4
x = EnemyNear,Pos X + (IfElse(Facing = 1,-60,60))
y = -50

[State 1222, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1222, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,ST  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss  
pausetime = 0,0
guard.pausetime = 10,10   
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2  
guardsound = S300,0             
p1stateno = 1503      
p2stateno = 1504      
fall = 1 
kill = 0   
p2facing = 1

[State 1222, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
Y = 0.52

[State 1222, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1230]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1230
poweradd = 100
sprpriority = 2
velset = 0,0

[State 1230, VarSet]
type = VarSet
trigger1 = Time = 0
var(23) = 1

[State 1230, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1230, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

[State 1230, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1200,0+Random%2
channel = 0

[State 1230, ChangeState]
type = ChangeState
triggerall = command != "hold_x"
triggerall = Var(0) >= 12
trigger1 = Var(0) <= 22
value = 1231

[State 1230, ChangeState]
type = ChangeState
trigger1 = Var(0) >= 23
value = 1232

[StateDef 1231]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1231
sprpriority = 2
velset = 0,0

[State 1231, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = A

[State 1231, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
MoveType = I

[State 1231, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1231, Width]
type = Width
trigger1 = Time = [2,7]
Player = 30,0

[State 1231, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 30

[State 1231, VelSet]
type = Velset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(9) <= 0
x = 1

[State 1231, VelSet]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 1231, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
Y = 0.52

[State 1231, HitDef]
type = HitDef
trigger1 = Enemy,MoveType = H
trigger1 = AnimElem = 4
trigger2 = Enemy,StateType = A
trigger2 = AnimElem = 4
attr = A,SA
animtype  = Hard
damage = IfElse(Var(10),34,28)
pausetime = 10,12
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-6
air.velocity = -2,-4
fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.56

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen EX")
value = 2500

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Schatten EX")
value = 2230

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Schatten Y")
value = 1240

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Schatten Z")
value = 1250

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen X")
value = 1500

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen Y")
value = 1510

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen Z")
value = 1520

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "x")
value = 600

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "y")
value = 610

[State 1231, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "z")
value = 620

[State 1231, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1232]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1231
sprpriority = 2
velset = 0,0

[State 1232, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
MoveType = A

[State 1232, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
MoveType = I

[State 1232, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1232, Width]
type = Width
trigger1 = Time = [2,7]
Player = 30,0

[State 1232, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 50

[State 1232, VelSet]
type = Velset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(9) <= 0
x = 1

[State 1232, VelSet]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 1232, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
Y = 0.52

[State 1232, HitDef]
type = HitDef
trigger1 = Enemy,MoveType = H
trigger1 = AnimElem = 4
trigger2 = Enemy,StateType = A
trigger2 = AnimElem = 4
attr = A,SA
animtype  = Hard
damage = IfElse(Var(10),34,28)
pausetime = 10,17
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -2,-6
air.velocity = -2,-4
fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.56

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen EX")
value = 2500

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Schatten EX")
value = 2230

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Schatten Y")
value = 1240

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Schatten Z")
value = 1250

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen X")
value = 1500

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen Y")
value = 1510

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "Sprengen Z")
value = 1520

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "x")
value = 600

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "y")
value = 610

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0 && (Command = "z")
value = 620

[State 1232, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1240]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1230
poweradd = 100
sprpriority = 2
velset = 0,0

[State 1240, VarSet]
type = VarSet
trigger1 = Time = 0
var(23) = 1

[State 1240, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1200,0+Random%2
channel = 0

[State 1240, ChangeState]
type = ChangeState
trigger1 = Time >= 15
value = 1241

[StateDef 1241]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1240
sprpriority = 2
velset = 0,0

[State 1241, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
MoveType = A

[State 1241, Width]
type = Width
trigger1 = Time = [2,7]
Player = 30,0

[State 1241, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 30
y = -5

[State 1241, VelSet]
type = Velset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(9) <= 0
x = 1
y = -1

[State 1241, VelSet]
type = Velset
trigger1 = AnimElem = 10
x = 0
y = 0

[State 1241, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
Y = 0.52

[State 1241, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1241, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S100,12

[State 1241, Helper]
type = Helper
trigger1 = AnimElem = 11
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 1241
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1241, HitDef]
type = HitDef
triggerall = !NumTarget(1241)
trigger1 = AnimElem = 11
damage = IfElse(Var(10),84,70),7
attr = A,SA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 8,10
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -10,-5
air.velocity = -10,-5
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
p2Stateno = 1242
p2facing = 1
ID = 1242

[State 1241, HitDef]
type = HitDef
triggerall = NumTarget(1241)
trigger1 = AnimElem = 11
damage = IfElse(Var(10),84,70),7
attr = A,SA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 8,10
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -10,-5
air.velocity = -10,-5
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3

[State 1241, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1241, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "Sprengen EX")
value = 2500

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "Schatten EX")
value = 2230

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "Sprengen X")
value = 1500

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "Sprengen Y")
value = 1510

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "Sprengen Z")
value = 1520

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "x")
value = 600

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "y")
value = 610

[State 1241, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(14) >= 0 && (Command = "z")
value = 620

[State 1241, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1242]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1242, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver = 0
value = 1

[State 1242, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 1242, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 1242, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 1242, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 1242, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 1243

[StateDef 1243]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1243, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1243, VelSet]
type = VelSet
trigger1 = Time = 0
x = -25

[State 1243, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1243, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1243, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 1243, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 1243, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 1243, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 1244

[State 1243]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 1245

[StateDef 1244]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1244, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1244, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 1244, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1244, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1244, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 1244, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1244, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -2
y = -7

[State 1244, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 1244, Turn]
type = Turn
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger1 = Command = "recovery"
trigger2 = Vel Y > 4
trigger2 = Command = "recovery"
value = 1

[State 1244, Turn]
Type = Turn
Trigger1 = Time = 0

[State 1244, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 1245]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1245, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1245, Turn]
Type = Turn
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Pos Y >= -20
trigger1 = Command = "recovery"
trigger2 = Command = "recovery"
value = 1

[State 1245, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1245, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1245, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1245, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1245, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 1245, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1245, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -8

[State 1245, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 1245, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 1245, Turn]
type = Turn
trigger1 = Time = 0

[State 1245, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

[StateDef 1250]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1230
poweradd = 100
sprpriority = 2
velset = 0,0

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1200,0+Random%2
channel = 0

[State 1250, ChangeState]
type = ChangeState
trigger1 = Time >= 16
value = 1251

[StateDef 1251]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1250
sprpriority = 2
velset = 0,0

[State 1251, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
MoveType = A

[State 1251, Width]
type = Width
trigger1 = Time = [2,7]
Player = 30,0

[State 1251, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 30
y = -6

[State 1251, VelSet]
type = Velset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(9) <= 0
x = 1
y = -1

[State 1251, VelSet]
type = Velset
trigger1 = AnimElem = 10
x = 0
y = 0

[State 1251, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
Y = 0.52

[State 1241, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 1251, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,2

[State 1251, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1251, HitDef]
type = HitDef
trigger1 = AnimElem = 10
damage = IfElse(Var(10),96,80),8
attr = A,SA
animtype = Heavy
guardflag = HA
hitflag = MAF
pausetime = 10,11
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))   
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
p2stateno = 1252

[State 1251, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1252]
type = A
movetype = H
physics = N
sprpriority=1

[State 1252, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 1252, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 1252, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Anim

[State 1252, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver=0
value = 1

[State 1252, VelSet]
type = VelSet
trigger1 = 1
y = 15
persistent = 0

[State 1252, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 1253

[StateDef 1253]
type = A
movetype = H
physics = N
sprpriority = 1

[State 1253, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1253, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 1253, VelSet]
type = VelSet
trigger1 = time = 0
x = -3
y = -8.5

[State 1253, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 1253, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 1253, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 1253, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

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

[State 1300, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 8

[State 1300, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 4

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1300,0
Channel = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1300,1
Channel = 0

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(8) < 0
statetype = A

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
statetype = S

[State 1300, VelSet]
type = VelSet
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) 
x = 8

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElem = 4
y = -6

[State 1300, VelAdd]
type = veladd
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
Y = 0.66

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0
y = 0

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,7

[State 1300, PosSet]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1300, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1300, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 1303 
sprpriority = 1
postype = p1
pos = 100,-5
scale = 0.335,0.335
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40,0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,5

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S100,2

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Burst"
pos = 120,0
stateno = 1301
ID = 1301
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Slash"
pos = 120,0
stateno = 1302
ID = 1300
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1300, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = IfElse(Var(10),36,30),3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -10,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -10,-5
air.hittime = 12
yaccel = 0.56
envshake.time = 9
envshake.ampl = 3
fall = 1
fall.recover = 1
fall.recovertime = 35

[State 1300, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = IfElse(Var(10),36,30),3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-6
air.hittime = 12
fall = 1
fall.recover = 0

[State 1300, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8 
time = 10
ampl = 4

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1301]
type = A
movetype = A
physics = N
anim = 1302
ctrl = 0
velset = 0,0
sprpriority = 4

[State 1301, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1301)
trigger1 = Helper(1301),MoveHit = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1301, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1002)
trigger1 = NumHelper(1002)
trigger1 = Helper(1002),MoveGuarded = 1
var(45) = 3-18*(!!Root,Var(46))

[State 1301, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1301, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1301, Scale]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 1301, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -20

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,13

[State 1301, HitDef]
type = HitDef
trigger1 = !MoveContact
damage = ceil(IfElse(Root,Var(10),36,30)*(root,fvar(1)*root,fvar(2))),5
attr = A,SA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 1,10
priority = 4,Hit
hitsound = S200,2
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,-8
air.velocity = -3,-8
yaccel = .55
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 4
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1301, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1301, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 1301, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 1301, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1301, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1301, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1302]
type = A
movetype = I
physics = N
anim = 1301
ctrl = 0
velset = 0,0
sprpriority = 4

[State 1302, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 1302, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1302, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -18

[State 1302, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 120,0
ignorehitpause = 1

[State 1302, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1300)
trigger1 = Root,StateNo != 1300
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 1302, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1310)
trigger1 = Root,StateNo != 1310
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[State 1302, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1320)
trigger1 = Root,StateNo != 1320
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[StateDef 1310]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1310
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1310, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 8

[State 1310, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 4

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1300,0
Channel = 0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1300,1
Channel = 0

[State 1310, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(8) < 0
statetype = A

[State 1310, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
statetype = S

[State 1310, VelSet]
type = VelSet
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) 
x = 10

[State 1310, VelSet]
type = VelSet
trigger1 = AnimElem = 4
y = -6

[State 1310, VelAdd]
type = veladd
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
Y = 0.66

[State 1310, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0
y = 0

[State 1310, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,7

[State 1310, PosSet]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1310, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1310, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 1303 
sprpriority = 1
postype = p1
pos = 100,-5
scale = 0.335,0.335
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40,0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,5

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S100,2

[State 1310, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Burst"
pos = 120,0
stateno = 1301
ID = 1301
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1310, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Slash"
pos = 120,0
stateno = 1302
ID = 1310
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1310, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = IfElse(Var(10),42,35),4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -12,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -12,-5
air.hittime = 12
yaccel = 0.56
envshake.time = 9
envshake.ampl = 3
fall = 1
fall.recover = 1
fall.recovertime = 35

[State 1310, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = IfElse(Var(10),42,35),4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-6
air.hittime = 12
fall = 1
fall.recover = 0

[State 1310, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8 
time = 10
ampl = 4

[State 1310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1320]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1320
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1320, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 8

[State 1320, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 4

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1300,0
Channel = 0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1300,1
Channel = 0

[State 1320, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(8) < 0
statetype = A

[State 1320, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
statetype = S

[State 1320, VelSet]
type = VelSet
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) 
x = 12

[State 1320, VelSet]
type = VelSet
trigger1 = AnimElem = 4
y = -6

[State 1320, VelAdd]
type = veladd
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
Y = 0.66

[State 1320, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0
y = 0

[State 1320, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,7

[State 1320, PosSet]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 1320, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1320, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 1303 
sprpriority = 1
postype = p1
pos = 100,-5
scale = 0.335,0.335
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40,0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,5

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S100,2

[State 1320, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Burst"
pos = 120,0
stateno = 1301
ID = 1301
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Slash"
pos = 120,0
stateno = 1302
ID = 1320
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1320, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = IfElse(Var(10),48,40),4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -14,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -14,-5
air.hittime = 12
yaccel = 0.56
envshake.time = 9
envshake.ampl = 3
fall = 1
fall.recover = 1
fall.recovertime = 35

[State 1320, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = IfElse(Var(10),48,40),4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-6
air.hittime = 12
fall = 1
fall.recover = 0

[State 1320, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8 
time = 10
ampl = 4

[State 1320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,0+Random%3
channel = 0

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

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

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

[State 1401, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1403)
trigger1 = Helper(1403),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))
persistent = 0

[State 1401, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1403)
trigger1 = Helper(1403),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))
persistent = 0

[State 1401, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 1401, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1402

[State 1401, Turn]
type = Turn
trigger1 = P2Dist X <= 0
trigger1 = AnimElem = 4

[State 1401, PlayerPush]
type = PlayerPush
trigger1 = Time <= 8
value = 1

[State 1401, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
movetype = A

[State 1401, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
movetype = I

[State 1401, VelSet]
type = VelSet
trigger1 = Time >= 0
trigger1 = Time < 9
x = 6

[State 1401, VelSet]
type = VelSet
trigger1 = Time >= 9
trigger1 = Time < 13
x = 1

[State 1401, VelSet]
type = VelSet
trigger1 = Time >= 13
trigger1 = Time < 63
x = 0

[State 1401, VelSet]
type = VelSet
trigger1 = Time >= 63
x = -6

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
value = S100,7

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,6

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1410,0+Random%3
channel = 0

[State 1401, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Grenade"
pos = 20,-70
stateno = 1403
ID = 1403
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1401, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1402]
type = A
movetype = H
physics = N
ctrl = 0
anim = 1402
velset = 0,0

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1430,0+Random%5
Channel = 1

[State 1402, VelSet]
type = Velset
trigger1 = Time > 0
X = -5
Y = -10

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

[StateDef 1403]
Type = A
Movetype = A
Physics = N
Anim = 1403
Ctrl = 0
Sprpriority = 3

[State 1403, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1403, AngleAdd]
type = AngleAdd
trigger1 = Time%2 = 0
trigger1 = Time > 0
value = 4

[State 1403, VelSet]
type = VelSet
trigger1 = time = 0
x = P2Dist X/30
y = -6

[State 1403, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.56

[State 1403, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1404

[StateDef 1404]
Type = A
Movetype = A
Physics = N
Anim = 1404
Velset = 0, 0
Ctrl = 0
Sprpriority = 4

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

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

[State 1404, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,24

[State 1404, Helper]
type = Helper
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
trigger1 = Random >= 750
stateno = 6004
ID = 1404
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 1404, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(12) < 0
attr = A,SA
damage = ceil(IfElse(Root,Var(10),96,80)*(root,fvar(1)*root,fvar(2))),8
animtype = Up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1,-12
guard.velocity = -3
air.velocity = -1,-12
envshake.time = 10
envshake.ampl = 3
yaccel = 0.44
fall = 1
fall.recover = 1
fall.recovertime = 49
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1404, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1404, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 1404, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4

[State 1404, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1404, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

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

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

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

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,0+Random%3
channel = 0

[State 1410, Helper]
type = Helper
trigger1 = time = 0
ID = 1411
pos = 50,0
postype = P1
stateno = 1411
helpertype = normal
name = "Alicia2"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

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

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

[State 1411, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1402

[State 1411, AfterImage]
type = AfterImage
trigger1 = AnimElem = 17
time = -1
PalBright =  30, 30, 30
PalContrast = 32,32,160
PalAdd  = 10,10,10
PalMul = .85,.85,.85
Trans = Add
TimeGap  = 1
FrameGap = 2
length = 15
persistent = 0

[State 1411, PalFX]
type = PalFX
trigger1 = AnimElemTime(17) > 0
trigger1 = !(GameTime % 2)
time = 1
add = 25,65,255
ignorehitpause = 1

[State 1411, Helper]
type = Helper
trigger1 = AnimElem = 17
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = 0,-90
SuperMovetime = 9999
PauseMovetime = 9999
size.xscale = 0.335
size.yscale = 0.335
ownpal = 1

[State 1411, VelSet]
type = VelSet
trigger1 = Time >= 0
trigger1 = Time < 9
x = 6

[State 1411, VelSet]
type = VelSet
trigger1 = Time >= 9
trigger1 = Time < 13
x = 1

[State 1411, VelSet]
type = VelSet
trigger1 = Time = 13
x = 0

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,6

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S1410,3
channel = 1

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = S10000,6

[State 1411, ChangeState]
type = ChangeState
trigger1 = Time >= 120
value = 1412

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

[State 1412, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 25,65,255
ignorehitpause = 1

[State 1412, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,19

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

[StateDef 1413]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1412
sprpriority = 2
facep2 = 1

[State 1413, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveHit = 1
var(45) = 2-7*(!!Root,Var(46))

[State 1413, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveGuarded = 1
var(45) = 1-6*(!!Root,Var(46))

[State 1413, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 25,65,255
ignorehitpause = 1

[State 1413, Turn]
type = Turn
trigger1 = P2Dist X <= 0
trigger1 = AnimElem = 5

[State 1413, PosSet]
type = PosSet
trigger1 = Time = 0
x = EnemyNear,Pos X + (IfElse(Facing = 1,60,-60))

[State 1413, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 3

[State 1413, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1413, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1410,5
channel = 1

[State 1413, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,10

[State 1413, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1415
ID = 1415
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1413, HitDef]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 10
trigger3 = AnimElem = 12
trigger4 = AnimElem = 14
trigger5 = AnimElem = 16
trigger6 = AnimElem = 18
trigger7 = AnimElem = 20
damage = ceil(IfElse(Root,Var(10),6,5)*(root,fvar(1)*root,fvar(2))),1
attr = S,SA
animtype = Up
guardflag = MA 
hitflag = MAF
pausetime = 1,5
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,-2
air.velocity = 0,-2
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
p2facing = 1

[State 1413, HitDef]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 19
trigger7 = AnimElem = 21
damage = ceil(IfElse(Root,Var(10),6,5)*(root,fvar(1)*root,fvar(2))),1
attr = S,SA
animtype = Up
guardflag = MA 
hitflag = MAF
pausetime = 1,5
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,-2
air.velocity = 0,-2
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
p2facing = -1

[State 1413, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S200,4
channel = 2

[State 1413, PlaySnd]
type = PlaySnd
trigger1 = MoveGuarded = 1
value = S300,0
channel = 2

[State 1413, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1413, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1413, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1413, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1413, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1414

[StateDef 1414]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1413
sprpriority = 2

[State 1414, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1414, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(49) != 2
trigger1 = IsHelper(1411)
trigger1 = NumHelper(1411)
trigger1 = Helper(1411),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1414, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 25,65,255
ignorehitpause = 1

[State 1414, AfterImageTime]
type = AfterImageTime
trigger1 = AnimElem = 6
time = 0

[State 1414, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1410,4
channel = 1

[State 1414, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,2

[State 1414, VelSet]
type = VelSet
trigger1 = Time < 6
x = 20
y = -15

[State 1414, VelSet]
type = VelSet
trigger1 = Time >= 6
x = 2
y = -2

[State 1414, Helper]
type = Helper
trigger1 = RoundState = 2
trigger1 = MoveHit = 1
trigger1 = Random >= 750
stateno = 6004
ID = 1404
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 1414, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,SA
damage = ceil(IfElse(Root,Var(10),24,20)*(root,fvar(1)*root,fvar(2))),8
animtype = Up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1,-15
guard.velocity = -3
air.velocity = -1,-15
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4

[State 1414, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1414, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1414, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1414, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1415]
type = A
movetype = I
physics = N
anim = 1414
ctrl = 0
velset = 0,0
sprpriority = 4

[State 1415, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1415, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1415, Scale]
type = AngleDraw
trigger1 = 1
scale = 2.5,0.75

[State 1415, BindToParent]
type = BindToParent
trigger1 = 1
pos = 10,-80
ignorehitpause = 1

[State 1415, DestroySelf]
type = DestroySelf
trigger1 = Parent,StateNo != 1413

[StateDef 1500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1500
poweradd = 50
sprpriority = 2
velset = 0,0

[State 1500, HitBy]
type = HitBy
trigger1 = AnimElem = 3
value = SCA
time = 5

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1500,0+Random%2
channel = 0

[State 1500, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1500, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,ST  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss  
pausetime = 0,0
guard.pausetime = 10,10  
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2  
guardsound = S300,0           
p1stateno = 1503      
p2stateno = 1504      
fall = 1   
kill = 0   
p2facing = 1
envshake.time = 10
envshake.ampl = 3

[State 1500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
Y = 0.52

[State 1500, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1502]
type = C
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1502
sprpriority = 2
facep2 = 1

[State 1502, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1502, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1502, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1503]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1501
sprpriority = 2
velset = 0,0

[State 1503, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = AnimElem = 5
v = 45
Value = 12

[State 1503, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 1
trigger1 = AnimElem = 5
v = 45
Value = -15

[State 1503, TargetBind]
type = TargetBind
trigger1 = Time >= 0
trigger1 = Time < 8
pos = 90,0

[State 1503, TargetBind]
type = TargetBind
trigger1 = Time = 8
pos = -90,0

[State 1503, TargetBind]
type = TargetBind
trigger1 = Time >= 9
trigger1 = Time <= 13
pos = -75,-25

[State 1503, TargetBind]
type = TargetBind
trigger1 = Time >= 14
trigger1 = Time <= 25
pos = -60,-35

[State 1503, TargetBind]
type = TargetBind
trigger1 = Time = 26
pos = 40,0

[State 1503, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 1505

[State 1503, Turn]
type = Turn
trigger1 = AnimElem = 2

[State 1503, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 5 
value = 50

[State 1503, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 1
y = -9

[State 1500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.52

[State 1503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,12

[State 1503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S200,2

[State 1503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,1

[State 1503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1500,2+Random%3
channel = 0

[State 1503, HitAdd]
type = HitAdd
trigger1 = Time = 26
value = 1

[State 1503, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 26
value = ceil(-35*(fvar(1)*fvar(2)))

[State 1503, Helper]
type = Helper
trigger1 = Time = 26
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = 40,-45
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 1503, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1504]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1504, ScreenBound]
type = ScreenBound
trigger1 = 1 
value = 0

[State 1504, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1503

[StateDef 1505]
type = A
movetype = H
physics = N
sprpriority=1

[State 1505, Turn]
type = Turn
trigger1 = Time = 0

[State 1505, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 1505, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 1505, VelSet]
type = VelSet
trigger1 = 1
x = -5
y = 20

[State 1505, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 1506

[StateDef 1506]
type = A
movetype = H
physics = N
sprpriority = 1

[State 1506, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1506, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7, (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))

[State 1506, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 1506, VelSet]
type = VelSet
trigger1 = time = 0
x = -1
y = -15

[State 1506, VelAdd]
type = Veladd
trigger1 = 1
y = 0.76

[State 1506, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 1506, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 1506, SelfState]
type = SelfState
trigger1 = time = 30 && Anim = 5030 && Pos Y <= -2
value = 5050

[StateDef 1507]
type = A
movetype = I
physics = N
anim = 1504
ctrl = 0
velset = 0,0
sprpriority = 4

[State 1507, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1507, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1507, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 1507, Rotate]
type = AngleSet
trigger1 = Time = 0
value = 18

[State 1507, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 150,-50
ignorehitpause = 1

[State 1507, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype = H
trigger2 = AnimTime = 0

[StateDef 1510]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1500
poweradd = 50
sprpriority = 2

[State 1510, HitBy]
type = HitBy
trigger1 = AnimElem = 3
value = SCA
time = 5

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1500,0+Random%2
channel = 0

[State 1510, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.52

[State 1510, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1510, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,ST  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss  
pausetime = 0,0
guard.pausetime = 10,10 
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2  
guardsound = S300,0             
p1stateno = 1503      
p2stateno = 1504      
fall = 1 
kill = 0   
p2facing = 1
envshake.time = 10
envshake.ampl = 3

[State 1510, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 1520]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1520
poweradd = 50
sprpriority = 2
velset = 0,0

[State 1520, HitBy]
type = HitBy
trigger1 = AnimElem = 3
value = SCA
time = 5

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1500,0+Random%2
channel = 0

[State 1520, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 5
y = -3

[State 1520, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1520, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,ST  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss
pausetime = 0,0
guard.pausetime = 10,10 
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2
guardsound = S300,0              
p1stateno = 1503      
p2stateno = 1504      
fall = 1  
kill = 0
p2facing = 1
envshake.time = 10
envshake.ampl = 3

[State 1520, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.52

[State 1520, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1102

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

[State 2000, ChangeAnim]
type = ChangeAnim
trigger1 = Var(46) = 0
trigger1 = Time = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Time = 0
value = 2000

[State 2000, ChangeAnim]
type = ChangeAnim
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger2 = Var(49) = 1
trigger2 = Time = 0
value = 2005

[State 2000, VarAdd]
type = VarAdd
triggerall = Anim = 2000
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElem = 23
v = 47
Value = -1

[State 2000, VarAdd]
type = VarAdd
triggerall = Anim = 2000
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 2
trigger1 = AnimElem = 23
v = 47
Value = -2

[State 2000, VarAdd]
type = VarAdd
triggerall = Anim = 2005
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElem = 29
v = 47
Value = -1

[State 2000, VarAdd]
type = VarAdd
triggerall = Anim = 2005
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElem = 29
v = 47
Value = -2

[State 2000, VarAdd]
type = VarAdd
triggerall = Anim = 2005
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElem = 29
v = 47
Value = -3

[State 2000, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [1000,1020]
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
v = 47
Value = -1

[State 2000, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -200

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

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 400

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

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

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

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

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

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2000,0+Random%2
channel = 0

[State 2000, Explod]
type = Explod
triggerall = Anim = 2000
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 19
trigger5 = AnimElem = 22
anim = 1001
ID = 2001
pos = 100,-80
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2000, Explod]
type = Explod
triggerall = Anim = 2005
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 19
trigger5 = AnimElem = 22
trigger6 = AnimElem = 25
anim = 1001
ID = 2001
pos = 100,-80
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2000, Helper]
type = Helper
triggerall = Anim = 2000
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 19
trigger5 = AnimElem = 22
helpertype = normal
stateno = 2001
ID = 2001
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

[State 2000, Helper]
type = Helper
triggerall = Anim = 2005
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 16
trigger4 = AnimElem = 19
trigger5 = AnimElem = 22
trigger6 = AnimElem = 25
helpertype = normal
stateno = 2001
ID = 2001
name = "Beam"
postype = p1
pos = 80,-80
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.75
size.yscale = 0.75
ownpal = 1

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

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

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

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

[State 2001, VelSet]
type = VelSet
trigger1 = 1
x = 20

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 2001, HitDef]
type = HitDef
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) >= 3
trigger1 = !MoveContact
trigger2 = Root,Var(49) = 1
trigger2 = !MoveContact
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),35,29)*(root,fvar(1)*root,fvar(2))),3
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
getpower = 0

[State 2001, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) = 2
trigger1 = !MoveContact
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),32,27)*(root,fvar(1)*root,fvar(2))),3
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
getpower = 0

[State 2001, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
trigger1 = Root,Var(46) = 0
trigger1 = Time > 0
trigger1 = Time <= 3
trigger1 = !MoveContact
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) < 2
trigger2 = Time > 0
trigger2 = Time <= 3
trigger2 = !MoveContact
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),32,27)*(root,fvar(1)*root,fvar(2))),3
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
getpower = 0

[State 2001, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
trigger1 = Root,Var(46) = 0
trigger1 = Time > 3
trigger1 = Time <= 6
trigger1 = !MoveContact
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) < 2
trigger2 = Time > 3
trigger2 = Time <= 6
trigger2 = !MoveContact 
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),24,20)*(root,fvar(1)*root,fvar(2))),2
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
getpower = 0

[State 2001, HitDef]
type = HitDef
triggerall = Root,Var(49) != 1
trigger1 = Root,Var(46) = 0
trigger1 = Time > 6
trigger1 = !MoveContact
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) < 2
trigger2 = Time > 6
trigger2 = !MoveContact 
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),16,14)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 1,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
getpower = 0

[State 2001, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

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

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

[State 2001, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

[State 2001, ChangeState]
type = changestate
trigger1 = MoveContact = 1
value = 1002

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

[State 2107, VarAdd]
type = VarAdd
triggerall = Var(49) = 0
triggerall = Var(49) != 2
trigger1 = Var(47) < 6
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 47
Value = 1

[State 2100, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -200

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

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 400

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

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

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

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

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

[State 2100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2101

[StateDef 2101]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2105
sprpriority = 2
velset = 0,0

[State 2101, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2101, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1100,0
channel = 0

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1100,1
channel = 0

[State 2101, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 1
Y = -10

[State 2101, VelMul]
type = Velmul
trigger1 = AnimElemTime(2) > 0
X = 0.9

[State 2101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.76

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
value = S100,2

[State 2101, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 4006
ID = 2101
pos = -30,30
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2101, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 4112
ID = 2102
pos = 10,-165
scale = 0.5,0.65
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2101, HitDef]
type = HitDef
trigger1 = AnimElem = 1 
damage = IfElse(Var(10),18,15)
attr = A,HA
animtype = Up
guardflag = MA
hitflag = MAF
pausetime = 1,1
priority = 7,Hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-14
air.velocity = 0,-12
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
p1stateno = 2107

[State 2101, HitDef]
type = HitDef
trigger1 = AnimElem = 7
damage = IfElse(Var(10),68,57),9
attr = A,HA
animtype = Heavy
guardflag = MA
hitflag = MAF
pausetime = 10,11
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
p2stateno = 2105

[State 2101, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[State 2101, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p2
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[State 2101, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2104

[StateDef 2102]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2102
sprpriority = 2
velset = 0,0

[State 2102, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 2102, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2102, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2102, Turn]
type = Turn
trigger1 = Time = 0

[State 2102, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -140
y = 30

[State 2102, VelSet]
type = Velset
trigger1 = AnimElem = 18
X = 15

[State 2102, VelSet]
type = Velset
trigger1 = AnimElem = 24
X = 0

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 20
value = S100,19

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,0

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
value = S100,12

[State 2102, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 611
ID = 2102
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2102, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 611
ID = 2103
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2102, Helper]
type = Helper
trigger1 = AnimElem = 15
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 2102
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2102, HitDef]
type = HitDef
trigger1 = AnimElem = 7
damage = IfElse(Var(10),18,15)
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,6
guardsound = S300,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
p2facing = 1

[State 2102, HitDef]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 15
damage = IfElse(Var(10),18,15)
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
p2facing = 1

[State 2102, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2102, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p2
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(0)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2102, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2103

[StateDef 2103]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2103
sprpriority = 2
velset = 0,0

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

[State 2103, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2103, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2103, Turn]
type = Turn
trigger1 = Time = 0

[State 2103, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -40
y = -5

[State 2103, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(11) > 0
Y = 0.76

[State 2103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,12

[State 2103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1100,1
channel = 0

[State 2103, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 4112
ID = 4112
pos = 10,-165
scale = 0.6,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2103, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
damage = IfElse(Var(10),18,15)
attr = A,HA
animtype = Up
guardflag = MA
hitflag = MAF
pausetime = 0,10
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 2103, HitDef]
type = HitDef
trigger1 = AnimElem = 10
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Up
guardflag = MA
hitflag = MAF
pausetime = 10,15
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
p2stateno = 2105
p2facing = 1

[State 2103, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[State 2103, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p2
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(0)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[State 2103, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2104

[StateDef 2104]
type = C
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 2104
sprpriority = 2

[State 2104, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2104, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 2104, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2105]
type = A
movetype = H
physics = N
sprpriority=1

[State 2105, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 2105, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 2105, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Anim

[State 2105, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver=0
value = 1

[State 2105, VelSet]
type = VelSet
trigger1 = 1
y = 15
persistent = 0

[State 2105, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 2106

[StateDef 2106]
type = A
movetype = H
physics = N
sprpriority = 1

[State 2106, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 2106, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 2106, VelSet]
type = VelSet
trigger1 = time = 0
x = -1
y = -12.5

[State 2106, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 2106, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 2106, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 2106, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

[StateDef 2107]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2101
sprpriority = 2

[State 2107, VarAdd]
type = VarAdd
triggerall = Var(49) = 0
triggerall = Var(49) != 2
trigger1 = Var(47) < 6
trigger1 = Time = 0
v = 47
Value = 1

[State 2107, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2107, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2107, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,19

[State 2107, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0
y = 0

[State 2107, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2107, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2102

[StateDef 2200]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1200
poweradd = 100
sprpriority = 2
velset = 0,0

[State 2200, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

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

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

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

[State 2200, HitBy]
type = HitBy
trigger1 = Time = 0
value = SCA
time = 12

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

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

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

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

[State 2200, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

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

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S2200,0
channel = 0

[State 2200, ChangeState]
type = ChangeState
triggerall = command != "hold_x"
triggerall = command != "hold_y"
triggerall = command != "hold_z"
triggerall = Var(0) >= 16
trigger1 = Var(0) <= 26
value = 2201

[State 2200, ChangeState]
type = ChangeState
trigger1 = Var(0) >= 27
value = 2202

[StateDef 2201]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1220
sprpriority = 2
velset = 0,0

[State 2201, HitBy]
type = HitBy
trigger1 = AnimElem = 10
value = SCA
time = 5

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 2201, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,2

[State 2201, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 30
y = -15

[State 2201, VelSet]
type = Velset
trigger1 = AnimElem = 5
x = 0
y = 0

[State 2201, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2201, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,HT  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss
pausetime = 0,0
guard.pausetime = 10,10     
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2  
guardsound = S300,0             
p1stateno = 2502      
p2stateno = 2503       
fall = 1 
kill = 0   
p2facing = 1
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 2201, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
Y = 0.52

[State 2201, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 2202]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1220
sprpriority = 2
velset = 0,0

[State 2202, HitBy]
type = HitBy
trigger1 = AnimElem = 10
value = SCA
time = 5

[State 2202, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 2202, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[State 2202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,2

[State 2202, PosSet]
type = PosSet
trigger1 = AnimElem = 4
x = EnemyNear,Pos X + (IfElse(Facing = 1,-60,60))
y = -50

[State 2202, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2202, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,ST  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss    
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2  
guardsound = S300,0             
p1stateno = 2502      
p2stateno = 2503     
fall = 1 
kill = 0   
p2facing = 1
getpower = 0

[State 2202, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
Y = 0.52

[State 2202, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 2230]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1230
poweradd = 100
sprpriority = 2
velset = 0,0

[State 2230, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2230, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2230, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2230, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2230, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 12

[State 2230, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2230, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2230, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2230, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2230, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S2200,0
channel = 0

[State 2230, ChangeState]
type = ChangeState
trigger1 = Time >= 12
value = 2231

[StateDef 2231]
type = A
movetype = I
physics = N
ctrl = 0
anim = 2230
sprpriority = 2
velset = 0,0

[State 2231, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
MoveType = A

[State 2231, Width]
type = Width
trigger1 = Time = [2,7]
Player = 30,0

[State 2231, VelSet]
type = VelSet
trigger1 = Time = [3,7]
x = 30
y = -6

[State 2231, VelSet]
type = Velset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(9) <= 0
x = 1
y = -1

[State 2231, VelSet]
type = Velset
trigger1 = AnimElem = 10
x = 0
y = 0

[State 2231, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
Y = 0.52

[State 2231, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 2231, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,2

[State 2231, Helper]
type = Helper
trigger1 = AnimElem = 10
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2231, HitDef]
type = HitDef
trigger1 = AnimElem = 10
damage = IfElse(Var(10),120,100),10
attr = A,HA
animtype = Heavy
guardflag = HA 
hitflag = MAF
pausetime = 10,11
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))   
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
p2stateno = 1252

[State 2231, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

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

[State 2300, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -200

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 0
trigger2 = Var(49) = 1
trigger2 = Time = 0
v = 45
Value = 50

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElem = 9
v = 47
Value = -1

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElem = 9
v = 47
Value = -2

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElem = 9
v = 47
Value = -3

[State 2300, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [1000,1020]
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
v = 47
Value = -1

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

[State 2300, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 400

[State 2300, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 6

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

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

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

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

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S2300,0
Channel = 0

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2300,1+Random%2
Channel = 0

[State 2300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(8) < 0
statetype = A

[State 2300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
statetype = S

[State 2300, VelSet]
type = VelSet
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0) 
x = 12

[State 2300, VelSet]
type = VelSet
trigger1 = AnimElem = 4
y = -6

[State 2300, VelAdd]
type = veladd
trigger1 = (AnimElemTime(4) >= 0 && AnimElemTime(8) < 0)
Y = 0.66

[State 2300, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0
y = 0

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,7

[State 2300, PosSet]
type = PosSet
trigger1 = AnimElem = 8
y = 0

[State 2300, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2300, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 2302 
sprpriority = 1
postype = p1
pos = 100,-5
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S40,0

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,5

[State 2300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S100,2

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Burst"
pos = 120,0
stateno = 2301
ID = 2301
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2300, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Slash"
pos = 120,0
stateno = 2303
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2300, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = IfElse(Var(10),12,10),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -13,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -13,-5
air.hittime = 12
yaccel = 0.56
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
getpower = 0

[State 2300, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = IfElse(Var(10),12,10),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,7
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -8,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,-6
air.hittime = 12
fall = 1
fall.recover = 0
getpower = 0

[State 2300, EnvShake]
type = EnvShake
trigger1 = AnimElem = 8 
time = 10
ampl = 4

[State 2300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2301]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999

[State 2301, VarSet]
type = VarSet
trigger1 = Time = 0
v = 0    
value = 0

[State 2301, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Burst"
pos = 0,0
stateno = 2302
ID = 2302
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 10
helpertype = Normal
name = "Burst"
pos = 25,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 20
helpertype = Normal
name = "Burst"
pos = 50,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
name = "Burst"
pos = 75,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 40
helpertype = Normal
name = "Burst"
pos = 100,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 50
helpertype = Normal
name = "Burst"
pos = 125,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 60
helpertype = Normal
name = "Burst"
pos = 150,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 70
helpertype = Normal
name = "Burst"
pos = 175,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 80
helpertype = Normal
name = "Burst"
pos = 200,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, Helper]
type = Helper
trigger1 = Time = 90
helpertype = Normal
name = "Burst"
pos = 225,0
stateno = 2302
ID = 2303
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2301, DestroySelf]
type = DestroySelf
trigger1 = Time >= 100

[StateDef 2302]
type = A
movetype = A
physics = N
anim = 1302
ctrl = 0
velset = 0,0
sprpriority = 4

[State 2302, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(2302)
trigger1 = NumHelper(2302)
trigger1 = Helper(2302),MoveContact = 1
var(0) = 1

[State 2302, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 2302, Scale]
type = AngleDraw
trigger1 = 1
scale = 1.1,1.1

[State 2302, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -20

[State 2302, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,13
channel = 2

[State 2302, Explod]
type = Explod
trigger1 = IsHelper(2303)
trigger1 = Time = 0
anim = 2303
sprpriority = 1
postype = p1
pos = 30,-5
scale = 0.335,0.335
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2302, HitDef]
type = HitDef
trigger1 = Root,Var(46) = 0
trigger1 = !MoveContact
damage = ceil(IfElse(Root,Var(10),18,15)*(root,fvar(1)*root,fvar(2))),3
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
priority = 4,Hit
hitsound = S200,6
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,-3
air.velocity = -3,-3
yaccel = .55
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2302, HitDef]
type = HitDef
triggerall = Root,Var(49) = 0
triggerall = Parent,Var(0) = 0
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) = 0
trigger1 = !MoveContact
damage = ceil(IfElse(Root,Var(10),156,130)*(root,fvar(1)*root,fvar(2))),12
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
priority = 4,Hit
hitsound = S200,8
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,-3
air.velocity = -3,-3
yaccel = .55
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2302, HitDef]
type = HitDef
triggerall = Parent,Var(0) = 0
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) >= 1
trigger1 = !MoveContact
trigger2 = Root,Var(49) = 1
trigger2 = !MoveContact
damage = ceil(IfElse(Root,Var(10),171,143)*(root,fvar(1)*root,fvar(2))),14
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
priority = 4,Hit
hitsound = S200,6
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,-3
air.velocity = -3,-3
yaccel = .55
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2302, HitDef]
type = HitDef
triggerall = Root,Var(49) = 0
triggerall = Parent,Var(0) != 0
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) = 0
trigger1 = !MoveContact
damage = ceil(IfElse(Root,Var(10),6,5)*(root,fvar(1)*root,fvar(2))),1
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
priority = 4,Hit
hitsound = S200,6
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,-3
air.velocity = -3,-3
yaccel = .55
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2302, HitDef]
type = HitDef
triggerall = Parent,Var(0) != 0
trigger1 = Root,Var(46) = 1
trigger1 = Root,Var(47) >= 2
trigger1 = !MoveContact
trigger2 = Root,Var(49) = 1
trigger2 = !MoveContact
damage = ceil(IfElse(Root,Var(10),8,6)*(root,fvar(1)*root,fvar(2))),2
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
priority = 4,Hit
hitsound = S200,6
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3,-3
air.velocity = -3,-3
yaccel = .55
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2302, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2302, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 2302, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

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

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

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

[StateDef 2303]
type = A
movetype = I
physics = N
anim = 2301
ctrl = 0
velset = 0,0
sprpriority = 4

[State 2303, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2303, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2303, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.6

[State 2303, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -18

[State 2303, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 120,0
ignorehitpause = 1

[State 2303, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 2300
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

[StateDef 2500]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2500
sprpriority = 2
velset = 0,0

[State 2500, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2500, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2500, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2500, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2500, HitBy]
type = HitBy
trigger1 = Time = 0
value = SCA
time = 17

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2500, Explod]
type = Explod
trigger1 = time = 0
Anim = 6200
ID = 6200
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 2500, Explod]
type = Explod
trigger1 = time = 0
anim = 6201
ID = 6201
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 2500, Explod]
type = Explod
trigger1 = time = 0
Anim = 6202
ID = 6202
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 2500, Explod]
type = Explod
trigger1 = time = 0
Anim = 6203
ID = 6200
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 2500, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2500, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S2500,0
channel = 0

[State 2500, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1507
ID = 1507
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2500, HitDef]
type = HitDef
Trigger1 = AnimElem = 3
attr = A,HT  
damage = 30,3        
hitflag = MAF
guardflag = MA         
priority = 7, Miss
pausetime = 0,0
guard.pausetime = 10,10     
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(-80)))        
hitsound = S200,2  
guardsound = S300,0           
p1stateno = 2502      
p2stateno = 2503      
fall = 1 
kill = 0
getpower = 0 
p2facing = 1   
envshake.time = 10
envshake.ampl = 4

[State 2500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
Y = 0.52

[State 2500, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 2502]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1501
sprpriority = 2
velset = 0,0

[State 2502, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2502, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2502, TargetBind]
type = TargetBind
trigger1 = Time >= 0
trigger1 = Time < 8
pos = 90,0

[State 2502, TargetBind]
type = TargetBind
trigger1 = Time = 8
pos = -90,0

[State 2502, TargetBind]
type = TargetBind
trigger1 = Time >= 9
trigger1 = Time <= 13
pos = -75,-25

[State 2502, TargetBind]
type = TargetBind
trigger1 = Time >= 14
trigger1 = Time <= 25
pos = -60,-35

[State 2502, TargetBind]
type = TargetBind
trigger1 = Time = 26
pos = 40,0

[State 2502, TargetState]
type = TargetState
trigger1 = AnimElem = 5
value = 2504

[State 2502, Turn]
type = Turn
trigger1 = AnimElem = 2

[State 2502, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 1
y = -9

[State 2502, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.52

[State 2502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,12

[State 2502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S200,8

[State 2502, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,1

[State 2502, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != [2200,2203]
trigger1 = AnimElem = 5
value = S2500,1
channel = 0

[State 2502, HitAdd]
type = HitAdd
trigger1 = Time = 26
value = 1

[State 2502, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 26
value = ceil(-80*(fvar(1)*fvar(2)))

[State 2502, Helper]
type = Helper
trigger1 = Time = 26
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = 40,-45
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 2502, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1502

[StateDef 2503]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 2503, ScreenBound]
type = ScreenBound
trigger1 = 1 
value = 0

[State 2503, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1503

[StateDef 2504]
type = A
movetype = H
physics = N
sprpriority=1

[State 2504, Turn]
type = Turn
trigger1 = Time = 0

[State 2504, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 2504, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 2504, VelSet]
type = VelSet
trigger1 = 1
x = -5
y = 20

[State 2504, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 2505

[StateDef 2505]
type = A
movetype = H
physics = N
sprpriority = 1

[State 2505, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 2505, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7, (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))

[State 2505, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 2505, VelSet]
type = VelSet
trigger1 = time = 0
x = -1
y = -15

[State 2505, VelAdd]
type = Veladd
trigger1 = 1
y = 0.76

[State 2505, ChangeAnim2]
type = Changeanim2
trigger1 = Time = 0
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 2505, ChangeAnim]
type = Changeanim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5030)
value = 5030

[State 2505, ChangeAnim]
type = ChangeAnim
trigger1 = time = 15 && Anim = 5030 
value = 5050

[State 2505, SelfState]
type = SelfState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 5100

[StateDef 3000]
Type = S
Physics = N
MoveType = I
Anim = 3000
VelSet = 0,0
ctrl = 0
sprpriority = 1

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(47) >= 6
trigger1 = AnimElem = 4
v = 47
Value = -6

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 12
v = 45
Value = 50

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 0
trigger1 = Time = 13
var(46) = 1
ignorehitpause = 1

[State 3000, VarSet]
type = VarSet
trigger1 = Time = 13
var(49) = 1
ignorehitpause = 1

[State 3000, Super]
type = Pause
trigger1 = Anim = 3000
trigger1 = time = 0
time = 51
movetime = 51

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = Var(46) = 0
trigger1 = Time = 12
movetype = A        

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Var(46) = 0
trigger1 = Time = 9
value = S10000,4

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,0+Random%3
channel = 0

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = 5,-95
SuperMovetime = 9999
PauseMovetime = 9999
size.xscale = 0.335
size.yscale = 0.335
ownpal = 1

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

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

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

[State 3000, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = Time = 11
Helpertype = normal
StateNo = 6001
ID = 6001
name = "Burst"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-145 * const(size.yscale))
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 4
time = -1
PalBright =  30, 30, 30
PalContrast = 32,32,160
PalAdd  = 10,10,10
PalMul = .85,.85,.85
Trans = Add
TimeGap  = 1
FrameGap = 2
length = 15
persistent = 0

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

[State 3000, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = Time = 12
attr = S, NA
damage = 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,30
guard.pausetime = 0,16
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
airguard.ctrltime = 2
guard.velocity = -3
air.velocity = -1.5,-4.4
envshake.time = 9
envshake.ampl = 3
getpower = 0
givepower = 15
yaccel = 0.4

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

[StateDef 3010]
Type = A
Physics = N
MoveType = I
Anim = 3010
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3010, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = 6*(random%60)

[State 3010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time < 8
scale = (0.0625*time),(0.0625*time)

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time >= 8
scale = 0.5,0.5

[State 3010, Trans]
type = Trans
trigger1 = time < 16
trans = AddAlpha
alpha = 256, 256

[State 3010, Trans]
type = Trans
trigger1 = time >= 16
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, Explod]
type = explod
trigger1 = Time = 0
anim = 3011
ID = 3011
sprpriority = 5
postype = p1
facing = IfElse(random<500,-1,1)
vfacing = IfElse(random<500,-1,1)
removetime = 16
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3011)
ID = 3011
scale = 2-(.125*time), 2-(.125*time)
trans = AddAlpha
alpha = IfElse(time<4, 64*time, 256), 256

[State 3010, Explod]
type = Explod
trigger1 = time = 16
anim = 3012
ID = 3012
sprpriority = 5
postype = p1
removetime = 32
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3012)
ID = 3012
scale = (.1*(time-16)), (.1*(time-16))
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 26

[State 3010, DestroySelf]
type = DestroySelf
trigger1 = time >= 26

[StateDef 3011]
Type = S
Physics = N
MoveType = I
Anim = 99999
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3011, BGPalFX]
type = BGPalFX
trigger1 = time > 0
trigger1 = time <= 51
time = 1
color= 5*time
mul = 5*time, 5*time, 5*time

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3013
id = 3013
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3014
ID = 3014
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -7
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3013
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3014
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3013

[State 3011 RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3014

[State 3011, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70

[StateDef 3012]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 2
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, RemoveExplod]
type = RemoveExplod
ID = 3015
trigger1 = Time >= 73

[State 3012, DestroySelf]
type = DestroySelf
trigger1 = Time >= 73

[StateDef 3013]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3013, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3013, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3016
id = 3016
Pos = 248,ceil((1.33*gameheight/gamewidth)*114)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3013, Explod]
type = Explod
Trigger1 = TeamSide = 2
Trigger1 = Time = 0
Anim = 3016
id = 3016
Pos = 248,ceil((1.33*gameheight/gamewidth)*114)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3013, RemoveExplod]
type = RemoveExplod
ID = 3016
trigger1 = Time >= 73

[State 3013, DestroySelf]
type = DestroySelf
trigger1 = Time >=73

[StateDef 4000]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4000
facep2 = 1

[State 4000, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 75

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -400

[State 4000, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [1000,1020]
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
v = 47
Value = -1

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -3000

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 570

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=0

[State 4000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = 5,-100
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Pause]
type = Pause
trigger1 = Time = 0
time = 55
movetime = 55

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4000,0
channel = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = Time >= 50
value = 4001

[StateDef 4001]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4001
Sprpriority = 2

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElem = 6
v = 47
Value = -1

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElem = 6
v = 47
Value = -2

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 3
trigger1 = AnimElem = 6
v = 47
Value = -3

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 4
trigger1 = AnimElem = 6
v = 47
Value = -4

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 5
trigger1 = AnimElem = 6
v = 47
Value = -5

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 6
trigger1 = AnimElem = 6
v = 47
Value = -6

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = Time = 20
value = SCA
time = 5

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,7

[State 4001, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
x = 20

[State 4001, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 0

[State 4001, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S4000,1
channel = 0

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 4001, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 4006
ID = 4006
pos = -30,30
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4001, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,HA
animtype = Heavy
damage = 0,0
guardflag = MA
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
p1stateno = 4002
p2stateno = 4006
kill = 0
getpower = 0
p2facing = 1
forcenofall = 1

[State 4001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

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

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

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

[State 4002, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4010
ID = 4010
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4002, PosSet]
type = PosSet 
trigger1 = Time = 0
x = IfElse(Facing = 1,-70,70)

[State 4002, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 50,0

[State 4002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4003

[StateDef 4003]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4003

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 78
v = 47
Value = -1

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 78
v = 47
Value = -2

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 3
trigger1 = Time = 78
v = 47
Value = -3

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 4
trigger1 = Time = 78
v = 47
Value = -4

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 5
trigger1 = Time = 78
v = 47
Value = -5

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 6
trigger1 = Time = 78
v = 47
Value = -6

[State 4003, TargetState]
type = TargetState
trigger1 = Time = 44
value = 4007

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

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4000,2+Random%2
channel = 0

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,15

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time = 105
value = S100,16

[State 4003, PlaySnd]
type = playsnd
trigger1 = AnimElem = 1
value = S40,1

[State 4003, AllPalFX]
type = AllPalFX
trigger1 = Time = 130
sinadd = 256, 256, 256, 80
time = 40
persistent = 0

[State 4003, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = Normal
name = "Beam"
pos = 0,-20
stateno = 4011
ID = 4011
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4003, Helper]
type = Helper
trigger1 = Time = 105
helpertype = Normal
name = "Explosion"
pos = 0,0
stateno = 4012
ID = 4012
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4003, Helper]
Type = Helper
triggerall = Time > 105
triggerall = Time <= 150
trigger1 = (Time%2 = 0) && (Random <= 400)
trigger2 = (Time%4 = 0) && (Random >= 400)
Name = "Rock"
StateNo = 4013
ID = 4013
Pos = 50,50
PosType = Back
OwnPal = 1

[State 4003, PlaySnd]
type = PlaySnd
triggerall = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
value = S200,8
channel = 2

[State 4003, Helper]
type = Helper
triggerall = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 4003, VelSet]
type = VelSet
trigger1 = (AnimElemTime(1) >= 0 && AnimElemTime(7) < 0) 
x = -1

[State 4003, VelSet]
type = VelSet
trigger1 = AnimElem = 1
y = -15

[State 4003, VelAdd]
type = veladd
trigger1 = (AnimElemTime(1) >= 0 && AnimElemTime(7) < 0)
Y = 0.66

[State 4003, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) >= 0
x = 0
y = 0

[State 4003, EnvShake]
type = EnvShake
trigger1 = time = [45,77]
trigger1 = time%10 = 0
trigger2 = time = [105,150]
trigger2 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4003, HitAdd]
type = HitAdd
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77 
value = 1

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 0
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Time%2 = 0
trigger2 = Time > 45
trigger2 = Time <= 77
value = ceil(-22*(fvar(1)*fvar(2)))
kill = 0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
value = ceil(-24*(fvar(1)*fvar(2)))
kill = 0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
value = ceil(-25*(fvar(1)*fvar(2)))
kill = 0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 1
trigger1 = Var(47) = 3
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
value = ceil(-26*(fvar(1)*fvar(2)))
kill = 0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 1
trigger1 = Var(47) = 4
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
value = ceil(-28*(fvar(1)*fvar(2)))
kill = 0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Var(49) != 1
trigger1 = Var(46) = 1
trigger1 = Var(47) = 5
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
value = ceil(-29*(fvar(1)*fvar(2)))
kill = 0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 6
trigger1 = Time%2 = 0
trigger1 = Time > 45
trigger1 = Time <= 77
trigger2 = Var(49) = 1
trigger2 = Time%2 = 0
trigger2 = Time > 45
trigger2 = Time <= 77
value = ceil(-31*(fvar(1)*fvar(2)))
kill = 0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 78
value = -1
kill = 1
absolute = 1

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time >= 150
value = 4004

[StateDef 4004]
type = A
physics = N
Ctrl = 0
Anim = 4004
VelSet = 0,0

[State 4004, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4008

[State 4004, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4004, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-90,90)
y = -300

[State 4004, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.67

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

[State 4004, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 4005

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

[State 4005, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4005, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 4005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4006]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

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

[State 4006, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver = 0
value = 1

[State 4006, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4008

[State 4006, VelSet]
type = VelSet
trigger1 = Time = 0
x = -1
y = -17

[State 4006, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
Y = 0.43

[StateDef 4007]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

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

[State 4006, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = Time <= 30 
x = -1

[State 4007, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4009 

[StateDef 4008]
type = A
movetype = H
physics = N
sprpriority=1

[State 4008, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5090

[State 4008, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4008, PalFX]
type = PalFX
trigger1 = Time = 0
time = 45
add = 0,0,0
mul = 128, 128, 128
sinadd = 96, 96, 96, 4

[State 4008, PosSet]
type = PosSet
trigger1 = Time = 0
x = IfElse(Facing = 1,-70,70)
y = -200

[State 4008, VelSet]
type = VelSet
trigger1 = 1
y = 10
persistent = 0

[State 4008, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 4009

[StateDef 4009]
type = A
movetype = H
physics = N
sprpriority = 1

[State 4009, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4009, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 4009, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -10.5

[State 4009, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 4009, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 4009, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 4009, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

[StateDef 4010]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4010, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4010, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4010
ID = 4010
PosType = Left
Pos = 0,0
RemoveTime = 9
BindTime = -1
Ownpal = 1
scale = 10,10
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4010, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 4003

[StateDef 4011]
type = A
movetype = I
physics = N
anim = 4007
ctrl = 0
velset = 0,0
sprpriority = 5

[State 4011, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4011, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4011, Scale]
type = AngleDraw
trigger1 = 1
scale = 1.7,1.7

[State 4011, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -55

[State 4011, Rotate]
type = AngleAdd
triggerall = Time%7 > 0
trigger1 = Time > 7
trigger1 = Time <= 35
value = 1

[State 4011, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 35,-85
ignorehitpause = 1

[State 4011, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4012]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4012, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4012, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4011
ID = 4011
PosType = Left
Pos = 160,250
RemoveTime = 45
BindTime = -1
Ownpal = 1
scale = 1.3,1
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0

[State 4012, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
ID = 4011
scale = 1.3+(Time*0.18),1+(Time*0.18)
sprpriority = 10

[State 4012, DestroySelf]
type = DestroySelf
trigger1 = Time >= 45

[StateDef 4013]
MoveType = A
Physics = N
Anim = 4012+Random%7
SprPriority = 11+Random%4

[State 4013, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 4013, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 0
Range = -150,150

[State 4013, PosSet]
Type = PosSet
Trigger1 = Time = 0
X = Var(0)

[State 4013, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,-10

[State 4013, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = -20+Var(1)

[State 4013, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,3

[State 4013, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 4013, AngleAdd]
Type = AngleAdd
Trigger1 = Time >= 1
Value = IfElse(Var(3) = 0, 1, IfElse(Var(3) = 1, -1, IfElse(Var(3) = 2, 2, -2)))

[State 4013, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 2,2

[State 4013, DestroySelf]
Type = DestroySelf
Trigger1 = Time >= 45

[StateDef 4100]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4100
facep2 = 1

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Var(49) = 0
trigger1 = Time = 0
v = 45
Value = 100

[State 4100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 4100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4100, Pause]
type = Pause
trigger1 = Time = 0
time = 50
movetime = 50

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=0

[State 4100, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = 5,-85
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4100,0
channel = 0

[State 4100, ChangeState]
type = ChangeState
trigger1 = Time >= 50
value = 4101

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

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

[State 4101, NotHitBy]
Type = NotHitBy
Trigger1 = Time <= 9
Value = SCA

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

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = S100,18

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

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

[State 4101, HitDef]
type = HitDef
trigger1 = !MoveContact
damage = 0,0
attr = S,HA
animtype = hard
guardflag = MA
hitflag = MAF
pausetime = 0,12
priority = 7,Hit
sparkno = -1
hitsound = -1
guardsound = S300,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
air.velocity = 0
guard.velocity = -6
guard.sparkno = -1
yaccel = .65
fall.recover = 0
numhits = 0
getpower = 0,0
forcenofall = 1
p2stateno = 4109
p2facing = 1

[State 4101, Helper]
type = Helper
trigger1 = MoveGuarded = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 4101, ChangeState]
type = ChangeState
trigger1 = MoveHit
value = 4103
ignorehitpause = 1

[State 4101, ChangeState]
type = ChangeState
trigger1 = Time >= 48
trigger2 = MoveGuarded
value = 4102

[StateDef 4102]
type = S
movetype = I
physics = N
anim = 4102
sprpriority = 1
ctrl = 0

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

[State 4102, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pos = 20,0
facing = -1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,6

[State 4102, VelSet]
type = VelSet
trigger1 = Time <= 17
x = 2

[State 4102, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 4103]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4103
sprpriority = 2
velset = 0,0

[State 4103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4103, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4103, AfterImage]
type = AfterImage
trigger1 = Var(49) != 1
trigger1 = AnimElem = 1
time = -1
PalBright =  30, 30, 30
PalContrast = 32,32,160
PalAdd  = 10,10,10
PalMul = .85,.85,.85
Trans = Add
TimeGap  = 1
FrameGap = 2
length = 15
persistent = 0

[State 4103, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4010
ID = 4010
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4103, PosSet]
type = PosSet 
trigger1 = Time = 0
x = IfElse(Facing = 1,-50,50)

[State 4103, Width]
type = Width
trigger1 = Time = 0 && FrontEdgeBodyDist <= 60
edge = 60,0

[State 4103, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
pos = 60,0

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,1

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
value = S100,12

[State 4103, Helper]
type = Helper
trigger1 = AnimElem = 9
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 221
ID = 4103
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4103, Helper]
type = Helper
trigger1 = AnimElem = 13
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 421
ID = 4103
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4103, HitDef]
type = HitDef
trigger1 = AnimElem = 3 
trigger2 = AnimElem = 5
damage = IfElse(Var(10),22,18)
attr = S,HA
animtype = hard
guardflag = 
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,7
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0

[State 4103, HitDef]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
damage = IfElse(Var(10),22,18)
attr = S,HA
animtype = hard
guardflag = 
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0

[State 4103, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4103, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4104

[StateDef 4104]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4104
sprpriority = 2
velset = 0,0

[State 4104, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 4104, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 1
Y = -10

[State 4104, VelSet]
type = Velset
trigger1 = AnimElem = 2
X = 0
Y = 0

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,19

[State 4104, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 4006
ID = 4104
pos = -30,30
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4104, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4104, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4104, HitDef]
type = HitDef
trigger1 = AnimElem = 1
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Up
guardflag = 
hitflag = MAF
pausetime = 0,15
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0

[State 4104, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4104, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4105

[StateDef 4105]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4105
sprpriority = 2
velset = 0,0

[State 4105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4105, Turn]
type = Turn
trigger1 = Time = 0

[State 4105, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -110
y = -5

[State 4105, VelSet]
type = Velset
trigger1 = AnimElem = 20
X = 15

[State 4105, VelSet]
type = Velset
trigger1 = AnimElem = 26
X = 0

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 22
value = S100,19

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S100,0

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
value = S100,12

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S4100,1+Random%2
channel = 0

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 611
ID = 4105
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 611
ID = 4106
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 17
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 4105
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4105, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Up
guardflag = 
hitflag = MAF
pausetime = 0,0
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-10
air.velocity = 0,-10
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0

[State 4105, HitDef]
type = HitDef
trigger1 = AnimElem = 9
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Hard
guardflag = 
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,6
guardsound = S300,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0
p2facing = 1

[State 4105, HitDef]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Hard
guardflag = 
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0

[State 4105, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4105, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4106

[StateDef 4106]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4106
sprpriority = 2
velset = 0,0

[State 4106, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4106, Turn]
type = Turn
trigger1 = Time = 0

[State 4106, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 0
y = 20

[State 4106, VelSet]
type = Velset
trigger1 = AnimElem = 17
X = 15

[State 4106, VelSet]
type = Velset
trigger1 = AnimElem = 23
X = 0

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = S100,19

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
value = S100,12

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 13
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 4106
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4106, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Up
guardflag = 
hitflag = MAF
pausetime = 0,10
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0

[State 4106, HitDef]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 13
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Hard
guardflag = 
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2
air.velocity = -2,-3.5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0
p2facing = 1

[State 4106, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4106, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4107

[StateDef 4107]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4107
sprpriority = 2
velset = 0,0

[State 4107, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4107, Turn]
type = Turn
trigger1 = Time = 0

[State 4107, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -30
y = -10

[State 4107, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,12

[State 4107, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,19

[State 4107, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 4112
ID = 4112
pos = 10,-165
scale = 0.6,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4107, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Up
guardflag = 
hitflag = MAF
pausetime = 0,10
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0

[State 4107, HitDef]
type = HitDef
trigger1 = AnimElem = 10
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Hard
guardflag = 
hitflag = MAF
pausetime = 0,10
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0
p2stateno = 4110
p2facing = 1

[State 4107, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4107, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4108

[StateDef 4108]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4108
sprpriority = 2
velset = 0,0

[State 4108, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4108, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 175

[State 4108, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4108, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
damage = IfElse(Var(10),22,18)
attr = A,HA
animtype = Up
guardflag = 
hitflag = MAF
pausetime = 0,20
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -0,-8
air.velocity = 0,-8
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0
p2stateno = 4110

[State 4108, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4108, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4112

[StateDef 4109]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 4109, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4109, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4110

[State 4109, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4110]
type = A
movetype = H
physics = N
sprpriority=1

[State 4110, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 4110, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 4110, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Anim

[State 4110, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver=0
value = 1

[State 4110, VelSet]
type = VelSet
trigger1 = 1
y = 15
persistent = 0

[State 4110, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 4111

[StateDef 4111]
type = A
movetype = H
physics = N
sprpriority = 1

[State 4111, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4111, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 4111, VelSet]
type = VelSet
trigger1 = time = 0
x = -1
y = -20

[State 4111, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 4111, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 4111, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 4111, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

[StateDef 4112]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4111
sprpriority = 2
velset = 0,0

[State 4112, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4112, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,12

[State 4112, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,16

[State 4112, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S4100,3+Random%3
channel = 0

[State 4112, Helper]
type = Helper
trigger1 = Time = 35
helpertype = Normal
name = "Explosion"
pos = 0,0
stateno = 4012
ID = 4012
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4112, Helper]
Type = Helper
triggerall = Time > 30
triggerall = Time <= 75
trigger1 = (Time%2 = 0) && (Random <= 400)
trigger2 = (Time%4 = 0) && (Random >= 400)
Name = "Rock"
StateNo = 4013
ID = 4013
Pos = 50,50
PosType = Back
OwnPal = 1

[State 4112, EnvShake]
type = EnvShake
trigger1 = time = [30,95]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4112, AllPalFX]
type = AllPalFX
trigger1 = Time = 55
sinadd = 256, 256, 256, 80
time = 40
persistent = 0

[State 4112, AfterImageTime]
type = AfterImageTime
trigger1 = Var(49) != 1
trigger1 = AnimElem = 10
time = 0

[State 4112, HitDef]
type = HitDef
trigger1 = AnimElem = 10
damage = IfElse(Var(10),150,125)
attr = S,HA
animtype = Hard
guardflag = 
hitflag = MAF
pausetime = 1,30
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = S200,8
guardsound = S300,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-10
air.velocity = -1,-10
yaccel = .55
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 1
palFX.time = 100
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 4112, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4112, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4112, ChangeState]
type = ChangeState
trigger1 = Time >= 116
value = 4113

[StateDef 4113]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4109
sprpriority = 2
velset = 0,0

[State 4112, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4200]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4200
facep2 = 1

[State 4200, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(49) = 1
trigger1 = Time = 0
var(45) = 0
ignorehitpause = 1

[State 4200, PowerSet]
type = PowerSet
trigger1 = Time = 0
value = 0
ignorehitpause = 1

[State 4200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoMusic
pausemovetime = 9999
supermovetime = 9999

[State 4200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4200, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = 5,-90
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4200, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 0

[State 4200, Pause]
type = Pause
trigger1 = Time = 0
time = 200
movetime = 200

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,21

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,23

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4200,1
channel = 0

[State 4200, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0 
y = -0.15

[State 4200, Helper]
Type = Helper
triggerall = Time > 0
triggerall = Time <= 155
trigger1 = (Time%2 = 0) && (Random <= 750)
trigger2 = (Time%2 = 0) && (Random >= 250)
Name = "Rock"
StateNo = 4307
ID = 4200
Pos = 50,50
PosType = Back
OwnPal = 1
pausemovetime = 9999

[State 4200, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4209
ID = 4209
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4200, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Light"
pos = 0,0
stateno = 4204
ID = 4204
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4200, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Crest"
pos = 0,0
stateno = 4205
ID = 4205
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 4200, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Crest2"
pos = 0,0
stateno = 4206
ID = 4206
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 4200, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Crest3"
pos = 0,0
stateno = 4207
ID = 4207
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 4200, ChangeState]
type = ChangeState
trigger1 = Time >= 155 
value = 4201

[StateDef 4201]
type = A
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4201

[State 4201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoMusic
pausemovetime = 9999
supermovetime = 9999

[State 4201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4201, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 0

[State 4201, EnvShake]
type = EnvShake
trigger1 = time = [55,225]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4201, VelSet]
type = VelSet
trigger1 = time = [55,225]
x = -0.5 

[State 4201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,2

[State 4201, PlaySnd]
type = PlaySnd
trigger1 = Time = 55
value = S100,22

[State 4201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4200,0
channel = 0

[State 4201, PlaySnd]
type = PlaySnd
trigger1 = Time = 125
value = S4100,1
channel = 0

[State 4201, Helper]
Type = Helper
triggerall = Time > 0
triggerall = Time <= 225
trigger1 = (Time%2 = 0) && (Random <= 750)
trigger2 = (Time%2 = 0) && (Random >= 250)
Name = "Rock"
StateNo = 4307
ID = 4200
Pos = 50,50
PosType = Back
OwnPal = 1
pausemovetime = 9999

[State 4201, Helper]
Type = Helper
triggerall = Time > 55
triggerall = Time <= 210
trigger1 = Time%15 = 0 
Name = "Wind"
StateNo = 4210
ID = 4210
Pos = 20,-50
PosType = Front
OwnPal = 1
size.xscale = 2
size.yscale = 2
PauseMoveTime = 99999

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=0

[State 4201, Helper]
type = Helper
trigger1 = Time = 55
helpertype = Normal
name = "Beam"
pos = 0,0
stateno = 4208
ID = 4208
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999

[State 4201, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 4201
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4201, ChangeState]
type = ChangeState
trigger1 = Time >= 225 
value = 4202

[StateDef 4202]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4202

[State 4202, VarSet]
type = VarSet
trigger1 = Time = 0
var(49) = 2
ignorehitpause = 1

[State 4202, VarSet]
type = VarSet
trigger1 = Time = 0
var(46) = 0
ignorehitpause = 1

[State 4202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoMusic
pausemovetime = 9999
supermovetime = 9999

[State 4202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4202, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
time = 0

[State 4202, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.76

[State 4202, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 4203

[StateDef 4203]
type = C
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 4203
sprpriority = 2

[State 4203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = NoMusic
pausemovetime = 9999
supermovetime = 9999

[State 4203, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4203, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5000,7+Random%2
channel = 0

[State 4203, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4203, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 4203, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4204]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4204, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4204, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4210
ID = 4210
PosType = P1
Pos = 0,0
RemoveTime = 80
BindTime = -1
Ownpal = 1
scale = 1,0
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4204, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
trigger1 = Time <= 50
ID = 4210
scale = 1,0+(Time*0.1)

[State 4204, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 50
ID = 4210
scale = 1,5

[State 4204, DestroySelf]
type = DestroySelf
trigger1 = Time >= 80

[StateDef 4205]
type = A
movetype = I
physics = N
anim = 4207
ctrl = 0
velset = 0,0
sprpriority = 7

[State 4205, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4205, Trans]
type = Trans
trigger1 = Time < 60
trans = Add
ignorehitpause = 1

[State 4205, Trans]
type = Trans
trigger1 = Time >= 60
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-60)*12),256

[State 4205, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.75+(Time*0.001),0.75+(Time*0.001)

[State 4205, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,-75
ignorehitpause = 1

[State 4205, DestroySelf]
type = DestroySelf
trigger1 = Time >= 80

[StateDef 4206]
type = A
movetype = I
physics = N
anim = 4208
ctrl = 0
velset = 0,0
sprpriority = 5

[State 4206, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4206, Trans]
type = Trans
trigger1 = Time < 60
trans = Add
ignorehitpause = 1

[State 4206, Trans]
type = Trans
trigger1 = Time >= 60
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-60)*12),256

[State 4206, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.75+(Time*0.001),0.75+(Time*0.001)

[State 4206, AngleAdd]
type = AngleAdd
trigger1 = Time%2 = 0
trigger1 = Time > 0
value = 2

[State 4206, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,-75
ignorehitpause = 1

[State 4206, DestroySelf]
type = DestroySelf
trigger1 = Time >= 80

[StateDef 4207]
type = A
movetype = I
physics = N
anim = 4209
ctrl = 0
velset = 0,0
sprpriority = 5

[State 4207, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4207, Trans]
type = Trans
trigger1 = Time < 60
trans = Add
ignorehitpause = 1

[State 4207, Trans]
type = Trans
trigger1 = Time >= 60
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-60)*12),256

[State 4207, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.75+(Time*0.001),0.75+(Time*0.001)

[State 4207, AngleAdd]
type = AngleAdd
trigger1 = Time%2 = 0
trigger1 = Time > 0
value = -2

[State 4207, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,-75
ignorehitpause = 1

[State 4207, DestroySelf]
type = DestroySelf
trigger1 = Time >= 80

[StateDef 4208]
type = A
movetype = A
physics = N
anim = 4205
ctrl = 0
velset = 0,0
sprpriority = 5

[State 4208, ChangeAnim]
type = ChangeAnim 
trigger1 = Anim = 4205
trigger1 = Time >= 160
value = 4206

[State 4208, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4208, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4208, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 4206
movetype = I

[State 4208, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4204
ID = 4204
PosType = P1
Pos = 0,0
RemoveTime = 160
BindTime = -1
Ownpal = 1
scale = 0.5,0.5
SprPriority = 2
IgnoreHitPause = 1
Persistent = 0

[State 4208, Scale]
type = AngleDraw
trigger1 = 1
scale = 2,2

[State 4208, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 50,-105
ignorehitpause = 1

[State 4208, HitDef]
type = HitDef
trigger1 = Time = [3,147]
trigger1 = Time%3 = 0
damage = ceil(IfElse(Root,Var(10),27,22)*(root,fvar(1)*root,fvar(2))),3
attr = A,HA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 0,2
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = -1
guardsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -15,0
air.velocity = -15,0
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 0
p1sprpriority = 5

[State 4208, HitDef]
type = HitDef
trigger1 = Time = 150
damage = ceil(IfElse(Root,Var(10),27,22)*(root,fvar(1)*root,fvar(2))),3
attr = A,HA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 0,10
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = -1
guardsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -15,-8
air.velocity = -15,-6.5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0
kill = 1
p1sprpriority = 5

[State 4208, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S200,8
channel = 2

[State 4208, PlaySnd]
type = PlaySnd
trigger1 = MoveGuarded = 1
value = S300,0
channel = 2

[State 4208, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4208, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4208, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 4208, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 4208, DestroySelf]
type = DestroySelf
trigger1 = Anim = 4206
trigger1 = AnimTime = 0

[StateDef 4209]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4209, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4209, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4211
ID = 4211
PosType = Left
Pos = 0,0
BindTime = -1
Ownpal = 1
scale = 10,10
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4209, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 4200

[StateDef 4210]
Physics = N
Anim = 4212
SprPriority = 10
VelSet = -36,0

[State 4210, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4210, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4210, DestroySelf]
type = DestroySelf
trigger1 = Time >= 30
trigger2 = FrontEdgeBodyDist <= -100

[StateDef 4300]
type = L
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4300

[State 4300, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(49) = 1
trigger1 = Time = 0
var(45) = 0
ignorehitpause = 1

[State 4300, PowerSet]
type = PowerSet
trigger1 = Time = 0
value = 0
ignorehitpause = 1

[State 4300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4300, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 0

[State 4300, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Light"
pos = 0,0
stateno = 4304
ID = 4304
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4300, ChangeState]
type = ChangeState
trigger1 = Time >= 30
value = 4301

[StateDef 4301]
type = L
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4301

[State 4301, VarSet]
type = VarSet
trigger1 = Time = 58
var(49) = 0
ignorehitpause = 1

[State 4301, VarSet]
type = VarSet
trigger1 = Time = 58
var(46) = 0
ignorehitpause = 1

[State 4301, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
statetype = A

[State 4301, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = A

[State 4301, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4301, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 0

[State 4301, PlaySnd]
type = PlaySnd
trigger1 = Time = 58
value = S100,16

[State 4301, PlaySnd]
type = PlaySnd
trigger1 = Time = 38
value = S100,20

[State 4301, PlaySnd]
type = PlaySnd
trigger1 = Time = 38
value = S4300,2
channel = 0

[State 4301, VelSet]
type = VelSet
trigger1 = (AnimElemTime(1) >= 0 && AnimElemTime(6) < 0)
y = -1

[State 4301, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) >= 0 
y = -0.5

[State 4301, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Light"
pos = 0,0
stateno = 4305
ID = 4305
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
type = Helper
trigger1 = Time = 10
helpertype = Normal
name = "Light"
pos = 50,0
stateno = 4309
ID = 4309
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
type = Helper
trigger1 = Time = 15
helpertype = Normal
name = "Light"
pos = -50,0
stateno = 4309
ID = 4309
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
type = Helper
trigger1 = Time = 20
helpertype = Normal
name = "Light"
pos = 25,0
stateno = 4309
ID = 4309
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
type = Helper
trigger1 = Time = 25
helpertype = Normal
name = "Light"
pos = -25,0
stateno = 4309
ID = 4309
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
name = "Light"
pos = 0,0
stateno = 4309
ID = 4309
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
type = Helper
trigger1 = Time = 38
helpertype = Normal
name = "Light"
pos = 0,0
stateno = 4306
ID = 4306
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
type = Helper
trigger1 = Time = 58
helpertype = Normal
name = "Explosion"
pos = 0,0
stateno = 4012
ID = 4012
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4301, Helper]
Type = Helper
triggerall = Time > 5
triggerall = Time <= 58
trigger1 = (Time%2 = 0) && (Random <= 750)
Name = "Rock"
StateNo = 4307
ID = 4307
Pos = 50,50
PosType = P1
OwnPal = 1

[State 4301, Helper]
Type = Helper
triggerall = Time > 58
triggerall = Time <= 93
trigger1 = (Time%2 = 0) && (Random <= 750)
trigger2 = (Time%2 = 0) && (Random >= 250)
Name = "Rock"
StateNo = 4013
ID = 4013
Pos = 50,50
PosType = Back
OwnPal = 1

[State 4301, AllPalFX]
type = AllPalFX
trigger1 = Time = 75
sinadd = 256, 256, 256, 80
time = 40
persistent = 0

[State 4301, EnvShake]
type = EnvShake
trigger1 = time = [0,80]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4301, HitDef]
type = HitDef
trigger1 = Time%1 = 0
trigger1 = Time >= 38
trigger1 = Time <= 79
attr = A, HA
damage = 200,0
animtype = hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
sparkno = -1
guard.sparkno = -1 
sparkxy = 0,0
ground.type = high
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -1,-5
guard.slidetime = 10
guard.hittime = 10
guard.velocity = -2
air.velocity = -1,-5
fall = 1
Fall.Recover = 0
getpower = 0
kill = 0
numhits = 0
givepower = 100

[State 4301, HitDef]
type = HitDef
trigger1 = Time = 80
attr = A, HA
damage = 200,0
animtype = hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = high
ground.slidetime = 20
ground.hittime = 22
ground.velocity = -1,-20
guard.slidetime = 10
guard.hittime = 10
guard.velocity = -2
air.velocity = -1,-20
fall = 1
Fall.Recover = 0
getpower = 0
guard.kill = 0
numhits = 0
givepower = 100

[State 4301, LifeSet]
type = LifeSet
trigger1 = Time = 80 
value = 1

[State 4301, ChangeState]
type = ChangeState
trigger1 = Time > 81 && WinKO 
value = 4308

[State 4301, ChangeState]
type = ChangeState
trigger1 = Time > 81 
value = 4303

[StateDef 4302]
type = A
movetype = H
physics = N
Ctrl = 0
Anim = 5070
VelSet = 0,0

[State 4302, PosSet]
type = PosSet
trigger1 = time = 0
y = -700

[State 4302, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.55

[State 4302, AfterImageTime]
type = AfterImageTime
trigger1 = Var(49) = 0
trigger1 = Time = 1
time = 0

[State 4302, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[StateDef 4303]
type = A
movetype = H
physics = N
Ctrl = 0
Anim = 99999
VelSet = 0,0

[State 4303, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoKOSnd

[State 4303, LifeSet]
type = LifeSet
trigger1 = Time = 1 
value = 0

[State 4303, AfterImageTime]
type = AfterImageTime
trigger1 = Var(49) = 0
trigger1 = Time = 1
time = 0

[State 4303, PosSet]
type = PosSet
trigger1 = !Alive
trigger1 = time = 0
trigger1 = Life = 0
y = 9999
x = 9999

[State 4303, PosSet]
type = PosSet
trigger1 = Alive
trigger1 = time = 0
trigger1 = Life != 0
y = 700

[State 4303, ScreenBound]
type = ScreenBound
trigger1 = !Alive
trigger1 = time = 0
trigger1 = Life = 0
value = 0

[State 4303, SelfState]
type = SelfState
trigger1 = life = 0
value = 5150

[State 4303, ChangeState]
type = ChangeState
trigger1 = Time = 2
trigger1 = Alive
trigger1 = Life != 0 
value = 4302

[StateDef 4304]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4304, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4304, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4303
ID = 4303
PosType = P1
Pos = 0,0
RemoveTime = 120
BindTime = -1
Ownpal = 1
scale = 1,0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 4304, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
trigger1 = Time <= 10
ID = 4303
scale = 1,0+(Time*0.05)

[State 4304, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 10
ID = 4303
scale = 1,5

[State 4304, DestroySelf]
type = DestroySelf
trigger1 = Time >= 120

[StateDef 4305]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4305, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4305, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4302
ID = 4302
PosType = P1
Pos = 0,0
RemoveTime = 60
BindTime = -1
Ownpal = 1
scale = 0,5
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 4305, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
trigger1 = Time <= 5
ID = 4302
scale = 0+(Time*0.1),5

[State 4305, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 5
trigger1 = Time <= 10
ID = 4302
scale = 0.5,5

[State 4305, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 10
trigger1 = Time <= 15
ID = 4302
scale = 0.5-((Time-10)*0.1),5

[State 4305, DestroySelf]
type = DestroySelf
trigger1 = Time >= 15

[StateDef 4306]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4306, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4306, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4304
ID = 4304
PosType = P1
Pos = 0,0
RemoveTime = 40
BindTime = -1
Ownpal = 1
scale = 0,5
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 4304, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
trigger1 = Time <= 10
ID = 4304
scale = 0+(Time*0.1),5

[State 4306, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 10
trigger1 = Time <= 20
ID = 4304
scale = 1,5

[State 4306, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 20
ID = 4304
scale = 1+((Time-20)*1),5

[State 4306, DestroySelf]
type = DestroySelf
trigger1 = Time > 40

[StateDef 4307]
MoveType = A
Physics = N
Anim = 4012+Random%7
SprPriority = 11+Random%4

[State 4307, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 4307, VarRandom]
Type = VarRandom
Trigger1 = IsHelper(4307)
Trigger1 = Time = 0
V = 0
Range = -75,25

[State 4307, VarRandom]
Type = VarRandom
Trigger1 = IsHelper(4200)
Trigger1 = Time = 0
V = 0
Range = -500,500

[State 4307, PosAdd]
Type = PosAdd
Trigger1 = Time = 0
X = Var(0)

[State 4307, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,-10

[State 4307, VelSet]
Type = VelSet
Trigger1 = Time = 0
Y = -20+Var(1)

[State 4307, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,3

[State 4307, AngleSet]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 4307, AngleAdd]
Type = AngleAdd
Trigger1 = Time >= 1
Value = IfElse(Var(3) = 0, 1, IfElse(Var(3) = 1, -1, IfElse(Var(3) = 2, 2, -2)))

[State 4307, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 0.5,0.5

[State 4307, DestroySelf]
Type = DestroySelf
Trigger1 = Time >= 45

[StateDef 4308]
type = A
movetype = H
physics = N
Ctrl = 0
Anim = 99999
VelSet = 0,0

[State 4308, AfterImageTime]
type = AfterImageTime
trigger1 = Var(49) = 0
trigger1 = Time = 0
time = 0

[State 4308, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4300,0+Random%2
channel = 0

[State 4308, PosSet]
type = PosSet
trigger1 = time = 0
y = 9999
x = 9999

[StateDef 4309]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4309, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4309, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4302
ID = 4302
PosType = P1
Pos = 0,0
RemoveTime = 60
BindTime = -1
Ownpal = 1
scale = 0,5
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0

[State 4309, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
trigger1 = Time <= 5
ID = 4302
scale = 0+(Time*0.05),5

[State 4309, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 5
trigger1 = Time <= 10
ID = 4302
scale = 0.25,5

[State 4309, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 10
trigger1 = Time <= 15
ID = 4302
scale = 0.25-((Time-10)*0.05),5

[State 4309, DestroySelf]
type = DestroySelf
trigger1 = Time >= 15

[StateDef 6000]
Type = S
Physics = S
MoveType = A
Anim = 6000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = AnimElem = 3
V = 46
Value = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = AnimElem = 3
var(45) = -50
ignorehitpause = 1

[State 6000, VarSet]
type = VarAdd
triggerall = Var(47) < 6
trigger1 = Var(46) = 1
trigger1 = time = 11
trigger1 = Var(49) <= 0
v = 47
Value = 1

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = time = 10
trigger1 = Var(47) < 6
trigger1 = Var(49) <= 0
value = 200

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6000, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,30
guard.pausetime = 0,16
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
airguard.ctrltime = 2
guard.velocity = -3
air.velocity = -1.5,-4.4
envshake.time = 9
envshake.ampl = 3
getpower = 0
givepower = 15
yaccel = 0.4

[State 6000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10000,4

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6000,0+Random%5
Channel = 0

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
Helpertype = normal
StateNo = 6001
ID = 6001
name = "Burst"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-145 * const(size.yscale))
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 6002
ID = 6002
name = "MAX"
postype = p1
pos = ceil(-6 * const(size.xscale)), ceil(-64 * const(size.yscale))
size.xscale = 0.335
size.yscale = 0.335
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 6003
ID = 6003
Name = "Cooldown"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6001]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 6001, Explod]
type = Explod
trigger1 = Time = 0
Anim = 6020
ID = 6020
sprpriority = 3
postype = p1
pos = 0,-50
removetime = 16
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6020)
ID = 6020
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 6001, Explod]
type = Explod
trigger1 = time = 0
anim = 6021
ID = 6021
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 6002]
anim = 0
ctrl = 0
sprpriority = -6

[State 6002, Bindtoroot]
type = BindToRoot
trigger1 = 1

[State 6002, Turn]
type = turn
trigger1 = facing != Root,facing

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6002, VarSet]
type = VarSet
trigger1 = Root,HitPauseTime = 0
var(0) = Root,AnimElemNo(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
trigger1 = Root,Anim < 6003
value = Root,Anim
elem = Var(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 6002, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
trigger4 = Root,StateNo >= 160
trigger4 = Root,StateNo < 5000
trigger4 = Root,MoveType = H
trigger5 = Root,StateNo >= 6000
trigger5 = Root,MoveType = H
trigger6 = Root,Anim >= 160
trigger6 = Root,Anim < 5000
trigger6 = Root,MoveType = H
trigger7 = Root,Anim >= 6000
trigger7 = Root,MoveType = H
trigger8 = Root,Stateno = [190,194]
trigger9 = Root,Stateno = 5150
flag = Invisible

[State 6002, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6002, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6002, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 6002, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6002, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(46) = 0
trigger2 = Root,Var(49) = 1

[StateDef 6003]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6003, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6003, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6003, Explod]
type = explod
trigger1 = Time = 0
id = 6022
anim = 6022
pos = Ifelse(Teamside = 1,34,282),ifelse(1.0*gamewidth/gameheight<1.34,227,167)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6003, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 300
id = 6022

[State 6003, DestroySelf]
type = DestroySelf
trigger1 = Time >= 300

[StateDef 6004]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6004, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6004, VarRandom]
type = Varrandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 6004, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = IsHelper(1404)
trigger1 = Time = 0
value = S1460,0

[State 6004, Explod]
type = explod
trigger1 = IsHelper(1404)
trigger1 = time = 0
ID = 1404
anim = IfElse(Teamside = 1,6043,6053)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1420,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1420,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6041,6051)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6040,6050)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1440,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1440,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6061,6071)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6060,6070)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1450,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1450,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6080,6090)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6081,6091)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 1404

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6040

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6060

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6080

[StateDef 6005]
Type = S
Physics = S
MoveType = I
Anim = 6001
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6005, VarSet]
type = VarSet
trigger1 = Time = 0
V = 46
Value = 0

[State 6005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6006]
anim = 0
ctrl = 0
sprpriority = -6

[State 6006, Bindtoroot]
type = BindToRoot
trigger1 = 1

[State 6006, Turn]
type = turn
trigger1 = facing != Root,facing

[State 6006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6006, VarSet]
type = VarSet
trigger1 = Root,HitPauseTime = 0
var(0) = Root,AnimElemNo(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
trigger1 = Root,Anim < 6003
value = Root,Anim
elem = Var(0)

[State 6006, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 6006, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
trigger4 = Root,StateNo >= 160
trigger4 = Root,StateNo < 5000
trigger4 = Root,MoveType = H
trigger5 = Root,StateNo >= 6000
trigger5 = Root,MoveType = H
trigger6 = Root,Anim >= 160
trigger6 = Root,Anim < 5000
trigger6 = Root,MoveType = H
trigger7 = Root,Anim >= 6000
trigger7 = Root,MoveType = H
trigger8 = Root,Stateno = [190,194]
trigger9 = Root,Stateno = 5150
flag = Invisible

[State 6006, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6006, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6006, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 25,25,255
invertall = 0
color = 256

[State 6006, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6006, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6006, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6006, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6006, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(49) = 0
trigger2 = Root,Var(49) = 2

[StateDef 6010]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) > 600
v = 45
Value = 600

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) < 0
v = 45
Value = 0

[State 6010, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[state ]
type=removeexplod
trigger1=var(1)-root,var(45)/100
trigger1=0*(var(1):=root,var(45)/100)*(var(5):=1)
trigger2=var(2)-(root,var(45)/10)%10
trigger2=0*(var(2):=(root,var(45)/10)%10)*(var(5):=1)
trigger3=var(3)-root,var(45)%10
trigger3=0*(var(3):=root,var(45)%10)*(var(5):=1)
trigger4=var(4)-root,var(47)
trigger4=0*(var(4):=root,var(47))*(var(5):=1)
trigger5=var(5)
trigger5=1||(var(5):=0)

[State 6010, Explod]
type = explod
trigger1 = Numexplod(6010)=0
ID = 6010
anim = IfElse(Teamside = 1,6010,6011)
pos = Ifelse(Teamside = 1,5,314),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6012) = 0
id = 6012
anim = 6012
pos = Ifelse(Teamside = 1,6,313),ifelse(1.0*gamewidth/gameheight<1.34,235,175)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 0
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6012
Scale = .5*Root,Var(45)/600,0.50

[State 6010, PalFX]
type = PalFx
trigger1 = Root,Var(46)
time = 1
add = (-12*(time+10))%240+240,(-12*(time+10))%240+240,(-12*(time+10))%240+240

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6013) = 0
id = 6013
anim = 6013
pos = Ifelse(Teamside = 1,70,248),ifelse(1.0*gamewidth/gameheight<1.34,228,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6013
Scale = .5*Root,Var(48)/360,0.50

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6014) = 0
trigger1 = var(4)
id = 6014
anim = 6013+var(4)+3*(var(4)>6)
pos = Ifelse(Teamside = 1,3,316),ifelse(1.0*gamewidth/gameheight<1.34,229,169)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6030) = 0
anim = 6030+Var(1)
ID = 6030
pos = Ifelse(Teamside = 1,133,170),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6031) = 0
anim = 6030+Var(2)
ID = 6031
pos = Ifelse(Teamside = 1,139,176),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6032) = 0
anim = 6030+Var(3)
ID = 6032
pos = Ifelse(Teamside = 1,145,182),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[StateDef 6200]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6200, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root,Anim
elem = Root,AnimElemNo(0)

[state 6200, Trans]
type = trans
trigger1 = 1||(fvar(0):=sin(time*pi/120))+(fvar(1):=sin(time*pi/60))
trans = AddAlpha
alpha = floor(256*(1-fvar(0))+.5),floor(256*fvar(0)+.5)

[State 6200, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1+.25*fvar(1),1+.25*fvar(1)

[State 6200, PosSet]
type = Posset
trigger1 = 1
x = Root,Pos x
y = Root,Pos y+16*fvar(1)

[State 6200, PalFX]
type = PalFX
trigger1 = !time
time = -1
mul = 0,128,256
trigger1 = !time

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6200
ID = 6200
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
anim = 6201
ID = 6201
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6202
ID = 6202
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6203
ID = 6200
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 60
trigger2 = Root,MoveType = H

[StateDef 6210]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6210, Explod]
type = Explod
trigger1 = time = 0
Anim = 6210
ID = 6210
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1,1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6210, Explod]
type = Explod
trigger1 = time = 0
anim = 6211
ID = 6211
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1.5,1.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 33

[StateDef 8030]
type = A
anim = 99999
velset = 0, 0
sprpriority = 5

[State 8030, PosSet]
type = PosSet
trigger1 = !time = 0
y = 0

[State 8030, Explod]
type = Explod
trigger1 = time = 0 || time = 3 || time = 6
anim = 8030
ID = ifelse((time = 6), 8032, ifelse((time = 3), 8031, 8030))
postype = p1
pos = 0, -4
random = 8, 8
vel = -3 -(random / 1000.0), -2 -(random / 2000.0)
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
removetime = 16
sprpriority = 3
pausemovetime = -1
supermovetime = -1

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8030)
ID = 8030
scale = 0.1 + (0.025 * time), 0.1 + (0.025 * time)
trans = addalpha
alpha = 256 -(16 * time), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8031)
ID = 8031
scale = 0.1 + (0.025 * (time -3)), 0.1 + (0.025 * (time -3))
trans = addalpha
alpha = 256 -(16 * (time -3)), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8032)
ID = 8032
scale = 0.1 + (0.025 * (time -6)), 0.1 + (0.025 * (time -6))
trans = addalpha
alpha = 256 -(16 * (time -6)), 256

[State 8030, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 22

[State 8030, DestroySelf]
type = DestroySelf
trigger1 = !NumExplod

[StateDef 8050]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8050, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8050, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8050, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .3-(time*.03), .3-(time*.03)

[State 8050, AngleDraw]
type = AngleDraw
trigger1= time >= 10
scale = 0,0

[State 8050, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1= !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .3-(.0375*time),.3-(.0375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8050, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8051]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8051, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8051, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time<10
scale = .35-(time*.035), .35-(time*.035)

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8051, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1= NumExplod(8053)
ID = 8053
scale = .35-(.04375*time),.35-(.04375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8051, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8051, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8052]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8052, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8052, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .4-(time*.04), .4-(time*.04)

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8052, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .4-(.05*time),.4-(.05*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8052, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8052, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8053]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8053, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8053, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8053, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8053, AngelDraw]
type = AngleDraw
trigger1 = time < 10
scale = .5-(time*.05), .5-(time*.05)

[State 8053, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8053, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8051)
ID = 8051
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8054)
ID = 8054
scale = .5,.5
trans = addalpha
alpha = 256-(32*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8053)
ID = 8053
scale = .5-(.0625*time),.5-(.0625*time)
trans = addalpha
alpha = 256-(32*time),256

[State 8053, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8053, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8054]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8054, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8054, Angle]
type = angleset
trigger1 = !time
value = 30*(random%12)

[State 8054, AngleAdd]
type = angleadd
trigger1 = 1
value = 30

[State 8054, AngleDraw]
type = angledraw
trigger1 = time < 10
scale = .45-(time*.045), .45-(time*.045)

[State 8054, AngleDraw]
type = angledraw
trigger1 = time >= 10
scale = 0,0

[State 8054, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8051)
ID = 8051
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8052)
ID = 8052
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8054)
ID = 8054
scale = .4,.4
trans = addalpha
alpha = 256-(32*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8053)
ID = 8053
scale = .45-(.05625*time),.45-(.05625*time)
trans = addalpha
alpha = 192-(24*time),256

[State 8054, RemoveExplod]
type = RemoveExplod
trigger1= time >= 16

[State 8054, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 8100]
type = A
velSet = 0,0
anim = 99999

[State 8100, VarSet]
type = VarSet
trigger1 = !Time
var(0) = Parent,var(43)

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8100, Turn]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, DestroySelf]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])

[StateDef 8700]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8700, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8700,0
channel = 2

[State 8700, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8700,8701)
pos = IfElse(Teamside = 1,0,320),110
ID = 8700
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8700, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8700, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 8710]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8710, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8710,0+Random%3
channel = 2

[State 8710, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8710,8711)
pos = IfElse(Teamside = 1,0,320),125
ID = 8710
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8710, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8710, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 9000]
type = A
physics = N
movetype = I
anim = 9000
velset = 0,0
sprpriority = 5

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9000, AnglDraw]
type = AngleDraw
trigger1 = 1
scale = .125+(.046875*time), .125+(.046875*time)

[State 9000, Trans]
type = Trans
trigger1 = time < 4
trans = addalpha
alpha = 256, 256

[State 9000, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 256 - 64*(time-4), 256

[State 9000, DstroySelf]
type = DestroySelf
trigger1 = time >= 8

[statedef 20200]
anim=99999
[state ]
type=null
time=50
anim=-1
p2defmul=1
darken=0
trigger1=1||(var(0):=5*(random%3))||(var(1):=(floor((1.3333333 * GameHeight / GameWidth) * 121))-120)
[state ]
type=explod
anim=20200
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20215
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20202
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20201
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20200+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=explod
anim=20202+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=explod
anim=20201+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=playsnd
value=s20200,random%4
volumescale=140
abspan=0
trigger1=1
[state ]
type=changestate
value=20201
trigger1=1
[statedef 20201]
[state ]
type=destroyself
trigger1=numexplod=0
[state ]
type=modifyexplod
id=20200
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=modifyexplod
id=20203
postype=left
pos=0,0
trigger1=numexplod(20203)

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[StateDef -2]

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%9
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%9
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+Random%9
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%9
persistent = 0
channel = 0

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "SP = %d"
params = var(47)

[State -2, VarSet]
type = Varset
trigger1 = numenemy
fvar(0) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ifelse(fvar(0) = 0, 1, ifelse(fvar(0) = 1, 1, .96875**fvar(0)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(1)*fvar(2)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = IfElse(Var(46) = 1,1.1,1)

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateNo = Ifelse(MoveGuarded, var(42),var(41))
ID = 8050
postype = p1
pos = Ifelse(P2Dist x < 0, 0, Ifelse(P2Dist x < var(43), ceil(P2Dist x), var(43))), var(44)
ownpal = 1
keyctrl = 0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State -2, Helper]
type = Helper
trigger1 = MoveHit = 1 && Var(40) = HitPauseTime
trigger1 = NumEnemy && Var(10)
trigger1 = !(HitDefAttr = SCA, AT) && (EnemyNear,MoveReversed != 1)
helpertype = normal
stateno = 8700
ID = 8700
name = "Counter"
postype = p1
pos = ifelse(p2dist x<40, 40, ifelse(p2dist x<140, ceil(p2dist x), 140)), -70
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, VarSet]
type = Varset
trigger1 = NumEnemy
var(10) = (EnemyNear,MoveType = A)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = StateType != A
v = 23   
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State -2, VarRangeSet]
type = VarRangeSet
trigger1 = movetype = I
trigger2 = movetype = H && time
trigger3 = var(41)>0||var(42)>0
trigger3 = movecontact=1
first = 40
last = 44
value = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
trigger2 = Var(46) = 0
trigger2 = Var(45) <=0
v = 45
Value = 0

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 600
triggerall = Var(46) = 0
triggerall = Var(49) != 2
trigger1 = MoveHit = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != [950,951]
trigger1 = StateNo != 1300
trigger1 = StateNo != [2000,4999]
v = 45
value = 12

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 600
triggerall = Var(46) = 0
triggerall = Var(49) != 2
trigger1 = MoveGuarded = 1
trigger1 = StateNo != [950,951]
trigger1 = StateNo != 1300
trigger1 = StateNo != [2000,4999]
v = 45
value = 6

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 600
triggerall = Var(46) = 1
triggerall = Var(49) = 0
triggerall = Var(49) != 2
trigger1 = MoveContact = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != [950,951]
trigger1 = StateNo != 6000
trigger1 = StateNo != 1300
trigger1 = StateNo != [2000,4999]
v = 45
value = -15

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 600
triggerall = Var(46) = 1
triggerall = Var(49) = 1
triggerall = Var(49) != 2
trigger1 = MoveContact = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != [950,951]
trigger1 = StateNo != 6000
trigger1 = StateNo != 1300
trigger1 = StateNo != [2000,4999]
v = 45
value = -10

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 600
triggerall = Var(46) = 1
triggerall = Var(49) != 2
trigger1 = MoveContact = 1
trigger1 = StateNo = 1300
v = 45
value = -10

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 600
triggerall = Var(49) != 2
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo != [120,159]
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 600
triggerall = Var(49) != 2
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo = [120,159]
v = 45
value = 2

[State -2, VarAdd]
type = VarAdd
triggerall = Var(49) = 0
triggerall = Var(45) <= 600
triggerall = Var(46) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) <= 20
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4399]
trigger1 = Gametime%10 = 0
v = 45
value = 1

[State -2, VarAdd]
type = VarAdd
triggerall = Var(49) = 1
triggerall = Var(45) <= 600
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) <= 20
trigger1 = StateNo != [2000,4399]
trigger1 = Gametime%2 = 0
v = 45
value = 1

[State -2, VarAdd]
type = VarAdd
triggerall = Var(49) = 1
triggerall = Var(45) <= 600
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) >= 21
triggerall = ((Life*100)/LifeMax) <= 50
trigger1 = StateNo != [2000,4399]
trigger1 = Gametime%3 = 0
v = 45
value = 1

[State -2, VarAdd]
type = VarAdd
triggerall = Var(49) = 1
triggerall = Var(45) <= 600
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) >= 51
triggerall = ((Life*100)/LifeMax) <= 75
trigger1 = StateNo != [2000,4399]
trigger1 = Gametime%4 = 0
v = 45
value = 1

[State -2, VarAdd]
type = VarAdd
triggerall = Var(49) = 1
triggerall = Var(45) <= 600
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) >= 76
trigger1 = StateNo != [2000,4399]
trigger1 = Gametime%5 = 0
v = 45
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(49) = 0
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
v = 46
Value = 0

[State -2, VarSet]
type = VarSet
trigger1 = RoundState < 2
trigger1 = Var(48) != 360
trigger2 = Var(48) > 360
var(48) = 360

[State -2, VarAdd]
type = VarAdd
triggerall = !(Numhelper(1401) || NumHelper(1411))
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4299]
trigger1 = Var(48) < 360
trigger1 = time
v = 48
value = 1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = RoundState = 1 
v = 49
value = 0

;[State -2, VarAdd];Testing Purposes
;type = VarAdd
;triggerall = Var(45) <= 600
;trigger1 = Command = "b"
;v = 45
;value = 600

;[State -2, VarSet];Testing Purposes
;type = VarSet
;triggerall = Var(49) = 0
;triggerall = Var(47) <= 6
;trigger1 = Command = "c"
;v = 47
;value = 6

[State -2, PalFX]
type = PalFX
triggerall = Var(49) = 0
trigger1 = Var(46) = 1
trigger1 = !(GameTime % 2)
time = 1
add = 60,60,60
ignorehitpause = 1

[State -2, PalFX]
type = PalFX
trigger1 = Var(49) = 1
trigger1 = !(GameTime % 2)
time = 1
add = 25,65,255
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = Var(49) <= 0
Trigger1 = Var(46) = 1
Trigger1 = NumHelper(6002) = 0
Trigger1 = Var(45) >= 0
helpertype = normal
name = "Aura"
ID = 6002
pos = 0, 0
postype = p1
facing = 1
stateno = 6002
keyctrl = 0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
Trigger1 = Var(49) = 1
Trigger1 = NumHelper(6006) = 0
helpertype = normal
name = "Aura"
ID = 6006
pos = 0, 0
postype = p1
facing = 1
stateno = 6006
keyctrl = 0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, AssertSpecial]
type = AssertSpecial
flag = NoKOSlow
trigger1 = StateNo = [4000,4299]
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = RoundState >= 2
triggerall = WinKo && !var(37)
trigger1 = StateNo = [4000,4299]
trigger2=movetype=h
trigger2=prevstateno=[4000,4299]
ID = 20150
stateno = 20100
Name = "Super_Combo_Finish"
postype = left
pos = 0,0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
var(37) = 1

[State -2, VarSet]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(37) = 0

[State -2, Helper]
type = Helper
trigger1 = 1
trigger1 = numhelper(6010) = 0
ID = 6010
name = "MAX_Bar"
stateno = 6010
ownpal = 1
postype = left
pos = 160,
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = RoundState = 2
trigger1 = Var(48) = 359
stateno = 6004
ID = 6004
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
triggerall = NumHelper(6080) = 0
triggerall = RoundState = 4
trigger1 = Alive = 0
trigger2 = StateNo = 170
stateno = 6004
ID = 6080
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*Life/LifeMax <= 20
v = 11
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = 100*Life/LifeMax > 20
v = 11
value = 0

[State -2, Helper]
type = Helper
trigger1 = StateNo != [4300,4310]
trigger1 = Var(11) = 1
persistent = 0
id = 8710
name = "Danger"
pos = 0,0
postype = P1
stateno = 8710
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(401)
trigger1 = Stateno != 400
ID = 401

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1001)
trigger1 = Stateno != 1000
ID = 1001

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1011)
trigger1 = Stateno != 1010
ID = 1011

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1101)
trigger1 = Stateno != 1101
ID = 1101

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1102)
trigger1 = Stateno != 1101
ID = 1102

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(2102)
trigger1 = Stateno != 2101
ID = 2102

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1021)
trigger1 = Stateno != 1020
ID = 1021

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(2001)
trigger1 = Stateno != 2000
ID = 2001

[State -2, LifeAdd]
type = LifeAdd
triggerall = Var(49) = 1
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo != 3000
triggerall = StateNo != [4000,4099]
triggerall = Life > 1
trigger1 = Gametime%4 = 0
value = -1
ignorehitpause = 1

[State -2, LifeAdd]
type = LifeAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -5
kill = 0

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -26

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Senna_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 6
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Homura_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,time = 203
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4103
triggerall = MoveType = H
trigger1 = Enemy,time%8 = 0
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4004
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 3
trigger2 = Enemy,AnimElem = 8
trigger3 = Enemy,AnimElem = 12
trigger4 = Enemy,AnimElem = 16
trigger5 = Enemy,AnimElem = 20
trigger6 = Enemy,AnimElem = 24
trigger7 = Enemy,AnimElem = 28
trigger8 = Enemy,AnimElem = 32
trigger9 = Enemy,AnimElem = 36
trigger10 = Enemy,AnimElem = 40
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Rentaro_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 16
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4104
triggerall = MoveType = H
trigger1 = Enemy,Time >= 24
trigger1 = Enemy,Time%3 = 0
trigger1 = Enemy,Time < 75
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4105
triggerall = MoveType = H
trigger1 = Enemy,Time = 12
trigger2 = Enemy,Time = 137
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 951
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 13
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 184
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kuroyukihime_K"
triggerall = Enemy,StateNo = 4002
triggerall = MoveType = H
trigger1 = Enemy,Time = 20
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 2
trigger2 = Enemy,AnimElem = 9
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 1503 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 2502 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,Time%2 = 0
trigger1 = Enemy,Time > 45
trigger1 = Enemy,Time <= 77
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 810 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4004 
triggerall = MoveType = H
trigger1 = Enemy,Time = 95
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4108 
triggerall = MoveType = H
trigger1 = Enemy,Time = 4
trigger2 = Enemy,Time = 9
trigger3 = Enemy,Time = 14
trigger4 = Enemy,Time = 19
trigger5 = Enemy,Time = 24
trigger6 = Enemy,Time = 29
trigger7 = Enemy,Time = 34
trigger8 = Enemy,Time = 39
trigger9 = Enemy,Time = 44
trigger10 = Enemy,Time = 49
trigger11 = Enemy,Time = 52
trigger12 = Enemy,Time = 55
trigger13 = Enemy,Time = 58
trigger14 = Enemy,Time = 61
trigger15 = Enemy,Time = 64
trigger16 = Enemy,Time = 67
trigger17 = Enemy,Time = 70
trigger18 = Enemy,Time = 73
trigger19 = Enemy,Time = 74
trigger20 = Enemy,Time = 75
trigger21 = Enemy,Time = 76
trigger21 = Enemy,Time = 77
trigger22 = Enemy,Time = 78
trigger23 = Enemy,Time = 79
trigger24 = Enemy,Time = 80
trigger25 = Enemy,Time = 81
trigger26 = Enemy,Time = 104
v = 45
value = 2

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Attack = %d"
params = var(23)

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(20) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger3 = Statetype = A
trigger3 = (Stateno = [600,629])
trigger3 = MoveContact
var(20) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(21) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(21) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(22) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(22) = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = !alive && (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
value = 5950
ignorehitpause = 1

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
flag = nokosnd
ignorehitpause = 1

[State -3, Width]
type = Width
trigger1 = 1
edge = 4,0
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
