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

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 255			;Volume offset (negative for softer)
IntPersistIndex = 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 = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 90			;Height of player (for opponent to jump over)
attack.dist = 122		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -6, -80	;Approximate position of head
mid.pos = -5, -55		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.0		;Walk forward
walk.back = -1.5		;Walk backward
run.fwd  = 7.5, 0		;Run forward (x, y)
run.back = -6.5,-4.4	;Hop backward (x, y)
jump.neu = 0,-9.4		;Neutral jumping velocity (x, y)
jump.back = -2.25		;Jump back Speed (x, y)
jump.fwd = 2.75		;Jump forward Speed (x, y)
runjump.back = -2.55 ;Running jump speeds (opt)
runjump.fwd = 2.75	;.
airjump.neu = 0,-9.4	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.75		;.

[Movement]
airjump.num = 0	;Number of air jumps allowed (opt)
airjump.height = 5	;Minimum distance from ground before you can air jump (opt)
yaccel = .4		;Vertical acceleration
stand.friction = .8	;Friction coefficient when standing
crouch.friction = .8	;Friction coefficient when crouching

[Quotes]
Victory1 = "I hope I was useful to Rouga and the Brigade..."
Victory2 = "Don't let my looks fool you. Every rose has its thorns!"
Victory3 = "Please leave at once. Next time I'll take that head of yours."
Victory4 = "I almost lost control of myself...count your blessings."

;---------------------------------------------------------------------------
; 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, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S170,0
Channel = 0

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

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

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

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

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

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

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S180,0+Random%5
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElem = 2
value = S100,18

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElem = 18
value = S100,15

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElem = 14
value = S100,11

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

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

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

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

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = Time = 92
value = 191

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

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

[State 190, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

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

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,20

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,15

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

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

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

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

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = IfElse(Var(18),17,14)
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 7
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,0
guardsound = S300,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4.8,0
guard.velocity = -4.8
air.velocity = -1.0,-4.4
getpower = 20
givepower = 15
yaccel = 0.35

[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 = S100,10

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,15

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

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animType = Medium
damage = IfElse(Var(18),22,26)
guardFlag = M
priority =3, Hit
pauseTime = 8,10
guard.PauseTime = 8,8
hitSound = S200,4
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.Type = High
ground.SlideTime = 13
ground.HitTime  = 13
ground.Velocity = -5.6
guard.Velocity = -5.6
air.Velocity = -1.0,-2.4
down.Velocity = -3.2,-2.5
yaccel = 0.4
fall = 0
air.Fall = 1
fall.RecoverTime = 23
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, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) = 0
x = 5.0

[State 220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) = 0
x = -4.5

[State 220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) = 0
x = -0.5

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

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,11

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S100,15

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 7
attr = S, NA
damage = IfElse(Var(18),42,35)
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,15
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,5
guardsound = S300,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6
airguard.ctrltime = 2
guard.velocity = -6
air.velocity = -1.5,-4.4
envshake.time = 9
envshake.ampl = 3
getpower = 50
givepower = 15
yaccel = 0.35

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

[StateDef 230]
type = S
movetype = A
physics = N
velset = 0,0
anim = 230
ctrl = 0
facep2 = 1
sprpriority = 1

[State 230, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = AnimElem = 5
value = S400,6+random%3
channel = 0

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S40,1

[State 230, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
statetype = A

[State 230, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 4.0
y = -3.75

[State 230, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.5

[State 230, ChangeState]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 231

[StateDef 231]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 231

[State 231, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 231, VelSet]
type = VelSet
trigger1 = time = 0
x = 0.5

[State 231, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) = 0
x = -2.0

[State 231, VelAdd]
type = VelSet
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(7) = 0
x = 0

[State 231, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 231, PlaySnd]
type = playsnd
trigger1 = Time = 0
value = S40,0

[State 231, PlaySnd]
type = playsnd
trigger1 = AnimElem = 2
value = 100,2

[State 231, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = IfElse(Var(18),36,30)
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,13
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,2
guardsound = S300,0
ground.type = low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -6.4
guard.velocity = -6.4
air.velocity = -1.5,-5.4
fall.recover = 1
fall.recovertime = 22
ground.cornerpush.veloff = 0
envshake.time = 9
envshake.ampl = 3
getpower = 50
givepower = 15
yaccel = 0.4

[State 231, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = IfElse(Var(18),17,14)
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6,7
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -15))
hitsound = S200,0
guardsound = S300,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -5.2,0
guard.velocity = -5.2
air.velocity = -1.0,-4.4
getpower = 20
givepower = 15
yaccel = 0.35

[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, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
x = 15.0

[State 410, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = 4.0

[State 410, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 5
x = -0.5

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

[State 410, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,3+random%3
channel = 0

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = IfElse(Var(18),29,24)
animtype = Medium
hitflag = MAF
guardflag = L
priority = 4, Hit
pausetime = 10,10
guard.pauseTime = 8,8
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) := -45))
ground.type = Low
ground.slideTime = 13
ground.hitTime  = 13
ground.velocity = -4
guard.velocity = -4
air.velocity = -1.0,-4.4
yaccel = .4
air.fall = 1
fall.recoverTime = 21
getpower = 28
givepower = 35
envshake.time = 9
envshake.ampl = 2

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

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

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

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,15

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C,NA
damage = IfElse(Var(18),42,35)
animtype = hard
guardflag = L
hitflag = MAF
priority = 7, Hit
pausetime = 10,11
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -0.5,-4.4
guard.velocity = -6.4
air.velocity = -1.5,-4.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 30
givepower = 45
envshake.time = 9
envshake.ampl = 3
yaccel = 0.4

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

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

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

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

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = IfElse(Var(18),14,12)
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7,7
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 = High
airguard.ctrltime = 10
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5.2,0
air.velocity = -1.5,-4.4
getpower = 24
givepower = 15
yaccel = 0.4

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
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
trigger1 = AnimElem = 6
value = S100,15

[State 610, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,3+random%3
channel = 0

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 4
attr = A, NA
damage = IfElse(Var(18),25,21)
animtype = hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,9
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -70))
hitsound = S200,4
guardsound = S300,0
ground.type = low
ground.slidetime = 13
ground.hittime  = 13
airguard.ctrltime = 12
ground.velocity = -5.2
air.velocity = -1.5,-4.4
getpower = 35
givepower = 15
yaccel = 0.4
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time = 35
value = 1

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

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

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,11

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,15

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 5
attr = A, NA
damage = IfElse(Var(18),34,28)
guardFlag = HA
priority = 3, Hit
pauseTime = 10,10
guard.PauseTime = 8,8
hitSound = S200,5
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
animtype = Heavy
ground.type = High
ground.slideTime = 13
ground.hitTime = 13
ground.velocity = -5.6
guard.velocity = -6
air.velocity = -1.5,-4.4
airguard.velocity = -3,-1.9
down.velocity = -2.4,-2.5
ground.cornerPush.VelOff = -6
air.cornerPush.VelOff = -2.2
down.cornerPush.VelOff = -4.4
yaccel = .4
air.fall = 1
fall.recoverTime = 26
getpower = 50
givepower = 15
envshake.time = 9
envshake.ampl = 3

;---------------------------------------------------------------------------
; 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
anim = 800
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 1

[State 800, HitDef]
type = HitDef
trigger1 = AnimElemTime(2) = 0
trigger1 = p2bodydist X <= 15
attr = S,NT
hitflag = M-
hitsound = S800,3
priority = 1,Hit
pausetime = 0,0
sparkno = -1
fall = 1
yaccel = 0.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
ID = 800

[State 800, ChangeState]
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 = A
movetype = I
physics = N
anim = 820
sprpriority = 1

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = AnimElem = 6
v = 45
value = 12

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = AnimElem = 6
v = 45
value = -15

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

[State 810, Turn]
type = Turn
triggerall = Time = 0
trigger1 = (command = "holdback")

[State 810, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S800,0+Random%2
channel = 0

[State 810, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
stateno = 8052
ID = 8052
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = S200,5

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,11

[State 810, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) < 0
y = 0.06

[State 810, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) < 0
x = 0.95

[State 810, Gravity]
type = Gravity
trigger1 = AnimElemTime(6) >= 0

[State 810, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 7
ampl = 4
freq = 90
persistent = 9

[State 810, VelSet]
type = VelSet
trigger1 = time = 0
x = 4.5
y = -1

[State 810, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 2
y = -4.3

[State 810, TargetFacing]
type = TargetFacing
trigger1 = AnimElemTime(6) < 0
value = -1

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 30-20*(facing=target,facing),0

[State 810, PosSet]
type = PosSet
trigger1 = time = 0
y = -50

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) = 0
pos = -77,-pos y

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(6) = 0
value = -85
absolute = 1

[State 810, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(6) = 0
value = 1

[State 810, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) = 0
value = 821
ignorehitpause = 1

[State 810, ChangeState]
type = ChangeState
triggerall = AnimElemTime(7) > 0
triggerall = Vel Y > 0
trigger1 = Pos Y >= -30
value = 52

[StateDef 820]
type = A
movetype = H
physics = N
velset = 0,0

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

[State 820, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 810

[State 820, SelfState]
type = SelfState
trigger1 = time > 6
value = 5000
ctrl = 0

[StateDef 821]
type = A
movetype= H
physics = N
velset = 0,0
poweradd = 40
ctrl = 0

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

[state 821, PosSet]
type = PosSet
trigger1 = time < 25
y = 0

[State 821, ChangeAnim2]
type = Changeanim2
trigger1 = time = 0
value = 811

[State 821]
type = PosSet
trigger1 = AnimElem = 6 && Anim != 5050
y = -35

[State 821, VelSet]
type = velset
trigger1 = AnimElem = 6 && Anim != 5050
x = 0
y = 8

[State 821, ChangeAnim]
type = Changeanim
trigger1 = AnimElem = 6 && Anim != 5050
value = 5050

[State 821, SelfState]
type = SelfState
trigger1 = vel y > 0 && pos y > 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[StateDef 820]
type = S
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 820, SelfState]
type = SelfState
trigger1 = ishelper
value = prevstateno

[State 820, ChangeAnim 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 810

[State 820, Turn]
type = Turn
trigger1 = facing = enemynear,facing
trigger1 = time = 0

[State 820, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 820, Width]
type = Width
trigger1 = 1
edge = 0,40

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

[State 820, PosFreeze]
type = PosFreeze
trigger1 = time < 8
value = 1

[State 820, VelSet]
type = VelSet
trigger1 = time = 8
x = -8

[State 820, VelMul]
type = VelMul
trigger1 = 1
x = 0.80

[State 820, VelSet]
type = VelSet
trigger1 = time = 20
x = 0

[State 820, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
type = A

[State 820, SelfState]
type = SelfState
trigger1 = AnimElemTime(5) > 7
value = 5070

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

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

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

[State 950, 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 = 951
ID = 951
name = "Guard_Counter"
postype = p1
pos = ceil(-10 * const(size.xscale)), ceil(-35 * const(size.yscale))
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 950, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
name = "Slash"
StateNo = 952
ID = 952
pos = -5,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 950, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 950, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 30

[State 950, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 1

[State 950, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,11

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S100,15

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S410,6+Random%2
Channel = 0

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

[state 950, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 950, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C,SA
animtype = Hard
damage = 100
hitflag = MAF
guardflag =
priority = 4, Hit
pausetime = 8,13
hitsound = S200,10
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
ground.type = High
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = 0,-10
air.velocity = 0,-10
yaccel = 0.4
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3
envshake.freq = 90

[State 950, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

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

[State 951, Explod]
type = Explod
trigger1 = Time = 0
Anim = 952
ID = 952
sprpriority = 3
postype = p1
removetime = 16
supermovetime = -1
ownpal = 1

[State 951, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(952)
ID = 952
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 951, Explod]
type = Explod
trigger1 = time = 0
anim = 953
ID = 953
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
supermovetime = -1
ownpal = 1

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

[StateDef 952]
type = A
physics = N
anim = 951
ctrl = 0
sprpriority = 5

[State 952, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 952, Trans]
type = Trans
trigger1 = AnimElemTime(4) >= 3
trans = addalpha
alpha = 256-256*(time-12)/6,256

[State 952, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1000]
type = S
movetype = A
physics = N
anim = 1000
ctrl = 0
facep2 = 1
sprpriority = 1
PowerAdd = 110

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S410,10
Channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(5) = 0
value = S100,10

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S100,11

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = S100,15

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = IfElse(Var(18),30,25),5
guardflag = MA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 8,13
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 18
ground.hittime  = 18
airguard.ctrltime = 17
ground.velocity = -6.4
air.velocity = -1.0,-4.4
guard.velocity = -7.6
airguard.velocity = -3.5, -4.4
yaccel = 0.4
air.fall = 1
fall.recover = 1
fall.recovertime = 24
getpower = 40
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1000, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = IfElse(Var(18),30,25),5
guardflag = MA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 8,13
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 18
ground.hittime  = 18
airguard.ctrltime = 16
ground.velocity = -6.4
air.velocity = -1.0,-4.4
guard.velocity = -7.6
airguard.velocity = -3.5, -1.9
yaccel = 0.4
air.fall = 1
fall.recover = 1
fall.recovertime = 24
getpower = 40
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1000, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
name = "Slash"
StateNo = 1001
ID = 1001
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
name = "Slash"
StateNo = 1002
ID = 1002
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 1000, Turn]
type = Turn
trigger1 = AnimElemTime(11) >= 0
trigger1 = p2dist X < 0

[State 1000, ChangeState]
type = ChangeState
triggerall = AnimElemTime(11) > 0
trigger1 = Command = "holdfwd"
trigger2 = Command = "holdback"
value = 20
ctrl = 1

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

[StateDef 1001]
type = A
anim = 1001
ctrl = 0
sprpriority = 3

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

[State 1001, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 5.0
y = -2.0

[State 1001, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 0
y = 0

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

[StateDef 1002]
type = A
anim = 1002
velset = 0,1
ctrl = 0
sprpriority = 3

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

[State 1002, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) > 1
flag = Invisible

[State 1002, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = -1
length = 4
palbright = 0,0,0
palcontrast = 256,256,256
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.65
timegap = 1
framegap = 1
trans = addalpha
alpha = 64,256

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

[StateDef 1003]
type = C
movetype= A
physics = N
velset = 0,0
anim = 1003
sprpriority = 1
ctrl = 0

[State 1003, VarSet]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State 1003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1003, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) < 0
value = ,NT,ST,HT
ignorehitpause = 1

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S410,11
Channel = 0

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,19

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = S100,15

[State 1003, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
facing = 1

[State 1003, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
facing = -1

[State 1003, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 30.0

[State 1003, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 1

[State 1003, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(11) = 0
x = 0

[State 1003, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = -16

[State 1003, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
trigger1 = AnimElemTime(9) < 0
x = 0.8

[State 1003, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -2.0

[State 1003, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "Slash"
StateNo = 952
ID = 952
pos = -5,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1003, Helper]
type = Helper
trigger1 = AnimElem = 7
name = "Slash"
StateNo = 1004
ID = 1004
pos = -50,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1003, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage = IfElse(Var(18),25,30),5
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 8,13
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 23
ground.hittime  = 23
airguard.ctrltime = 13
ground.velocity = -6.4
air.velocity = -1.5,-5.4
guard.velocity = -6.4
airguard.velocity = -3.0, -1.9
yaccel = 0.4
air.fall = 1
fall.recover = 1
fall.recovertime = 32
getpower = 40
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1003, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = C, SA
damage = IfElse(Var(18),30,25),5
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = Low
pausetime = 8,13
guard.pausetime = 11,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 18
ground.hittime  = 18
airguard.ctrltime = 16
ground.velocity = -6.4
air.velocity = -1.0,-4.4
guard.velocity = -7.6
airguard.velocity = -3.5, -1.9
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 43
getpower = 40
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1003, ChangeState]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1004]
type = A
ctrl = 0
anim = 1004
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 1004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1004, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1005]
type = C
movetype= A
physics = N
velset = 0,0
anim = 1005
sprpriority = 1
ctrl = 0

[State 1005, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -25

[State 1005, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 0
value = 1

[State 1005, Turn]
type = Turn
trigger1 = Time = 0

[State 1005, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 1005, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
facing = 1

[State 1005, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 30.0

[State 1005, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 1

[State 1005, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "Slash"
StateNo = 952
ID = 952
pos = -5,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1005, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage = IfElse(Var(18),30,25),5
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 3,8
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 23
ground.hittime  = 23
airguard.ctrltime = 13
ground.velocity = -10.4
air.velocity = -1.5,-5.4
guard.velocity = -6.4
airguard.velocity = -3.0, -1.9
yaccel = 0.4
air.fall = 1
fall.recover = 1
fall.recovertime = 32
getpower = 30
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1005, ChangeState]
type = Changestate
trigger1 = AnimTime = 0
value = 1006

[StateDef 1006]
type = C
movetype = A
physics = N
velset = 0,0
anim = 1006
sprpriority = 1
ctrl = 0

[State 1006, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S410,12
Channel = 0

[State 1006, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
value = ,NT,ST,HT
ignorehitpause = 1

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,19

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = S100,15

[State 1006, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
facing = -1

[State 1006, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(6) = 0
x = 0

[State 1006, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = -16

[State 1006, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(4) < 0
x = 0.8

[State 1006, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2.0

[State 1006, Helper]
type = Helper
trigger1 = AnimElem = 2
name = "Slash"
StateNo = 1004
ID = 1004
pos = -50,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 1006, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage = IfElse(Var(18),36,30),6
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = Low
pausetime = 8,13
guard.pausetime = 11,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 18
ground.hittime  = 18
airguard.ctrltime = 16
ground.velocity = -6.4
air.velocity = -1.0,-4.4
guard.velocity = -7.6
airguard.velocity = -3.5, -1.9
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 43
getpower = 40
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1006, ChangeState]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1007]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1007
sprpriority = 1
ctrl = 0

[State 1007, Helper]
type = Helper
trigger1 = AnimTime = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -20
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1007, Helper]
type = Helper
trigger1 = AnimTime = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 20
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1007, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1008

[StateDef 1008]
type = A
movetype = A
physics = N
anim = 1008
sprpriority = 1
ctrl = 0

[State 1008, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElemTime(3) = 0
v = 47
Value = -1

[State 1008, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
name = "Crescent"
ID = 1103
pos = 0,0
postype = p1
stateno = 1103
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 1008, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,1
Channel = 0

[State 1008, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,17

[State 1008, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 5.0
y = -5.0

[State 1008, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = -2.5
y = -3.0

[State 1008, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
y = -2.5

[State 1008, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.5

[State 1008, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 2
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 2
attr = S, SA
damage = IfElse(Var(18),30,25),4
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 5,8
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 15
ground.hittime  = 16
airguard.ctrltime = 16
ground.velocity = -12,-4.4
air.velocity = -12,-4.4
guard.velocity = -8
airguard.velocity = -3.5, -1.9
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 32
getpower = 30
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1008, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 2
attr = S, SA
damage = IfElse(Var(18),60,50),8
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 5,8
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 15
ground.hittime  = 16
airguard.ctrltime = 16
ground.velocity = -12,-6.4
air.velocity = -12,-6.4
guard.velocity = -8
airguard.velocity = -3.5, -1.9
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 30
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3
p2stateno = 1009
p2facing = 1

[State 1008, ChangeState]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1013

[StateDef 1009]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1009, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 1009, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 1009, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 1009, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 1009, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 1010

[StateDef 1010]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1010, VelSet]
type = VelSet
trigger1 = Time = 0
x = -11

[State 1010, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1010, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1010, 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 1010, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 1010, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 1010, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 1011

[State 1010]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 1012

[StateDef 1011]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1011, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 1011, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1011, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1011, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1011, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1011, 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 1011, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1011, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -8

[State 1011, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 1011, 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 1011, Turn]
Type = Turn
Trigger1 = Time = 0

[State 1011, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 1012]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1012, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1012, 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 1012, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1012, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1012, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1012, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1012, 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 1012, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1012, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -8

[State 1012, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 1012, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 1012, Turn]
type = Turn
trigger1 = Time = 0

[State 1012, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

[StateDef 1013]
type = S
physics = N
anim = 1009
velset = 0,0
ctrl = 0

[State 1013, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1013, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40, 0

[State 1013, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S100,15

[State 1013, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1013, Turn]
type = Turn
trigger1 = AnimElemTime(5) >= 0
trigger1 = p2dist X < 0

[State 1013, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1100]
type = S
movetype= A
physics = N
anim = 1100
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 75
sprpriority = 1

[State 1100, Helper]
type = Helper
trigger1 = AnimTime = -1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -20
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1100, Helper]
type = Helper
trigger1 = AnimTime = -1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 20
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

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

[StateDef 1101]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1101
sprpriority = 1
ctrl = 0

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S410,1
Channel = 0

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S100,17

[State 1101, Gravity]
type = Gravity
trigger1 = AnimElemTime(4) > 0

[state 1101, VelSet]
type = VelSet
trigger1 = time = 0
x = 10.0
y = -8.5

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 2.0
y = -2.5

[State 1101, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = IfElse(Var(18),78,65),8
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 5,8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-10)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 10
ground.hittime  = 10
airguard.ctrltime = 10
ground.velocity = -1,-5.4
air.velocity = -1.5,-5.4
guard.velocity = -6.4
airguard.velocity = -2, -1.4
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 32
getpower = 80
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1101, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
name = "Crescent"
ID = 1103
pos = 0,0
postype = p1
stateno = 1103
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 1101, ChangeState]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1102

[StateDef 1102]
type = S
physics = N
anim = 1102
velset = 0,0
ctrl = 0

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

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

[State 1102, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S100,15

[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, Turn]
type = Turn
trigger1 = AnimElemTime(5) >= 0
trigger1 = p2dist X < 0

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

[StateDef 1103]
type = A
anim = 1103
ctrl = 0
sprpriority = 2

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

[State 1103, BindToParent]
type = BindToParent
trigger1 = time = 0
pos = 30,-60

[State 1103, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-4*Time,256

[State 1103]
type = Helper
trigger1 = AnimElemTime(4) = 0
id = 1104
name = "Crescent"
pos = 0,0
postype = p1
stateno = 1104
ignorehitpause = 1
persistent = 0

[State 1103, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(4) = 0
value = 1104

[State 1103, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(4) = 0
value = 1

[State 1103, Trans]
type = Trans
trigger1 = Anim = 1104
trans = addalpha
alpha = 128-10*(time-6),256

[State 1103, DestroySelf]
type = DestroySelf
trigger1 = time = 17

[StateDef 1104]
type = A
ctrl = 0
sprpriority = 2

[State 1104, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 1103
elem = 4

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

[State 1104, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 228-4*time,256

[State 1104, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1110]
type = A
movetype= A
physics = N
anim = 1110
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 75
sprpriority = 1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S410,1
Channel = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S100,17

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4.0
y = -9.0

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 2.0
y = -2.0

[State 1110, Gravity]
type = Gravity
trigger1 = AnimElemTime(3) > 0

[State 1110, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) >= 0
y = 0.1

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 1.0
y = 0

[State 1110, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = A, SA
damage = IfElse(Var(18),78,65),8
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 5,8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-10)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 11
ground.hittime  = 12
airguard.ctrltime = 13
ground.velocity = -1,-5.4
air.velocity = -1.5,-5.4
guard.velocity = -6.4
airguard.velocity = -2, -1.4
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 80
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 1110, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 0
name = "Crescent"
ID = 1103
pos = 0,0
postype = p1
stateno = 1103
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1102

[StateDef 1200]
type = S
movetype = A
physics = N
anim = 1200
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 75
sprpriority = 1

[State 1200, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 2

[State 1200, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 1

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(9) < 0
value = ,NA,SA,HA,NP,SP,HP
ignorehitpause = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 410,2
Channel = 0

[State 1200, PlaySnd]
type = playsnd
trigger1 = animelemtime(4) = 0
value = S100,18

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 1.5

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(15) = 0
x = 0

[State 1200, MoveHitReset]
type = MoveHitReset
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(8) = 0
trigger3 = AnimElemTime(10) = 0
ignorehitpause = 1

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
attr = S, SA
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,2
guardsound = S300,0
damage = IfElse(Var(18),19,16),3
priority = 7, Hit
pausetime = 5,8
ground.slidetime = 13
guard.slidetime = 11
ground.hittime = 13
guard.hittime = 12
guard.ctrltime = 12
air.hittime = 13
ground.velocity = -5.6
guard.velocity = -5.6
air.velocity = -1.0,-4.4
air.fall = 1
fall.recover = 1
fall.recovertime = 30
yaccel = 0.4
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
getpower = 15

[State 1200, HitDef]
type = HitDef
trigger1 = AnimElem = 11
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = low
forcestand = 1
attr = S, SA
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,2
guardsound = S300,0
damage = IfElse(Var(18),34,28),6
priority = 5, Hit
pausetime = 8,10
ground.slidetime = 13
guard.slidetime = 11
ground.hittime = 13
guard.hittime = 12
guard.ctrltime = 12
air.hittime = 13
ground.velocity = -6.4
guard.velocity = -6.4
air.velocity = -1.5,-5.4
air.fall = 1
fall.recover = 1
fall.recovertime = 32
yaccel = 0.4
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0
getpower = 15

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
name = "Twinkle"
stateno = 1201
ID = 1201
pos = 100,-25
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
name = "Twinkle"
stateno = 1201
ID = 1201
pos = 110,-75
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
name = "Twinkle"
stateno = 1201
ID = 1201
pos = 110,-49
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
name = "Twinkle"
Stateno = 1201
ID = 1201
pos = 75,-104
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 1
name = "Twinkle"
stateno = 1201
ID = 1201
pos = -17,-95
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 0

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

[StateDef 1201]
type = A
physics = N
anim = 1201
ctrl = 0
sprpriority = 4

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

[State 1201, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 40,0,0
mul = 150,150,150

[State 1201, Trans]
type = Trans
trigger1 = AnimElemTime(2) >= 0
trans = AddAlpha
alpha = 256-256*(time-3)/16,256

[State 1201, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 2
anim = 1202
ID = 1202
pos = 0,0
postype = p1
supermovetime = 99999
pausemovetime = 99999
sprpriority = 4

[State 1201, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 1202
trans = AddAlpha
alpha = 256-256*(time-5)/12,256

[State 1201, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 4
anim = 1203
ID = 1203
pos = 0,0
postype = p1
supermovetime = 99999
pausemovetime = 99999
scale = 0.9,0.9
sprpriority = 4

[State 1201, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 1203
trans = AddAlpha
alpha = 256-256*(time-7)/12,256

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

[StateDef 1300]
type = S
movetype = A
physics = S
anim = 1300
velset = 0,0
ctrl = 0
poweradd = 75
facep2 = 1
sprpriority = 1

[State 1300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 9
v = 47
Value = -1

[State 1300, PlaySnd]
type = playsnd
trigger1 = animelemtime(4) = 0
value = S410,10
Channel = 0

[State 1300, PlaySnd]
type = playsnd
trigger1 = animelemtime(5) = 0
value = S100,11

[State 1300, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S,SA
damage = IfElse(Var(18),24,20),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8,13
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -6.4
guard.velocity = -4.8
air.velocity = -1.0,-4.4
airguard.velocity = -2,-1.4
ground.cornerpush.veloff = 0
getpower = 30
yaccel = 0.4
air.fall = 1
fall.recover = 1
fall.recovertime = 32
envshake.time = 10
envshake.ampl = 3

[State 1300, Helper]
type = Helper
triggerall = Var(46) = 0
trigger1 = AnimElem = 8
name = "Tsubaki"
StateNo = 1301
ID = 1301
pos = 91,0
postype = p1
ownpal = 1
ignorehitpause = 1

[State 1300, Helper]
type = Helper
triggerall = Var(46) = 1
trigger1 = Var(47) = 0
trigger1 = AnimElem = 8
name = "Tsubaki"
StateNo = 1301
ID = 1301
pos = 91,0
postype = p1
ownpal = 1
ignorehitpause = 1

[State 1300, Helper]
type = Helper
triggerall = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 8
name = "Tsubaki"
StateNo = 1301
ID = 1303
pos = 51,0
postype = p1
ownpal = 1
ignorehitpause = 1

[State 1300, Helper]
type = Helper
triggerall = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 8
name = "Tsubaki"
StateNo = 1301
ID = 1304
pos = 151,0
postype = p1
ownpal = 1
ignorehitpause = 1

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

[StateDef 1301]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1301
VelSet = 0,0
sprpriority = -3

[state ]
type=attackdist
value=0
trigger1=1

[State 1301, ParentVarAdd]
type = ParentVarAdd
trigger1=!ishelper(1304)
trigger1 = NumHelper(1302)
trigger1 = Helper(1302),MoveHit = 1
trigger2=ishelper(1304)
trigger2 = NumHelper(1305)
trigger2 = Helper(1305),MoveHit = 1
var(45) = 12-27*(!!Root,var(46))

[State 1301, ParentVarAdd]
type = ParentVarAdd
trigger1=!ishelper(1304)
trigger1 = NumHelper(1302)
trigger1 = Helper(1302),MoveGuarded = 1
trigger2=ishelper(1304)
trigger2 = NumHelper(1305)
trigger2 = Helper(1305),MoveGuarded = 1
var(45) = 6-21*(!!Root,var(46))

[State 1301, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = Invisible

[state 1301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1301, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 36,256

[State 1301, AngleDraw]
type = AngleDraw
trigger1 = time = [0,50]
scale = 1.2-0.025*time,0.4-0.008*time

[State 1301, AngleDraw]
type = AngleDraw
trigger1 = time = (50,60)
scale = 0.04*(time-50),0.0128*(time-50)

[State 1301, AngleDraw]
type = AngleDraw
trigger1 = time >= 60
scale = 0.4,0.128

[State 1301, AssertSpecial]
type = AssertSpecial
trigger1 = time > 60
flag = Invisible

[State 1301, AfterImage]
type = AfterImageTime
trigger1 = time >= 60
time = 0

[State 1301, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 180
trans = add
timegap = 1
framegap = 1
length = 21
palbright = 0,0,0
palcontrast = 10,10,10
palpostbright = 0,0,0
paladd = 0,-40,-40
palmul = 1,1,1

[State 1301, Helper]
type = Helper
trigger1 = time = 60
name = "Tsubaki"
StateNo = 1302
ID = 1302+3*ishelper(1304)
pos = 0,0
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1301, DestroySelf]
type = DestroySelf
trigger1 = time >= 75

[StateDef 1302]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1302
velset = 0,0
sprpriority = 5

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

[State 1302, SprPriority]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 1302, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,11

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,25

[State 1302, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(12) < 0
attr = S,SP
damage = ceil(IfElse(Root,Var(18),78,65)*(root,fvar(1)*root,fvar(2))),8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,10
guard.pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -1.5,-7.4
guard.velocity = -7
air.velocity = -1.5,-5.4
airguard.velocity = -4.0,-1.9
ground.cornerpush.veloff = 0
yaccel = 0.4
fall = 1
fall.recover = 1
fall.recovertime = 34
envshake.time = 10
envshake.ampl = 3

[State 1302, 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 - 40)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 1302, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 40)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4

[State 1302, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 120
trans = add
timegap = 1
framegap = 4
length = 20
palbright = 0,0,0
palcontrast = 36,10,10
palpostbright = 0,0,0
paladd = -40,-40,-40
palmul = 1,1,1

[State 1302, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(18) = (EnemyNear,MoveType = A)

[State 1302, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(18)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

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

[StateDef 2000]
type = C
movetype = A
physics = N
anim = 2000
ctrl = 0
facep2 = 1
VelSet = 0,0
sprpriority = 2

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(49) <= 0
trigger1 = Var(47) < 6
trigger1 = Time = 0
v = 47
Value = 1

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 9

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

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

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,11

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,15

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,11
Channel = 0

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 30

[State 2000, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 0.5

[State 2000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 2000, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, HA
damage = IfElse(Var(18),30,25),5
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 8,10
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 23
ground.hittime  = 23
airguard.ctrltime = 13
ground.velocity = 6.4
air.velocity = 1.5,-1.4
guard.velocity = -6.4
airguard.velocity = -3.0, -1.9
yaccel = 0.4
air.fall = 1
fall.recover = 1
fall.recovertime = 32
getpower = 0
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3
p1stateno = 2001

[State 2000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[StateDef 2001]
type = C
movetype = I
physics = N
anim = 2001
sprpriority = 1
ctrl = 0
velset = 10,0

[State 2001, VarSet]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State 2001, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2001, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 2001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002

[StateDef 2002]
type = C
movetype= A
physics = N
velset = 0,0
anim = 2002
sprpriority = 1
ctrl = 0

[State 2002, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 0
value = 1

[State 2002, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2002, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

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

[State 2002, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 2002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 2002, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
facing = 1

[State 2002, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 30.0

[State 2002, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 1

[State 2002, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "Slash"
StateNo = 952
ID = 952
pos = -5,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2002, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, HA
damage = IfElse(Var(18),18,15),5
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 3,8
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 23
ground.hittime  = 23
airguard.ctrltime = 13
ground.velocity = -10.4
air.velocity = -1.5,-1.4
guard.velocity = -6.4
airguard.velocity = -3.0, -1.9
yaccel = 0.4
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 3

[State 2002, ChangeState]
type = Changestate
trigger1 = Var(0) <= 4
trigger1 = AnimTime = 0
value = 2002

[State 2002, ChangeState]
type = Changestate
trigger1 = Var(0) >= 5
trigger1 = AnimTime = 0
value = 2003

[StateDef 2003]
type = C
movetype= A
physics = N
velset = 0,0
anim = 2003
sprpriority = 1
ctrl = 0

[State 2003, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2003, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 2003, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) < 0
value = ,NT,ST,HT
ignorehitpause = 1

[State 2003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S410,12
Channel = 0

[State 2003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 2003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,19

[State 2003, PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = S100,15

[State 2003, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
facing = 1

[State 2003, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
facing = -1

[State 2003, Turn]
type = Turn
trigger1 = Time = 0

[State 2003, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 30.0

[State 2003, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 1

[State 2003, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
trigger2 = AnimElemTime(11) = 0
x = 0

[State 2003, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = -16

[State 2003, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
trigger1 = AnimElemTime(9) < 0
x = 0.8

[State 2003, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -2.0

[State 2003, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "Slash"
StateNo = 952
ID = 952
pos = -5,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2003, Helper]
type = Helper
trigger1 = AnimElem = 7
name = "Slash"
StateNo = 1004
ID = 1004
pos = -50,0
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2003, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, HA
damage = IfElse(Var(18),30,25),5
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = High
pausetime = 8,13
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 23
ground.hittime  = 23
airguard.ctrltime = 13
ground.velocity = -6.4
air.velocity = -1.5,-5.4
guard.velocity = -6.4
airguard.velocity = -3.0, -1.9
yaccel = 0.4
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 4

[State 2003, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = C, HA
damage = IfElse(Var(18),30,25),5
guardflag = LA
hitflag = MAF
priority = 7,hit
animtype = hard
ground.type = Low
pausetime = 8,13
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,5
guardsound = S300,0
ground.slidetime = 18
ground.hittime  = 18
airguard.ctrltime = 16
ground.velocity = -6.4
air.velocity = -1.0,-4.4
guard.velocity = -7.6
airguard.velocity = -3.5, -1.9
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = -0
envshake.time = 10
envshake.ampl = 34

[State 2003, ChangeState]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) = 0
value2 = SCA

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State 2100, Helper]
type = Helper
trigger1 = StateType != A
trigger1 = AnimTime = -1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -20
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2100, Helper]
type = Helper
trigger1 = StateType != A
trigger1 = AnimTime = -1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 20
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

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

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

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

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S410,5
Channel = 0

[State 2100, PlaySnd]
type = changeState
trigger1 = AnimTime = 0
value = 2101

[StateDef 2101]
type = A
movetype= A
physics = N
velset = 0,0
anim = 2101
sprpriority = 1
ctrl = 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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(18) < 0
value = SCA
ignorehitpause = 1

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = S100,7

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = S100,10

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
value = S100,11

[State 2101, VelSet]
type = VelSet
trigger1 = time = 0
x = 5.0
y = -20.0

[State 2101, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 1.0
y = -2.0

[State 2101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(16) < 0
y = 0.15

[State 2101, VelSet]
type = VelSet
trigger1 = AnimElemTime(16) = 0
x = -2.0
y = -4.5

[State 2101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(16) > 0
trigger1 = AnimElemTime(20) < 0
y = 0.5

[State 2101, Gravity]
type = Gravity
trigger1 = AnimElemTime(20) >= 0

[State 2101, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A,HA
damage = IfElse(Var(18),48,40),8
animtype = hard
hitflag = MAF
guardflag = MA
priority = 8, hit
pausetime = 8,10
guard.pausetime = 10,10
hitsound = S200,10
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = low
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -1.0,-7.4
guard.velocity = -8.0
air.velocity = -1,-5.4
airguard.velocity = -3.5,-1.9
getpower = 0,0
yaccel = 0.4
fall = 1
fall.recover = 1
fall.recovertime = 33
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4

[State 2101, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = A,HA
damage = IfElse(Var(18),48,40),8
animtype = hard
hitflag = MAF
guardflag = MA
priority = 8, hit
pausetime = 8,10
guard.pausetime = 10,10
hitsound = S200,10
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -6.4
guard.velocity = -6.4
air.velocity = -1,-7.4
airguard.velocity = -2.5,-1.9
getpower = 0,0
yaccel = 0.4
fall = 1
fall.recover = 1
fall.recovertime = 31
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4

[State 2101, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 16
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 16
attr = A,HA
damage = IfElse(Var(18),90,75),5
animtype = hard
hitflag = MAF
guardflag = MA
priority = 8, hit
pausetime = 10,20
guard.pausetime = 20,20
hitsound = S200,10
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = low
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -10,24
guard.velocity = -8
air.velocity = -10,24
airguard.velocity = -2.5,-1.9
getpower = 0,0
yaccel = 0.4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4

[State 2101, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 16
attr = A,HA
damage = IfElse(Var(18),100,83),12
animtype = hard
hitflag = MAF
guardflag = MA
priority = 8, hit
pausetime = 10,20
guard.pausetime = 20,20
hitsound = S200,10
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
ground.type = low
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -10,24
guard.velocity = -8
air.velocity = -10,24
airguard.velocity = -2.5,-1.9
getpower = 0,0
yaccel = 0.4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
p2stateno = 2104

[State 2102, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElemTime(16) = 0
v = 47
Value = -1

[State 2101, ChangeAnim]
type = ChangeAnim
trigger1 = Movehit = 1
trigger1 = AnimElemTime(11) < 0
value = 2101
elem = 8
persistent = 0

[State 2101, Helper]
type = Helper
trigger1 = AnimElem = 2
name = "Crescent"
StateNo = 1103
ID = 1103
pos = 0,0
postype = p1
ownpal = 1
ignorehitpause = 1

[State 2101, Helper]
type = Helper
trigger1 = AnimElemTime(16) = 0
name = "Slash"
StateNo = 2103
ID = 2103
pos = 0,-50
postype = p1
ownpal = 1
ignorehitpause = 1

[State 2101, ChangeState]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2102

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

[State 2102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40, 0

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = S100,15

[State 2102, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2102, Turn]
type = Turn
trigger1 = AnimElemTime(5) >= 0
trigger1 = p2dist X < 0

[State 2102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2103]
type = A
movetype = I
physics = N
ctrl = 0
anim = 2103
velset = 0,0
sprpriority = 3

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

[State 2103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[StateDef 2104]
type = A
movetype = H
physics = N
velset = 0,0
Ctrl = 0

[State 2104, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0
IgnoreHitPause = 1
Persistent = 0

[State 2104, Offset]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 2104, Offset]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 2104, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2104, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 2105

[StateDef 2105]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2105, VelSet]
type = VelSet
trigger1 = Time = 0
y = 15

[State 2105, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = Time = 0
value = 5035

[State 2105, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5035
trigger2 = AnimTime = 0
value = 5050

[State 2105, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0
trigger1 = Time >= 1
value = 2106

[StateDef 2106]
type = U
movetype = H
Physics = N
ctrl = 0
velset = 0,0

[State 2106, EnvShake]
type = EnvShake
trigger1 = Time = 0
time  = 10
ampl  = 5
freq  = 90

[State 2106, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 2106, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command != "holddown" && Command != "holdup"
trigger1 = Command = "fwd" || Command = "back" || Command = "holdfwd" || Command = "holdback"
trigger2 = Command != "holddown" && Command != "holdfwd" && Command != "holdback"
trigger2 = Command = "up" || Command = "holdup"
value = 5200

[State 2106, SelfState]
type = SelfState
triggerall = Time >= 25
triggerall = Pos Y < -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery" || Command = "a" || Command = "b" || Command = "c" || Command = "x" || Command = "y" || Command = "z"
Value = 5210

[State 2106, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5061)
trigger1 = Time = 0
value = 5061

[State 2106, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 2106, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
Value = 5035

[State 2106, ChangeAnim]
type = ChangeAnim
triggerall =! SelfAnimExist(5061)
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 =! SelfAnimExist(5035)
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 =! SelfAnimExist(5030)
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 2106, VelSet]
type = VelSet
trigger1 = Time = 0
y = -12

[State 2106, StateTypeSet]
type = StateTypeSet
trigger1 = StateType != A
trigger1 = Time = 0
StateType = A

[State 2106, VelAdd]
type = VelAdd
trigger1 = Time >= 1
y = 0.4

[State 2106, HitFallSet]
type = HitFallSet
trigger1 = Time = 25
value = 1
IgnoreHitPause = 1
Persistent = 0

[State 2106, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

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

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

[State 2200, VarSet]
type = VarSet
trigger1 = time = 0
var(0) = 0

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

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

[State 2200, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 20/2,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2200, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 12

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = S410,3
Channel = 0

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

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

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

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimTime = 0
value = S100,18

[State 2200, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimTime = 0
trigger2 = !NumTarget(2200)
x = 3.0

[State 2200, VelSet]
type = VelSet
triggerall = ProjContactTime(2200) = 1
triggerall = AnimElemTime(4) > 0
trigger1 = 1
trigger2 = p2dist Y < -75
x = 1.0+1*(enemynear(Var(30)),StateType = A)

[State 2200, VelSet]
type = VelSet
trigger1 = ProjContactTime(2200) > 0
trigger1 = AnimElemTime(4) > 0
trigger1 = (EnemyNear(var(30)),BackEdgeBodyDist = 0) || (EnemyNear(var(30)),FrontEdgeBodyDist = 0)
trigger1 = p2dist X <= 90
trigger1 = p2dist Y >= -75
x = 0

[State 2200, Width]
type = Width
triggerall = ProjContactTime(2200) = 0
triggerall = time > 7
trigger1 = p2dist Y >= -75
trigger1 = (EnemyNear(var(30)),BackEdgeBodyDist = 0) || (EnemyNear(var(30)),FrontEdgeBodyDist = 0)
Edge = IfElse(p2dist X<90,ceil(p2dist X)+2+1+((p2statetype = A)||(p2statetype = L)),90),16
ignorehitpause= 1

[State 2200, Projectile]
type = Projectile
trigger1 = AnimElemTime(4) = 1
projID = 2202
projanim = 2202
projremove = 1
projremovetime = 8
projhits = 1
offset = 30,-60
postype = p1
ignorehitpause = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
ground.type = High
priority = 7,Hit
damage = IfElse(Var(18),13,11),2
pausetime = 2,8
guard.pausetime = 2,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 13
guard.slidetime = 10
ground.hittime  = 13
guard.hittime = 10
guard.ctrltime = 11
airguard.ctrltime = 10
air.fall = 1
yaccel = 0.4
ground.velocity = -6.4
guard.velocity = ifelse((p2dist X>=75),-1.6,-5)
air.velocity = -1.0,-2.4
airguard.velocity = -2.0,-1.4
fall.recover = 1
fall.recovertime = 25
down.bounce = 1
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0,0
ID = 2200

[State 2200, Projectile]
type = Projectile
trigger1 = AnimElemTime(4) = 3
projID = 2202
projanim = 2202
projremove = 0
projremovetime = 8
projhits = 3
projmisstime = 2
offset = 30,-60
postype = p1
ignorehitpause = 1
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Hard
ground.type = High
priority = 7,Hit
damage = IfElse(Var(18),13,11),2
pausetime = 2,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
guard.pausetime = 2,2
hitsound = S200,6
guardsound = S300,0
ground.slidetime = 13
guard.slidetime = 10
ground.hittime  = 13
guard.hittime = 10
guard.ctrltime = 11
airguard.ctrltime = 10
air.fall = 1
yaccel = 0.4
ground.velocity = -6.4
guard.velocity = IfElse((p2dist X>=75),-1.6,-5)
air.velocity = -1.0,-2.4
airguard.velocity = -2.0,-1.4
fall.recover = 1
fall.recovertime = 25
down.bounce = 1
ground.cornerpush.veloff = 0
getpower = 0,0
envshake.time = 10
envshake.ampl = 4
ID = 2200

[State 2200, Helper]
type = Helper
trigger1 = ProjHitTime(2202) = 0
name ="Hit_Spark"
stateno = 8051
ID = 8050
facing = -1
postype = p2
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale))-15,ceil(var(44)*const(size.yscale))-40
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
ownpal = 1

[State 2200, Helper]
type = Helper
trigger1 = ProjGuardedTime(2202) = 0
name ="Hit_Spark"
stateno = 9000
ID = 9000
facing = -1
postype = p2
pos = ceil(ifelse(p2dist x<var(43),p2dist x,var(43))*const(size.xscale))-15,ceil(var(44)*const(size.yscale))-40
keyctrl = 0
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
ownpal = 1

[State 2200, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(4) = 3
trigger1 = !NumTarget(2200)
trigger2 = ProjGuardedTime(2202) != -1
value = 2200
elem = 5

[State 2200, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(5) = 3
trigger1 = !NumTarget(2200)
trigger2 = ProjGuardedtime(2202) != -1
value = 2200
elem = 6

[State 2200, ChangeAnim]
type = ChangeAnim
triggerall = AnimElemTime(6) = 3
trigger1 = !NumTarget(2200)
trigger2 = ProjGuardedTime(2202) != -1
value = 2200
elem = 7

[State 2200, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimTime = 0
name = "Crescent"
StateNo = 1103
ID = 1103
pos = 0,0
postype = p1
ownpal = 1
ignorehitpause = 1

[State 2200, ChangeState]
type = ChangeState
trigger1 = Var(46) = 0
trigger1 = Var(0) = 4
trigger1 = AnimTime = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Var(0) = 4
trigger2 = AnimTime = 0
value = 2201

[State 2200, ChangeState]
type = ChangeState
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Var(0) = 5
trigger1 = AnimTime = 0
value = 2201

[StateDef 2201]
type = S
movetype = A
physics = N
anim = 2201
sprpriority = 1
ctrl = 0

[State 2201, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
v = 47
Value = -1

[State 2201, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2201, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2201, Turn]
type = Turn
trigger1 = AnimElemTime(8) = 1
trigger1 = p2dist X < 0

[State 2201, PlayerPush]
type = PlayerPush
trigger1 = MoveHit && NumTarget
trigger1 = AnimElemTime(8) < 0
value = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,18

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,4
Channel = 0

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(2) = 0
trigger3 = AnimElemTime(3) = 0
trigger4 = AnimElemTime(4) = 0
trigger5 = AnimElemTime(5) = 0
trigger6 = AnimElemTime(6) = 0
trigger7 = AnimElemTime(7) = 0
x = 3

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 1
trigger2 = AnimElemTime(2) = 1
trigger3 = AnimElemTime(3) = 1
trigger4 = AnimElemTime(4) = 1
trigger5 = AnimElemTime(5) = 1
trigger6 = AnimElemTime(6) = 1
trigger7 = AnimElemTime(7) = 1
x = 7

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0

[State 2201, HitDef]
type = HitDef
trigger1 = AnimElem = 2, = -1
trigger2 = AnimElem = 2
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
attr = S, HA
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -60))
hitsound = S200,8
guardsound = S300,0
damage = IfElse(Var(18),79,66),5
priority = 7, Hit
pausetime = 20,25
ground.slidetime = 15
guard.slidetime = 15
ground.hittime = 13
guard.hittime = 12
guard.ctrltime = 17
air.hittime = 13
ground.velocity = -0.25,-10.4
guard.velocity = -6.4
air.velocity = -0.25,-10.4
airguard.velocity = -3.5,-1.9
fall = 1
fall.recover = 0
yaccel = 0.4
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0,0

[State 2201, Helper]
type = Helper
trigger1 = AnimElemTime(2) = 0
name = "Crescent"
ID = 1103
pos = 0,0
postype = p1
stateno = 1103
ownpal = 1
pausemovetime = 30
Persistent = 4

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

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

[State 2300, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 9
v = 47
Value = -1

[State 2300, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -1000

[State 2300, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 21

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

[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 = S410,13+Random%2
Channel = 0

[State 2300, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,25

[state 2300, PlaySnd]
type = playsnd
trigger1 = AnimElem = 8
value = S100,19

[State 2300, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S,HA
damage = IfElse(Var(18),24,20),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 8,13
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -50))
hitsound = S200,10
guardsound = S300,0
ground.type = High
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -6.4
guard.velocity = -4.8
air.velocity = -1.0,-4.4
airguard.velocity = -2,-1.4
ground.cornerpush.veloff = 0
yaccel = 0.4
air.fall = 1
fall.recover = 1
fall.recovertime = 32
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2300, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = AnimElem = 8
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 8
StateNo = 2301
ID = 2301
Name = "Tsubaki Ran"
pos = 91,0
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2300, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 8
StateNo = 2302
ID = 2301
Name = "Tsubaki Ran"
pos = 91,0
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2301]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1302
velset = 0,0
sprpriority = 5

[State 2301, ChangeAnim]
type = ChangeAnim
trigger1 = Ishelper(2301) || IsHelper(2302)
trigger1 = time = 0
value = 2301

[State 2301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 2301, SprPriority]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 2301, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2301, PlaySnd]
type = PlaySnd
trigger1 = time = (Anim = 1302)
value = S100,11

[State 2301, PlaySnd]
type = PlaySnd
trigger1 = time = (Anim = 1302)
value = S100,25

[State 2301, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
attr = S,HP
damage = ceil(IfElse(Root,Var(18),28,23)*(root,fvar(1)*root,fvar(2))),3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1,8
guard.pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,10
guardsound = S300,0
ground.type = High
ground.slidetime = 13
ground.hittime = 11
ground.velocity = -4.8
guard.velocity = -4.8
air.velocity = -0.4,-4.4
airguard.velocity = -4.0,-1.9
ground.cornerpush.veloff = 0
yaccel = 0.4
fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2301, Helper]
type = Helper
trigger1 = IsHelper(2301)
trigger1 = time = 6
trigger1 = FrontEdgeDist >= -300
trigger1 = Parent,pos X != pos X
StateNo = 2301
ID = 2302
Name = "Tsubaki Ran"
pos = 9*(GameTime-Root,Var(28)+1)/6,0
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2301, Helper]
type = Helper
trigger1 = IsHelper(2302)
trigger1 = time = 6
trigger1 = FrontEdgeDist >= -300
trigger1 = Root,pos X != pos X
StateNo = 2301
ID = 2301
pos = 9*(GameTime-Root,Var(28)+1)/6,0
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2301, 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 - 40)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 2301, 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 - 40)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4

[State 2301, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(18) = (EnemyNear,MoveType = A)

[State 2301, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(18)
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 2301, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
trans = addalpha
alpha = 196,256
timegap = 1
framegap = 1
length = 20
palbright = 0,0,0
palcontrast = 70,70,70 ;150,150,150
palpostbright = 0,0,0
paladd = -10,-10,-10
palmul = 1,1,1

[State 2301, AngleDraw]
type= AngleDraw
trigger1 = 1
scale = 1.0+0.05*time,1.0+0.05*time

[State 2301, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2301, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2302]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2302
velset = 0,0
sprpriority = 5

[State 2302, ChangeAnim]
type = ChangeAnim
trigger1 = Ishelper(2301) || IsHelper(2302)
trigger1 = time = 0
value = 2303

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

[State 2302, SprPriority]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 2302, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2302, PlaySnd]
type = PlaySnd
trigger1 = time = (Anim = 2302)
value = S100,11

[State 2302, PlaySnd]
type = PlaySnd
trigger1 = time = (Anim = 2302)
value = S100,25

[State 2302, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
attr = S,HP
damage = ceil(IfElse(Root,Var(18),30,25)*(root,fvar(1)*root,fvar(2))),4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 1,8
guard.pausetime = 0,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,10
guardsound = S300,0
ground.type = High
ground.slidetime = 13
ground.hittime = 11
ground.velocity = -4.8
guard.velocity = -4.8
air.velocity = -0.4,-4.4
airguard.velocity = -4.0,-1.9
ground.cornerpush.veloff = 0
yaccel = 0.4
fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2302, Helper]
type = Helper
trigger1 = IsHelper(2301)
trigger1 = time = 6
trigger1 = FrontEdgeDist >= -300
trigger1 = Parent,pos X != pos X
StateNo = 2302
ID = 2302
Name = "Tsubaki Ran"
pos = 9*(GameTime-Root,Var(28)+1)/6,0
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2302, Helper]
type = Helper
trigger1 = IsHelper(2302)
trigger1 = time = 6
trigger1 = FrontEdgeDist >= -300
trigger1 = Root,pos X != pos X
StateNo = 2302
ID = 2301
pos = 9*(GameTime-Root,Var(28)+1)/6,0
postype = p1
ownpal = 1
ignorehitpause = 1
persistent = 0

[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 - 40)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[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 - 40)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4

[State 2302, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(18) = (EnemyNear,MoveType = A)

[State 2302, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(18)
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, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
trans = addalpha
alpha = 196,256
timegap = 1
framegap = 1
length = 20
palbright = 0,0,0
palcontrast = 70,70,70 ;150,150,150
palpostbright = 0,0,0
paladd = -10,-10,-10
palmul = 1,1,1

[State 2302, AngleDraw]
type= AngleDraw
trigger1 = 1
scale = 1.2+0.05*time,1.2+0.05*time

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

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

[StateDef 3000]
type = S
physics = N
anim = 3000
velset = 0,0
sprpriority = 1
ctrl = 0

[State 3000, VarSet]
type = VarAdd
trigger1 = Var(47) >= 6
trigger1 = Time = 0
v = 47
Value = -6

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

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = time = 0
var(49) = 600
ignorehitpause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3000, Helper]
type = Helper
trigger1 = !NumHelper(3002)
helpertype = normal
stateno = 3002
ID = 3002
name="Particles"
postype = p1
ownpal = 1

[State 3000, helper]
type = Helper
trigger1 = time = 0
stateno = 3003
ID = 3003
Name = "Heal Meter"
postype = P1
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = -5,-60
supermovetime = 255
size.xscale = 0.335
size.yscale = 0.335
ownpal = 1

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

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

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,0
Channel = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = S100,9

[State 3000, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 3001

[StateDef 3001]
type = S
physics = N
anim = 3001
velset = 0,0
sprpriority = 1
ctrl = 0

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

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

[State 3002, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 3002, Explod]
type = Explod
trigger1 = (time%8) = 0
anim = 3002
ID = 3002
pos = 0,0
postype = p1  ;
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
accel = 0,-0.1
random = 70,0
removetime = 32
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(49) <= 0

[StateDef 3003]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 3003, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 3003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3003, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3003, Explod]
type = explod
trigger1 = Numexplod(6027)=0
ID = 6027
anim = IfElse(Teamside = 1,6027,6028)
pos = Ifelse(Teamside = 1,-10,10),15
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 3003, Explod]
type = explod
trigger1 = NumExplod(6029) = 0
id = 6029
anim = 6029
pos = Ifelse(Teamside = 1,-12,12),6
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 3003, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6029
Scale = .5*Root,Var(49)/600,0.50

[State 3003, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6027

[State 3003, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6029

[State 3003, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(49) <= 0

[StateDef 3010]
Type = A
Physics = N
MoveType = I
Anim = 3010
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3010, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = 6*(random%60)

[State 3010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time < 8
scale = (0.0625*time),(0.0625*time)

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time >= 8
scale = 0.5,0.5

[State 3010, Trans]
type = Trans
trigger1 = time < 16
trans = AddAlpha
alpha = 256, 256

[State 3010, Trans]
type = Trans
trigger1 = time >= 16
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, Explod]
type = explod
trigger1 = Time = 0
anim = 3011
ID = 3011
sprpriority = 5
postype = p1
facing = IfElse(random<500,-1,1)
vfacing = IfElse(random<500,-1,1)
removetime = 16
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3011)
ID = 3011
scale = 2-(.125*time), 2-(.125*time)
trans = AddAlpha
alpha = IfElse(time<4, 64*time, 256), 256

[State 3010, Explod]
type = Explod
trigger1 = time = 16
anim = 3012
ID = 3012
sprpriority = 5
postype = p1
removetime = 32
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3012)
ID = 3012
scale = (.1*(time-16)), (.1*(time-16))
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 26

[State 3010, DestroySelf]
type = DestroySelf
trigger1 = time >= 26

[StateDef 3011]
Type = S
Physics = N
MoveType = I
Anim = 99999
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3011, BGPalFX]
type = BGPalFX
trigger1 = time > 0
trigger1 = time <= 51
time = 1
color= 5*time
mul = 5*time, 5*time, 5*time

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3013
id = 3013
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3014
ID = 3014
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -7
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3013
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3014
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3013

[State 3011 RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3014

[State 3011, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70

[StateDef 3012]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 2
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, RemoveExplod]
type = RemoveExplod
ID = 3015
trigger1 = Time >= 73

[State 3012, DestroySelf]
type = DestroySelf
trigger1 = Time >= 73

[StateDef 3013]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3013, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3013, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3016
id = 3016
Pos = 225,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 = 225,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 = A
movetype = A
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -200

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = time = 0
value = -2000

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 120
ignorehitpause = 1

[State 4000, VarSet]
type = VarSet
trigger1 = Var(49) > 600
trigger1 = Time = 0
var(49) = 600
ignorehitpause = 1

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000, Pause]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State 4000, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-20*Time,20*Time

[State 4000, VelSet]
type = VelSet
trigger1 = time >= 5
trigger1 = NumHelper(2310)
trigger1 = pos Y < 0
y = 9

[State 4000, VelSet]
type = VelSet
trigger1 = pos Y >= 0
y = 0

[State 4000, OffSet]
type = OffSet
trigger1 = vel Y > 0
x = 0
y = -9*(time-5)

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 4
trigger2 = NumHelper(4002) > 0
value = S100,21

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 11
value = S100,20

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 11
value = S100,22

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 17
value = S100,19

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 23
value = S100,11

[State 4000, Explod]
type = Explod
trigger1 = time = 1
trigger2 = time = 5
anim = 4001
id = 4001
pos = 0,-50
postype = p1
sprpriority = 3
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Explod]
type = Explod
trigger1 = time = 1
trigger2 = time = 5
anim = 4001
id = 4001
pos = 0,-50
postype = p1
facing = -1
sprpriority = 3
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Explod]
type = Explod
trigger1 = time = 0
anim = 4010
id = 4010
pos = 0,-50
postype = p1
sprpriority = 2
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1
trans = addalpha
alpha = 128,256

[State 4000, Helper]
type = Helper
trigger1 = time = 1
trigger2 = time = 5
name = "Ring"
StateNo = 4005
ID = 4005
pos = 0,-50
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
trigger2 = time = 5
name = "Particle"
StateNo = 4007
ID = 4050+6*(time=5)
pos = 10-Random%20,-55+Random%10
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
trigger2 = time = 5
name = "Particle"
StateNo = 4007
ID = 4051+6*(time=5)
pos = 10-Random%20,-55+Random%10
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
trigger2 = time = 5
name = "Particle"
StateNo = 4007
ID = 4052+6*(time=5)
pos = 10-Random%20,-55+Random%10
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
trigger2 = time = 5
name = "Particle"
StateNo = 4007
ID = 4053+6*(time=5)
pos = 10-Random%20,-55+Random%10
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
trigger2 = time = 5
name = "Particle"
StateNo = 4007
ID = 4054+6*(time=5)
pos = 10-Random%20,-55+Random%10
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
trigger2 = time = 5
name = "Particle"
StateNo = 4007
ID = 4055+6*(time=5)
pos = 10-Random%20,-55+Random%10
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
name = "HitBox"
StateNo = 4002
ID = 4002
pos = 0,0
postype = p2
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 1
name = "HitBox"
StateNo = 4002
ID = 4002
pos = 20,0
postype = p1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 11
name = "Slash"
StateNo = 4006
ID = 4006
pos = -40,-10
postype = p2
facing = -1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 17
name = "Slash"
StateNo = 4006
ID = 4007
pos = -25,-55
postype = p2
facing = -1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, Helper]
type = Helper
trigger1 = time = 23
name = "Slash"
StateNo = 4006
ID = 4008
pos = -45,-50
postype = p2
facing = -1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, ChangeState]
type = ChangeState
trigger1 = time = 41
value = 4001

[StateDef 4001]
type = S
movetype = A
physics = N
velset = 0,0
anim = 4000
sprpriority = 1
ctrl = 0

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 55
v = 47
Value = -1

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 55
v = 47
Value = -2

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 55
v = 47
Value = -3

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4000, Pause]
type = Pause
trigger1 = AnimElem = 9
time = 50
movetime = 50

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=AnimElem = 9

[State 4000, Helper]
type = Helper
trigger1 = AnimElem = 9
name = "EX2"
ID = 6210
stateno = 6210
pos = -5,-30
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S10000,5

[State 4001, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,23

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,15

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S410,8+Random%2

[State 4001, Helper]
type = Helper
trigger1 = time = 1
name = "Petal"
StateNo = 4008
ID = 4008
pos = 0,0
postype = p2
facing = -1
ownpal = 1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = AnimElemTime(11) = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4003
ID = 4003
pos = ceil(enemy(0),pos X-pos X)*facing,ceil(enemy(0),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = AnimElemTime(11) = 0
trigger1 = numenemy > 1
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElemTime(11) = 0
trigger2 = numenemy > 1
name = "HitBox"
StateNo = 4003
ID = 4003
pos = ceil(enemy(1),pos X-pos X)*facing,ceil(enemy(1),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = AnimElemTime(11) = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4003
ID = 4004
pos = 0,0
postype = back
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4010
ID = 4010
pos = ceil(enemy(0),pos X-pos X)*facing,ceil(enemy(0),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElemTime(11) = 0
trigger1 = numenemy > 1
name = "HitBox"
StateNo = 4010
ID = 4010
pos = ceil(enemy(1),pos X-pos X)*facing,ceil(enemy(1),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4010
ID = 4011
pos = 0,0
postype = back
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4012
ID = 4012
pos = ceil(enemy(0),pos X-pos X)*facing,ceil(enemy(0),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElemTime(11) = 0
trigger1 = numenemy > 1
name = "HitBox"
StateNo = 4012
ID = 4012
pos = ceil(enemy(1),pos X-pos X)*facing,ceil(enemy(1),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4012
ID = 4013
pos = 0,0
postype = back
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4014
ID = 4014
pos = ceil(enemy(0),pos X-pos X)*facing,ceil(enemy(0),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElemTime(11) = 0
trigger1 = numenemy > 1
name = "HitBox"
StateNo = 4014
ID = 4014
pos = ceil(enemy(1),pos X-pos X)*facing,ceil(enemy(1),pos Y-pos Y)
postype = p1
ignorehitpause = 1

[State 4001, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElemTime(11) = 0
name = "HitBox"
StateNo = 4014
ID = 4015
pos = 0,0
postype = back
ignorehitpause = 1

[State 4001, Helper]
Type = Helper
trigger1 = Time = 61
Stateno = 4009
ID = 4009
Name = "World"
Pos = 0,-20
PosType = P2
Facing = -1
Ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4001, Helper]
Type = Helper
trigger1 = Time = 67
Stateno = 4009
ID = 4010
Name = "World"
Pos = 0,0
PosType = P2
Facing = -1
Ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4001, Helper]
Type = Helper
trigger1 = Time = 75
Stateno = 4009
ID = 4011
Name = "World"
Pos = 0,-35
PosType = P2
Facing = -1
Ownpal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

[StateDef 4002]
type = A
movetype = A
physics = N
anim = 4004
velset = 0,0
ctrl = 0
sprpriority = 3

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4002, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
ground.type = High
priority = 10,Hit
sparkno = -1
guard.sparkno = -1
ground.slidetime = 0
guard.slidetime = 13
ground.hittime = 0
guard.hittime = 14
guard.ctrltime = 15
airguard.ctrltime = 14
fall = 1
yaccel = 0.4
ground.velocity = 0,0
guard.velocity = 6.4*(facing*enemynear,facing)
air.velocity = 0,0
airguard.velocity = -3,-2
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
ground.cornerpush.veloff = 0
numhits = 0

[State 4002, TargetState]
type = TargetState
trigger1 = MoveHit = 1
value = 4004
ignorehitpause = 1

[State 4002, BindToTarget]
type = BindToTarget
trigger1 = 1
time = 1
pos = 0,0,mid
ignorehitpause = 1

[State 4002, DestroySelf]
type = DestroySelf
trigger1 = time > 93

[StateDef 4003]
type = A
movetype = A
physics = N
anim = 4007
velset = 0,0
ctrl = 0

[State 4003, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 4008
trigger1 = IsHelper(4004)
trigger1 = time = 0
trigger2 = !numtarget
trigger2 = (AnimElemTime(3) = 0) || (AnimElemTime(5) = 0)
value = 4008
elem = AnimElemNo(0)

[State 4003, PosSet]
type = PosSet
trigger1 = Anim = 4008
x = facing*(pos X-screenpos X)
y = pos Y-screenpos Y+240

[State 4003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,24
Channel = 1

[State 4003, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(25*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4003, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(16*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4003, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(18*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-10.4
air.velocity = 0,-10.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 2
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(5) = 1
value = -ceil(27*(root,fvar(1)*root,fvar(2)))
kill = (AnimElemTime(5)=1)
absolute = 1

[State 4003, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 4003, 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 4003, DestroySelf]
type = DestroySelf
triggerall = AnimElemTime(6) >= 0
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = (Target,StateType != A) || (Target,MoveType != H)

[StateDef 4004]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 4004, SelfState]
type = SelfState
trigger1 = ishelper
value = prevstateno

[State 4004, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

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

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

[State 4004, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4009

[State 4004, PosSet]
type = PosSet
trigger1 = pos Y > -5
y = -5

[State 4004, SelfState]
type = SelfState
trigger1 = time > 93
value = 5050

[StateDef 4005]
type = S
ctrl = 0
anim = 4002
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[State 4005, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-16*Time, 256

[State 4005, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.6+0.5*Time,0.6+0.5*Time

[State 4005, DestroySelf]
type = DestroySelf
trigger1 = time = 16

[StateDef 4006]
physics = N
anim = 4005
ctrl = 0
sprpriority = 5

[State 4006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4006, Trans]
type = Trans
trigger1 = 1
trans = add

[State 4006, Trans]
type = Trans
triggerall = AnimElemTime(3) >= 0
trigger1 = IsHelper(4008)
trans = addalpha
alpha = 256-256*(time-2)/5,256

[State 4006, AngleAdd]
type = AngleAdd
trigger1 = time = 0
trigger1 = IsHelper(4006)
value = 195

[State 4006, AngleAdd]
type = AngleAdd
trigger1 = time = 0
trigger1 = IsHelper(4007)
value = -80

[State 4006, AngleAdd]
type = AngleAdd
trigger1 = time = 0
trigger1 = IsHelper(4008)
value = 170

[State 4006, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4006)
trigger2 = IsHelper(4008)
scale = 1.75,1.5

[State 4006, AngleDraw]
type = AngleDraw
trigger1 = ishelper(4007)
scale = 1.25,1.75

[State 4006, AnimTime]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4007]
type = A
movetype = I
physics = N
anim = 4003
ctrl = 0
sprpriority = 4

[State 4007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4007, AssertSpecial]
type = AssertSpecial
trigger1 = time > 20
flag = invisible

[State 4007, VelSet]
type = VelSet
trigger1 = IsHelper(4050) || IsHelper(4056)
trigger1 = time = 0
x = -6
y = 1.5

[State 4007, VelSet]
type = VelSet
trigger1 = IsHelper(4051) || IsHelper(4057)
trigger1 = time = 0
x = -8
y = 0

[State 4007, VelSet]
type = VelSet
trigger1 = IsHelper(4052) || IsHelper(4058)
trigger1 = time = 0
x = -6
y = -1.5

[State 4007, VelSet]
type = VelSet
trigger1 = IsHelper(4053) || IsHelper(4059)
trigger1 = time = 0
x = 6
y = -1.5

[State 4007, VelSet]
type = VelSet
trigger1 = IsHelper(4054) || IsHelper(4060)
trigger1 = time = 0
x = 8
y = 0

[State 4007, VelSet]
type = VelSet
trigger1 = IsHelper(4055) || IsHelper(4061)
trigger1 = time = 0
x = 6
y = 1.5

[State 4007, Trans]
type = Trans
trigger1 = 1
trans = add

[State 4007, AmgleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.5-0.075*Time,1.5-0.075*Time

[State 4007, Explod]
type = Explod
triggerall = time <= 20
trigger1 = time%(4) = 1
anim = 4003
id = 4051+time/4
pos = 0,0
postype = p1
vel = (1.75-(Random%150)/100.0)*(-1)**Random,-1.25+(Random%250)/100.0
accel = 0,-0.025
removetime = 40
supermovetime = 99999
pausemovetime = 99999
scale = 0.2,0.2
sprpriority = 4
ignorehitpause = 1

[State 4007, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
id = 4051
scale = (0.2-0.01*(time-21))*(1-0.1*(time%3=2)),(0.2-0.01*(time-21))*(1-0.1*(time%3=2))

[State 4007, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
id = 4052
scale = (0.2-0.01*(time-25))*(1-0.1*((time-4)%3=2)),(0.2-0.01*(time-25))*(1-0.1*((time-4)%3=2))

[State 4007, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
id = 4053
scale = (0.2-0.01*(time-29))*(1-0.1*((time-8)%3=2)),(0.2-0.01*(time-29))*(1-0.1*((time-8)%3=2))

[State 4007, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
id = 4054
scale = (0.2-0.01*(time-33))*(1-0.1*((time-12)%3=2)),(0.2-0.01*(time-33))*(1-0.1*((time-12)%3=2))

[State 4007, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
id = 4055
scale = (0.2-0.01*(time-37))*(1-0.1*((time-16)%3=2)),(0.2-0.01*(time-37))*(1-0.1*((time-16)%3=2))

[State 4007, DestroySelf]
type = DestroySelf
trigger1 = time > 0
trigger1 = !NumExplod

[StateDef 4008]
type = A
movetype = I
physics = N
anim = 99999
velset = 0,0
ctrl = 0

[State 4008, Null]
type = Null
triggerall = time = 0
trigger1 = fvar(0) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(10) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(20) := -0.5+0.1*(Random%10)

[State 4008, Null]
type = Null
triggerall = time = 1
trigger1 = fvar(1) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(11) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(21) := -0.5+0.1*(Random%10)

[State 4008, Null]
type = Null
triggerall = time = 2
trigger1 = fvar(2) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(12) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(22) := -0.5+0.1*(Random%10)

[State 4008, Null]
type = Null
triggerall = time = 3
trigger1 = fvar(3) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(13) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(23) := -0.5+0.1*(Random%10)

[State 4008, Null]
type = Null
triggerall = time = 4
trigger1 = fvar(4) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(14) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(24) := -0.5+0.1*(Random%10)

[State 4008, Null]
type = Null
triggerall = time = 5
trigger1 = fvar(5) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(15) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(25) := -0.5+0.1*(Random%10)

[State 4008, Null]
type = Null
triggerall = time = 6
trigger1 = fvar(6) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(16) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(26) := -0.5+0.1*(Random%10)

[State 4008, Null]
type = Null
triggerall = time = 7
trigger1 = fvar(7) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(17) := -0.5+0.1*(Random%10) || 1
trigger1 = fvar(27) := -0.5+0.1*(Random%10)

[State 4008, Explod]
type = Explod
trigger1 = time = 0
anim = 4006
ID = 4100
pos = -85,-45
postype = p1
vel = fvar(0),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 1
anim = 4006
ID = 4101
pos = -85+22*time,-45+time
postype = p1
vel = fvar(1),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 2
anim = 4006
ID = 4102
pos = -85+22*time,-45+time
postype = p1
vel = fvar(2),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 3
anim = 4006
ID = 4103
pos = -85+22*time,-45+time
postype = p1
vel = fvar(3),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 4
anim = 4006
ID = 4104
pos = -85+22*time,-45+time
postype = p1
vel = fvar(4),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 5
anim = 4006
ID = 4105
pos = -85+22*time,-45+time
postype = p1
vel = fvar(5),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 6
anim = 4006
ID = 4106
pos = -85+22*time,-45+time
postype = p1
vel = fvar(6),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 7
anim = 4006
ID = 4107
pos = -85+22*time,-45+time
postype = p1
vel = fvar(7),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 0
anim = 4006
ID = 4110
pos = -90,10
postype = p1
vel = fvar(10),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 1
anim = 4006
ID = 4111
pos = -90+22*time,10-5*time
postype = p1
vel = fvar(11),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 2
anim = 4006
ID = 4112
pos = -90+22*time,10-5*time
postype = p1
vel = fvar(12),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 3
anim = 4006
ID = 4113
pos = -90+22*time,10-5*time
postype = p1
vel = fvar(13),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 4
anim = 4006
ID = 4114
pos = -90+22*time,10-5*time
postype = p1
vel = fvar(14),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 5
anim = 4006
ID = 4115
pos = -90+22*time,10-5*time
postype = p1
vel = fvar(15),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 6
anim = 4006
ID = 4116
pos = -90+22*time,10-5*time
postype = p1
vel = fvar(16),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 7
anim = 4006
ID = 4117
pos = -90+22*time,10-5*time
postype = p1
vel = fvar(17),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 0
anim = 4006
ID = 4120
pos = 5,55
postype = p1
vel = fvar(20),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 1
anim = 4006
ID = 4121
pos = 5-3*time,55-22*time
postype = p1
vel = fvar(21),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 2
anim = 4006
ID = 4122
pos = 5-3*time,55-22*time
postype = p1
vel = fvar(22),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 3
anim = 4006
ID = 4123
pos = 5-3*time,55-22*time
postype = p1
vel = fvar(23),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 4
anim = 4006
ID = 4124
pos = 5-3*time,55-22*time
postype = p1
vel = fvar(24),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 5
anim = 4006
ID = 4125
pos = 5-3*time,55-22*time
postype = p1
vel = fvar(25),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 6
anim = 4006
ID = 4126
pos = 5-3*time,55-22*time
postype = p1
vel = fvar(26),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 7
anim = 4006
ID = 4127
pos = 5-3*time,55-22*time
postype = p1
vel = fvar(27),-1.5
accel = 0,0.06
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-45-1.5*time+0.03*time**2 >= 0
ID = 4100

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-44-1.5*(time-1)+0.03*(time-1)**2 >= 0
ID = 4101

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-43-1.5*(time-2)+0.03*(time-2)**2 >= 0
ID = 4102

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-42-1.5*(time-3)+0.03*(time-3)**2 >= 0
ID = 4103

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-41-1.5*(time-4)+0.03*(time-4)**2 >= 0
ID = 4104

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-40-1.5*(time-5)+0.03*(time-5)**2 >= 0
ID = 4105

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-39-1.5*(time-6)+0.03*(time-6)**2 >= 0
ID = 4106

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-38-1.5*(time-7)+0.03*(time-7)**2 >= 0
ID = 4107

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y+10-1.5*time+0.03*time**2 >= 0
ID = 4110

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y+5-1.5*(time-1)+0.03*(time-1)**2 >= 0
ID = 4111

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-1.5*(time-2)+0.03*(time-2)**2 >= 0
ID = 4112

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-5-1.5*(time-3)+0.03*(time-3)**2 >= 0
ID = 4113

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-10-1.5*(time-4)+0.03*(time-4)**2 >= 0
ID = 4114

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-15-1.5*(time-5)+0.03*(time-5)**2 >= 0
ID = 4115

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-20-1.5*(time-6)+0.03*(time-6)**2 >= 0
ID = 4116

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-25-1.5*(time-7)+0.03*(time-7)**2 >= 0
ID = 4117

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y+55-1.5*time+0.03*time**2 >= 0
ID = 4120

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y+33-1.5*(time-1)+0.03*(time-1)**2 >= 0
ID = 4121

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y+11-1.5*(time-2)+0.03*(time-2)**2 >= 0
ID = 4122

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-11-1.5*(time-3)+0.03*(time-3)**2 >= 0
ID = 4123

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-33-1.5*(time-4)+0.03*(time-4)**2 >= 0
ID = 4124

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-55-1.5*(time-5)+0.03*(time-5)**2 >= 0
ID = 4125

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-77-1.5*(time-6)+0.03*(time-6)**2 >= 0
ID = 4126

[State 4008, RemoveExplod]
type = RemoveExplod
triggerall = time >= 7
trigger1 = pos Y-99-1.5*(time-7)+0.03*(time-7)**2 >= 0
ID = 4127

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-45-1.5*time+0.03*time**2 >= 0
anim = 4011
ID = 4130
pos = -85+floor(fvar(0)*time),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-44-1.5*(time-1)+0.03*(time-1)**2 >= 0
anim = 4011
ID = 4131
pos = -63+floor(fvar(1)*(time-1)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-43-1.5*(time-2)+0.03*(time-2)**2 >= 0
anim = 4011
ID = 4132
pos = -41+floor(fvar(2)*(time-2)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-42-1.5*(time-3)+0.03*(time-3)**2 >= 0
anim = 4011
ID = 4133
pos = -19+floor(fvar(3)*(time-3)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-41-1.5*(time-4)+0.03*(time-4)**2 >= 0
anim = 4011
ID = 4134
pos = 3+floor(fvar(4)*(time-4)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-40-1.5*(time-5)+0.03*(time-5)**2 >= 0
anim = 4011
ID = 4135
pos = 25+floor(fvar(5)*(time-5)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-39-1.5*(time-6)+0.03*(time-6)**2 >= 0
anim = 4011
ID = 4136
pos = 47+floor(fvar(6)*(time-6)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-38-1.5*(time-7)+0.03*(time-7)**2 >= 0
anim = 4011
ID = 4137
pos = 69+floor(fvar(7)*(time-7)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y+10-1.5*time+0.03*time**2 >= 0
anim = 4011
ID = 4140
pos = -90+floor(fvar(10)*time),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y+5-1.5*(time-1)+0.03*(time-1)**2 >= 0
anim = 4011
ID = 4141
pos = -68+floor(fvar(11)*(time-1)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-1.5*(time-2)+0.03*(time-2)**2 >= 0
anim = 4011
ID = 4142
pos = -46+floor(fvar(12)*(time-2)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-5-1.5*(time-3)+0.03*(time-3)**2 >= 0
anim = 4011
ID = 4143
pos = -24+floor(fvar(13)*(time-3)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-10-1.5*(time-4)+0.03*(time-4)**2 >= 0
anim = 4011
ID = 4144
pos = -2+floor(fvar(14)*(time-4)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-15-1.5*(time-5)+0.03*(time-5)**2 >= 0
anim = 4011
ID = 4145
pos = 20+floor(fvar(15)*(time-5)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-20-1.5*(time-6)+0.03*(time-6)**2 >= 0
anim = 4011
ID = 4146
pos = 42+floor(fvar(16)*(time-6)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-25-1.5*(time-7)+0.03*(time-7)**2 >= 0
anim = 4011
ID = 4147
pos = 64+floor(fvar(17)*(time-7)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y+55-1.5*time+0.03*time**2 >= 0
anim = 4011
ID = 4150
pos = 5+floor(fvar(20)*time),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y+33-1.5*(time-1)+0.03*(time-1)**2 >= 0
anim = 4011
ID = 4151
pos = 2+floor(fvar(21)*(time-1)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y+11-1.5*(time-2)+0.03*(time-2)**2 >= 0
anim = 4011
ID = 4152
pos = -1+floor(fvar(22)*(time-2)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-11-1.5*(time-3)+0.03*(time-3)**2 >= 0
anim = 4011
ID = 4153
pos = -4+floor(fvar(23)*(time-3)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-33-1.5*(time-4)+0.03*(time-4)**2 >= 0
anim = 4011
ID = 4154
pos = -7+floor(fvar(24)*(time-4)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-55-1.5*(time-5)+0.03*(time-5)**2 >= 0
anim = 4011
ID = 4155
pos = -10+floor(fvar(25)*(time-5)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-77-1.5*(time-6)+0.03*(time-6)**2 >= 0
anim = 4011
ID = 4156
pos = -13+floor(fvar(26)*(time-6)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Explod]
type = Explod
triggerall = time >= 7
trigger1 = pos Y-99-1.5*(time-7)+0.03*(time-7)**2 >= 0
anim = 4011
ID = 4157
pos = -15+floor(fvar(27)*(time-7)),-floor(pos Y)
postype = p1
vel = 0,0
removetime = 10
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 4008, Null]
type = Null
trigger1 = var(0) := var(0)+(NumExplod(4130)>0) || 1
trigger1 = var(1) := var(1)+(NumExplod(4131)>0) || 1
trigger1 = var(2) := var(2)+(NumExplod(4132)>0) || 1
trigger1 = var(3) := var(3)+(NumExplod(4133)>0) || 1
trigger1 = var(4) := var(4)+(NumExplod(4134)>0) || 1
trigger1 = var(5) := var(5)+(NumExplod(4135)>0) || 1
trigger1 = var(6) := var(6)+(NumExplod(4136)>0) || 1
trigger1 = var(7) := var(7)+(NumExplod(4137)>0)
ignorehitpause = 1

[State 4008, Null]
type = Null
trigger1 = var(10) := var(10)+(NumExplod(4140)>0) || 1
trigger1 = var(11) := var(11)+(NumExplod(4141)>0) || 1
trigger1 = var(12) := var(12)+(NumExplod(4142)>0) || 1
trigger1 = var(13) := var(13)+(NumExplod(4143)>0) || 1
trigger1 = var(14) := var(14)+(NumExplod(4144)>0) || 1
trigger1 = var(15) := var(15)+(NumExplod(4145)>0) || 1
trigger1 = var(16) := var(16)+(NumExplod(4146)>0) || 1
trigger1 = var(17) := var(17)+(NumExplod(4147)>0)
ignorehitpause = 1

[State 4008, Null]
type = Null
trigger1 = var(20) := var(20)+(NumExplod(4150)>0) || 1
trigger1 = var(21) := var(21)+(NumExplod(4151)>0) || 1
trigger1 = var(22) := var(22)+(NumExplod(4152)>0) || 1
trigger1 = var(23) := var(23)+(NumExplod(4153)>0) || 1
trigger1 = var(24) := var(24)+(NumExplod(4154)>0) || 1
trigger1 = var(25) := var(25)+(NumExplod(4155)>0) || 1
trigger1 = var(26) := var(26)+(NumExplod(4156)>0) || 1
trigger1 = var(27) := var(27)+(NumExplod(4157)>0)
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4130)
ID = 4130
trans = addalpha
alpha = 256-256*var(0)/10,256*var(0)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4131)
ID = 4131
trans = addalpha
alpha = 256-256*var(1)/10,256*var(1)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4132)
ID = 4132
trans = addalpha
alpha = 256-256*var(2)/10,256*var(2)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4133)
ID = 4133
trans = addalpha
alpha = 256-256*var(3)/10,256*var(3)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4134)
ID = 4134
trans = addalpha
alpha = 256-256*var(4)/10,256*var(4)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4135)
ID = 4135
trans = addalpha
alpha = 256-256*var(5)/10,256*var(5)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4136)
ID = 4136
trans = addalpha
alpha = 256-256*var(6)/10,256*var(6)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4137)
ID = 4137
trans = addalpha
alpha = 256-256*var(7)/10,256*var(7)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4140)
ID = 4140
trans = addalpha
alpha = 256-256*var(10)/10,256*var(10)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4141)
ID = 4141
trans = addalpha
alpha = 256-256*var(11)/10,256*var(11)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4142)
ID = 4142
trans = addalpha
alpha = 256-256*var(12)/10,256*var(12)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4143)
ID = 4143
trans = addalpha
alpha = 256-256*var(13)/10,256*var(13)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4144)
ID = 4144
trans = addalpha
alpha = 256-256*var(14)/10,256*var(14)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4145)
ID = 4145
trans = addalpha
alpha = 256-256*var(15)/10,256*var(15)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4146)
ID = 4146
trans = addalpha
alpha = 256-256*var(16)/10,256*var(16)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4147)
ID = 4147
trans = addalpha
alpha = 256-256*var(17)/10,256*var(17)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4150)
ID = 4150
trans = addalpha
alpha = 256-256*var(20)/10,256*var(20)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4151)
ID = 4151
trans = addalpha
alpha = 256-256*var(21)/10,256*var(21)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4152)
ID = 4152
trans = addalpha
alpha = 256-256*var(22)/10,256*var(22)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4153)
ID = 4153
trans = addalpha
alpha = 256-256*var(23)/10,256*var(23)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4154)
ID = 4154
trans = addalpha
alpha = 256-256*var(24)/10,256*var(24)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4155)
ID = 4155
trans = addalpha
alpha = 256-256*var(25)/10,256*var(25)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4156)
ID = 4156
trans = addalpha
alpha = 256-256*var(26)/10,256*var(26)/10
ignorehitpause = 1

[State 4008, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(4157)
ID = 4157
trans = addalpha
alpha = 256-256*var(27)/10,256*var(27)/10
ignorehitpause = 1

[State 4008, DestroySelf]
type = DestroySelf
trigger1 = !NumExplod

[StateDef 4009]
StateType = A
Movetype  = A
Physics = N
Anim = 4012
SprPriority = 10
VelSet = 0,0

[State 4009, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4009, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4009, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 4009, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 50,0.5

[State 4009, AngleAdd]
type = AngleAdd
trigger1 = time = 0
trigger1 = IsHelper(4009)
value = 195

[State 4009, AngleAdd]
type = AngleAdd
trigger1 = time = 0
trigger1 = IsHelper(4010)
value = -80

[State 4009, AngleAdd]
type = AngleAdd
trigger1 = time = 0
trigger1 = IsHelper(4011)
value = 170

[State 4009, PalFX]
type = Palfx
trigger1 = time >= 5
add = 25*(5-time),25*(5-time),25*(5-time)
time = 1
IgnoreHitPause = 1
Persistent = 1

[State 4009, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 15

[StateDef 4010]
type = A
movetype = A
physics = N
anim = 4007
velset = 0,0
ctrl = 0

[State 4010, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 4008
trigger1 = IsHelper(4011)
trigger1 = time = 0
trigger2 = !numtarget
trigger2 = (AnimElemTime(3) = 0) || (AnimElemTime(5) = 0)
value = 4008
elem = AnimElemNo(0)

[State 4010, PosSet]
type = PosSet
trigger1 = Anim = 4008
x = facing*(pos X-screenpos X)
y = pos Y-screenpos Y+240

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

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,24
Channel = 1

[State 4010, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(28*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4010, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(18*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4010, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(20*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-10.4
air.velocity = 0,-10.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4010, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 2
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(5) = 1
value = -ceil(30*(root,fvar(1)*root,fvar(2)))
kill = (AnimElemTime(5)=1)
absolute = 1

[State 4010, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 4010, 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 4010, DestroySelf]
type = DestroySelf
triggerall = AnimElemTime(6) >= 0
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = (Target,StateType != A) || (Target,MoveType != H)

[StateDef 4012]
type = A
movetype = A
physics = N
anim = 4007
velset = 0,0
ctrl = 0

[State 4012, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 4008
trigger1 = IsHelper(4013)
trigger1 = time = 0
trigger2 = !numtarget
trigger2 = (AnimElemTime(3) = 0) || (AnimElemTime(5) = 0)
value = 4008
elem = AnimElemNo(0)

[State 4012, PosSet]
type = PosSet
trigger1 = Anim = 4008
x = facing*(pos X-screenpos X)
y = pos Y-screenpos Y+240

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

[State 4012, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,24
Channel = 1

[State 4012, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(30*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4012, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(19*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4012, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(22*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-10.4
air.velocity = 0,-10.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4012, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 2
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(5) = 1
value = -ceil(32*(root,fvar(1)*root,fvar(2)))
kill = (AnimElemTime(5)=1)
absolute = 1

[State 4012, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 4012, 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 4012, DestroySelf]
type = DestroySelf
triggerall = AnimElemTime(6) >= 0
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = (Target,StateType != A) || (Target,MoveType != H)

[StateDef 4014]
type = A
movetype = A
physics = N
anim = 4007
velset = 0,0
ctrl = 0

[State 4014, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 4008
trigger1 = IsHelper(4015)
trigger1 = time = 0
trigger2 = !numtarget
trigger2 = (AnimElemTime(3) = 0) || (AnimElemTime(5) = 0)
value = 4008
elem = AnimElemNo(0)

[State 4014, PosSet]
type = PosSet
trigger1 = Anim = 4008
x = facing*(pos X-screenpos X)
y = pos Y-screenpos Y+240

[State 4014, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4014, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,24
Channel = 1

[State 4014, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(33*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4014, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(21*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-2.4
air.velocity = 0,-2.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
kill = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4014, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A,HA
hitflag = MAF
animtype = Hard
ground.type = Low
priority = 12,Hit
damage = ceil(23*(root,fvar(1)*root,fvar(2))),0
pausetime = 3,3
sparkno = -1
guard.sparkno = -1
hitsound = S200,10
guardsound = S300,0
fall = 1
yaccel = 0.4
ground.velocity = 0,-10.4
air.velocity = 0,-10.4
fall.xvelocity = 0
fall.yvelocity = -3
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = -8
getpower = 0,0
givepower = 0,0

[State 4014, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 2
trigger2 = AnimElemTime(3) = 1
trigger3 = AnimElemTime(5) = 1
value = -ceil(35*(root,fvar(1)*root,fvar(2)))
kill = (AnimElemTime(5)=1)
absolute = 1

[State 4014, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4

[State 4014, 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 4014, DestroySelf]
type = DestroySelf
triggerall = AnimElemTime(6) >= 0
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = (Target,StateType != A) || (Target,MoveType != H)

[StateDef 6000]
Type = S
Physics = S
MoveType = A
Anim = 6000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = Time = 0
V = 46
Value = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(45) = -50
ignorehitpause = 1

[State 6000, VarSet]
type = VarAdd
triggerall = Var(47) < 6
trigger1 = Var(46) = 1
trigger1 = Time = 0
trigger1 = Var(49) <= 0
v = 47
Value = 1

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
trigger1 = Var(47) < 6
value = 200

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 16

[State 6000, HitDef]
type = HitDef
trigger1 = AnimElemTime(1) = 1
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 = Time = 0
value = S10000,4

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6000,0+Random%3
Channel = 0

[State 6000, Helper]
type = Helper
trigger1 = Time = 0
Helpertype = normal
StateNo = 6001
ID = 6001
name = "Burst"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-53 * const(size.yscale))
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 6002
ID = 6002
name = "MAX"
postype = p1
pos = ceil(-6 * const(size.xscale)), ceil(-64 * 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 = Time = 0
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 = Time = 16
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
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
trigger10 = Root,Stateno = 4000
flag = Invisible

[State 6002, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6002, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6002, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 6002, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6002, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(46) = 0

[StateDef 6003]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6003, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6003, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6003, Explod]
type = explod
trigger1 = Time = 0
id = 6022
anim = 6022
pos = Ifelse(Teamside = 1,65,252),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 >= 180
id = 6022

[State 6003, DestroySelf]
type = DestroySelf
trigger1 = Time >= 180

[StateDef 6005]
Type = S
Physics = S
MoveType = I
Anim = 6001
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6005, VarSet]
type = VarSet
trigger1 = Time = 0
V = 46
Value = 0

[State 6005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6010]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) > 400
v = 45
Value = 400

[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 = 1,5,315),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)/400,0.50

[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(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 = 1,95,208),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 = 1,101,214),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 = 1,107,220),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 6200, 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 = 0,0
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 = 0,0
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 = 0,0
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 = 0,0
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 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)

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[StateDef -2]

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%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%5
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%5
persistent = 0
channel = 0

[State -2, GameTime]
type = VarSet
trigger1 = StateNo = 2300
trigger1 = AnimElemTime(8) = 1
var(28) = GameTime
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy = 2
trigger1 = Alive
var(30) = IfElse((EnemyNear,Alive),0,1)

[State -2, VarSet]
type = VarSet
triggerall = NumEnemy = 1
trigger1 = Alive
var(30) = 0

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateno = ifelse(movehit,var(41),var(42))
ID = 8050
postype = p1
pos = ceil(ifelse(p2dist x<0,0,ifelse(p2dist x<var(43),p2dist x,var(43)))*const(size.xscale)),ceil(var(44)*const(size.yscale))
ownpal = 1
keyctrl = 0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = MoveHit = 1 && Var(40) = HitPauseTime
trigger1 = NumEnemy && Var(18)
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(18) = (EnemyNear,MoveType = A)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State -2, VarRangeSet]
type = VarRangeSet
trigger1 = movetype = I
trigger2 = movetype = H && time
trigger3 = var(41)>0||var(42)>0
trigger3 = movecontact=1
first = 40
last = 44
value = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
trigger2 = Var(46) = 0
trigger2 = Var(45) <=0
v = 45
Value = 0

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != 1200
trigger1 = StateNo != [2000,4999]
v = 45
value = 12

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != 1200
trigger1 = StateNo != [2000,4999]
v = 45
value = 6

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
triggerall = Var(46) = 1
trigger1 = MoveContact = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != 1005
trigger1 = StateNo != 6000
trigger1 = StateNo != [2000,4999]
v = 45
value = -15

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo != [120,159]
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo = [120,159]
v = 45
value = 2

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
triggerall = Var(46) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) <= 20
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4099]
trigger1 = Gametime%10 = 0
v = 45
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
v = 46
Value = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = var(49) > 0
trigger1 = !numhelper(20100)
var(49) = -1
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
trigger1 = RoundState = 1 
v = 49
value = 0

;[State -2, VarAdd];Testing Purposes
;type = VarAdd
;triggerall = Var(45) <= 400
;trigger1 = Command = "b"
;v = 45
;value = 500

;[State -2, VarSet];Testing Purposes
;type = VarSet
;triggerall = Var(47) <= 6
;trigger1 = Command = "c"
;v = 47
;value = 6

[State -2, Helper]
type = Helper
Trigger1 = Var(46) = 1
Trigger1 = NumHelper(6002) = 0
Trigger1 = Var(45) >= 0
helpertype = normal
name = "Aura"
ID = 6002
pos = 0, 0
postype = p1
facing = 1
stateno = 6002
keyctrl = 0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, AssertSpecial]
type = AssertSpecial
flag = NoKOSlow
trigger1 = StateNo = [4000,4099]
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = RoundState >= 2
triggerall = WinKo && !var(37)
trigger1 = StateNo = [4000,4099]
trigger2=movetype=h
trigger2=prevstateno=[4000,4099]
trigger3 = NumHelper(4003)
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

[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, PalFX]
type = PalFX
triggerall = Var(46) = 1
trigger1 = !(GameTime % 2)
time = 1
add = 60,60,60
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = 1
trigger1 = numhelper(6010) = 0
ID = 6010
name = "MAX_Bar"
stateno = 6010
ownpal = 1
postype = left
pos = 160,
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, 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) = 1,1.15,1)

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "AP = %d"
params = var(45)

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 400
triggerall = Var(49) > 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo != 3000
triggerall = StateNo != [4000,4099]
trigger1 = Gametime%4 = 0
v = 45
value = 1

[State -2, LifeAdd]
type = LifeAdd
triggerall = Var(49) > 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo != 3000
triggerall = StateNo != [4000,4099]
trigger1 = Gametime%4 = 0
value = 1
ignorehitpause = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = Var(49) > 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = StateNo != 3000
triggerall = StateNo != [4000,4099]
trigger1 = Gametime%6 = 0
value = 10
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*Life/LifeMax <= 20
v = 19
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = 100*Life/LifeMax > 20
v = 19
value = 0

[State -2, Helper]
type = Helper
trigger1 = Var(19) = 1
persistent = 0
id = 8710
name = "Danger"
pos = 0,0
postype = P1
stateno = 8710
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, LifeAdd]
type = LifeAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -5
kill = 0

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -26

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Senna_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 6
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Homura_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,time = 203
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4103
triggerall = MoveType = H
trigger1 = Enemy,time%8 = 0
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4004
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 3
trigger2 = Enemy,AnimElem = 8
trigger3 = Enemy,AnimElem = 12
trigger4 = Enemy,AnimElem = 16
trigger5 = Enemy,AnimElem = 20
trigger6 = Enemy,AnimElem = 24
trigger7 = Enemy,AnimElem = 28
trigger8 = Enemy,AnimElem = 32
trigger9 = Enemy,AnimElem = 36
trigger10 = Enemy,AnimElem = 40
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Rentaro_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 16
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4104
triggerall = MoveType = H
trigger1 = Enemy,Time >= 24
trigger1 = Enemy,Time%3 = 0
trigger1 = Enemy,Time < 75
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4105
triggerall = MoveType = H
trigger1 = Enemy,Time = 12
trigger2 = Enemy,Time = 137
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 951
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 13
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 184
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kuroyukihime_K"
triggerall = Enemy,StateNo = 4002
triggerall = MoveType = H
trigger1 = Enemy,Time = 20
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 2
trigger2 = Enemy,AnimElem = 9
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 1503 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 2502 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,Time%2 = 0
trigger1 = Enemy,Time > 45
trigger1 = Enemy,Time <= 77
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 810 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4004 
triggerall = MoveType = H
trigger1 = Enemy,Time = 95
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4108 
triggerall = MoveType = H
trigger1 = Enemy,Time = 4
trigger2 = Enemy,Time = 9
trigger3 = Enemy,Time = 14
trigger4 = Enemy,Time = 19
trigger5 = Enemy,Time = 24
trigger6 = Enemy,Time = 29
trigger7 = Enemy,Time = 34
trigger8 = Enemy,Time = 39
trigger9 = Enemy,Time = 44
trigger10 = Enemy,Time = 49
trigger11 = Enemy,Time = 52
trigger12 = Enemy,Time = 55
trigger13 = Enemy,Time = 58
trigger14 = Enemy,Time = 61
trigger15 = Enemy,Time = 64
trigger16 = Enemy,Time = 67
trigger17 = Enemy,Time = 70
trigger18 = Enemy,Time = 73
trigger19 = Enemy,Time = 74
trigger20 = Enemy,Time = 75
trigger21 = Enemy,Time = 76
trigger21 = Enemy,Time = 77
trigger22 = Enemy,Time = 78
trigger23 = Enemy,Time = 79
trigger24 = Enemy,Time = 80
trigger25 = Enemy,Time = 81
trigger26 = Enemy,Time = 104
v = 45
value = 2

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(20) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger3 = Statetype = A
trigger3 = (Stateno = [600,699])
trigger3 = MoveContact
var(20) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(21) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(21) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(22) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(22) = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = !alive && (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
value = 5950
ignorehitpause = 1

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
flag = nokosnd
ignorehitpause = 1

[State -3, Width]
type = Width
trigger1 = 1
edge = 4,0
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
