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

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


[Size]
xscale = 0.335
yscale = 0.335
ground.back = 16
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 2, -125
mid.pos = 0, -85
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.6
walk.back = -2.4
run.fwd  = 8, 0
run.back = -4.5,-5.5
jump.neu = 0,-10
jump.back = -3
jump.fwd = 3
runjump.back = -2.55,-8.1
runjump.fwd = 5,-9.5      ;.

[Movement]
yaccel = .5
stand.friction = .85
crouch.friction = .85

[Quotes]
Victory1 = "Simply brush aside the flames. That's all there is to it."
Victory2 = "Not a Denizen? What's going on here?"
Victory3 = "*sigh* I'd really like to finish this already and go eat some melon bread..."
Victory4 = "No matter where or who I fight, I will not lose!"
Victory5 = "You're no match a for a Flame Haze, especially not one like me!"
Victory6 = "Shut up! Shut up! Shut up!"
Victory7 = "That was a close one...I've got to get stronger."

;---------------------------------------------------------------------------
; 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 = 16
value = S100,12

[State 170, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S170,0+Random%2
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
anim = 180+Random%2
velset = 0,0

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

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

[State 181, Helper]
type = Helper
trigger1 = Anim = 180
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 10,-85
stateno = 182
ID = 182
ownpal = 1
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.2

[State 181, Helper]
type = Helper
trigger1 = Anim = 181
trigger1 = AnimElem = 2
helpertype = Normal
name = "Spin"
pos = 10,-65
stateno = 183
ID = 183
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4

[State 181, Helper]
type = Helper
trigger1 = Anim = 181
trigger1 = AnimElem = 2
helpertype = Normal
name = "Spin"
pos = 10,-65
stateno = 183
ID = 184
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = AnimElem = 3
trigger2 = Anim = 181
trigger2 = AnimElem = 2
value = S100,9

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElem = 4
value = S100,12

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

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

[StateDef 182]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 212

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 182, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 182, BindToParent]
type = BindToParent
trigger1 = IsHelper(182)
pos = -70,-90

[State 182, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(182)

[State 182, AngleSet]
type = AngleSet
trigger1 = IsHelper(182)
value = -15

[State 182, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 183]
type = A
movetype = I
physics = N
sprpriority = 6

[State 183, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(183)
value = 182

[State 183, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(184)
value = 183

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

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

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

[State 183, AngleSet]
type = AngleAdd
trigger1 = 1
value = 20

[State 183, DestroySelf]
type = DestroySelf
trigger1 = Time >= 10
trigger2 = Root,MoveType = H

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

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 190
trigger1 = Time = 1
value = S190,0+Random%3
Channel = 0

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

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

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
trigger1 = Time = 0
value = 192

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
trigger1 = Time = 0
value = 193

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Sennou-Room" && Enemy,Name = "Kirito"
trigger1 = Time = 0
value = 196

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

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

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

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

[State 191, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,12

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

[StateDef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

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

[State 192, PlaySnd]
type = PlaySnd
trigger1 = Time = 160
value = S191,0
Channel = 0

[State 192, ChangeState]
type = ChangeState
triggerall = Time >= 250
triggerall = Anim = 190
trigger1 = p2stateno = 0 || enemy,anim = 0
trigger2 = Enemy,Name = "Taiga_K"
trigger2 = Enemy,AuthorName = "Kohaku"
trigger2 = Time >= 250
value = 191
ctrl = 0

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

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

[State 193, PlaySnd]
type = PlaySnd
trigger1 = Anim = 192
trigger1 = Time = 0
value = S191,1
Channel = 0

[State 193, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 192
trigger1 = Time >= 400 
value = 193

[State 193, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 193
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, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = Normal
name = "Spin"
pos = 10,-65
stateno = 183
ID = 183
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4

[State 195, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = Normal
name = "Spin"
pos = 10,-65
stateno = 183
ID = 184
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,9

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

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

[StateDef 196]
type = S
ctrl = 0
anim = 180
velset = 0,0
sprpriority = 2

[State 196, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 196, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 10,-85
stateno = 182
ID = 182
ownpal = 1
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.2

[State 96, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,9

[State 196, PlaySnd]
type = PlaySnd
trigger1 = Time = 260
value = S191,2
Channel = 0

[State 196, ChangeState]
type = ChangeState
trigger1 = Time >= 340
value = 197
ctrl = 0

[StateDef 197]
type = S
ctrl = 0
anim = 194
velset = 0,0
sprpriority = 2

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

[State 197, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0

[StateDef 198]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

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

[State 198, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 140 
value = 196

[State 198, PlaySnd]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = Time = 140
value = S191,3
Channel = 0

[State 198, ChangeState]
type = ChangeState
trigger1 = Anim = 196
trigger1 = Time >= 270
value = 191
ctrl = 0

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
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 = 3
value = S100,9

[State 200, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 200, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 201
ID = 201
pos = 20,-60
scale = 0.7,0.7
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = IfElse(Var(10),14,12)
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -70))
hitsound = S200,3
guardsound = S300,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.5,0
guard.velocity = -4.8
air.velocity = -1.5,-6.5
getpower = 20
givepower = 15
yaccel = 0.5

[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
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%4
channel = 0

[State 210, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 20,-85
stateno = 211
ID = 211
ownpal = 1
ignorehitpause = 1
size.xscale = 0.7
size.yscale = 0.7

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animType = Medium
damage = IfElse(Var(10),22,18)
guardFlag = MA
priority =3, Hit
pauseTime = 10,12
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 = 12
ground.HitTime  = 12
ground.Velocity = -4.5
guard.Velocity = -5.5
air.Velocity = -1.5,-7
yaccel = 0.5
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

[StateDef 211]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 202

[State 211, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 211, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 211, BindToParent]
type = BindToParent
trigger1 = IsHelper(211)
pos = 20,-85

[State 211, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(211)

[State 211, AngleSet]
type = AngleSet
trigger1 = IsHelper(211)
value = -10

[State 211, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 210

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

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,11

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%4
channel = 0

[State 220, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Flame"
pos = 65,-55
stateno = 221
ID = 221
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 0.5

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = IfElse(Var(10),34,28)
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12,15
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 = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -4.5
air.velocity = -1.5,-7.5
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 221]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 212

[State 221, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

[State 221, BindToParent]
type = BindToParent
trigger1 = IsHelper(221)
pos = 65,-55

[State 221, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(221)

[State 221, AngleSet]
type = AngleSet
trigger1 = IsHelper(221)
value = 20

[State 221, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 220

;---------------------------------------------------------------------------
; 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, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 211
ID = 211
pos = 5,-45
scale = 0.7,0.7
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,9

[State 400, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = IfElse(Var(10),15,13)
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 = S200,3
guardsound = S300,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -4.5,0
air.velocity = -1.5,-6.5
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, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,10

[State 410, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%4
channel = 0

[State 410, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 65,-55
stateno = 411
ID = 411
ownpal = 1
ignorehitpause = 1
size.xscale = 0.9
size.yscale = 0.6

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = IfElse(Var(10),25,21)
animtype = Medium
hitflag = MAF
guardflag = L
priority = 4, Hit
pausetime = 10,12
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) := -45))
ground.type = Low
ground.slideTime = 11
ground.hitTime  = 11
ground.velocity = -5.5
air.velocity = -1.5,-7
yaccel = .5
air.fall = 1
fall.recoverTime = 21
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2

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

[StateDef 411]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 203

[State 411, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

[State 411, BindToParent]
type = BindToParent
trigger1 = IsHelper(411)
pos = 15,-47

[State 411, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(411)

[State 411, AngleSet]
type = AngleSet
trigger1 = IsHelper(411)
value = 20

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

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

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,11

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%4
channel = 0

[State 420, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 17,-45
stateno = 421
ID = 421
ownpal = 1
ignorehitpause = 1
size.xscale = 0.8
size.yscale = 0.9

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C,NA
animtype  = Hard
damage = IfElse(Var(10),37,31)
hitflag = MAF
guardflag = MA
pausetime = 12,14
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,5
guardsound = S300,0
ground.type = high
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -1.5,-7.5
guard.velocity = -6.5
air.velocity = -1.5,-7.5
fall = 1
fall.recover = 1
getpower = 45
givepower = 15
envshake.time = 9
envshake.ampl = 2
fall.recovertime = 30

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

[StateDef 421]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 421, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

[State 421, BindToParent]
type = BindToParent
trigger1 = IsHelper(421)
pos = 17,-45

[State 421, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(421)

[State 421, AngleSet]
type = AngleSet
trigger1 = IsHelper(421)
value = 20

[State 421, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 420

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

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,9

[State 600, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S410,0+random%4
channel = 0

[State 600, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = Normal
name = "Flame"
pos = 20,-70
stateno = 601
ID = 601
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 0.5

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = IfElse(Var(10),18,15)
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,3
guardsound = S300,0
ground.type = High
airguard.ctrltime = 10
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -4.5,0
air.velocity = -1.5,-3.25
getpower = 24
givepower = 15
yaccel = 0.5

[State 600, 5]
type = CtrlSet
trigger1 = Time = 18
value = 1

[StateDef 601]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 211

[State 601, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 601, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 601, BindToParent]
type = BindToParent
trigger1 = IsHelper(601)
pos = -27,-65

[State 601, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(601)

[State 601, AngleSet]
type = AngleSet
trigger1 = IsHelper(601)
value = 0

[State 601, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 600

;---------------------------------------------------------------------------
; 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 = S100,10

[State 610, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%4
channel = 0

[State 610, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 10,-60
stateno = 611
ID = 611
ownpal = 1
ignorehitpause = 1
size.xscale = 0.9
size.yscale = 1

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = IfElse(Var(10),30,25)
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S200,4
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
airguard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -1.5,-3.5
getpower = 35
givepower = 15
yaccel = 0.5
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time = 28
value = 1

[StateDef 611]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 611, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

[State 611, BindToParent]
type = BindToParent
trigger1 = IsHelper(611)
pos = -18,-63

[State 611, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(611)

[State 611, AngleSet]
type = AngleSet
trigger1 = IsHelper(611)
value = 5

[State 611, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 610

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

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,11

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%4
channel = 0

[State 620, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Flame"
pos = 10,-85
stateno = 621
ID = 621
ownpal = 1
ignorehitpause = 1
size.xscale = 0.7
size.yscale = 0.9

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = IfElse(Var(10),44,37)
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 12,14
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-20)))
guardSound = S300,0
ground.type = High
ground.slidetime = 14
ground.hittime = 14
ground.velocity = -6.5
air.velocity = -1.5,-3.75
yaccel = .48
air.fall = 1
fall.recoverTime = 37
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3

[StateDef 621]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 202

[State 621, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

[State 621, BindToParent]
type = BindToParent
trigger1 = IsHelper(621)
pos = -10,-75

[State 621, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(621)

[State 621, AngleSet]
type = AngleSet
trigger1 = IsHelper(621)
value = 5

[State 621, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 620

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

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S810,0+random%3
channel = 0

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 3
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
hitsound = S800,3
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", 1, -1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

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

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
velset = 0,0

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

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

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

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 34
pos = 50

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 6
value = S100,2

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 6
value = S800,0+Random%3
Channel = 0

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S,NA
animtype  = Hard
damage = 50
hitflag = MAF
guardflag =
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -5,-6.4
air.velocity = -5,-6.4
fall = 1
fall.recover = 0
yaccel = 0.55
envshake.time = 9
envshake.ampl = 2

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

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

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

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

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

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

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

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

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

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

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

[State 950, Helper]
type = Helper
trigger1 = Time = 0
Helpertype = normal
StateNo = 952
ID = 952
name = "Guard_Counter"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-50 * const(size.yscale))
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 950, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA
animtype = Hard
damage = 100
hitflag = MAF
guardflag =
priority = 4, Hit
pausetime = 30,30
guard.pausetime = 10,10
hitsound = S200,8
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
ground.type = High
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -10,-6
air.velocity = -10,-6
down.velocity = -4,-2
yaccel = .54
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 90
p2Stateno = 953

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

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

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

[State 952, Explod]
type = Explod
trigger1 = Time = 0
Anim = 952
ID = 952
sprpriority = 3
postype = p1
pos = 20,-60
removetime = 16
supermovetime = -1
ownpal = 1

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

[State 952, Explod]
type = Explod
trigger1 = time = 0
anim = 953
ID = 953
sprpriority = -2
postype = p1
pos = 20,-ceil(pos y)
supermovetime = -1
ownpal = 1

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

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

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

[State 953, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 953, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 953, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 953, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 954

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

[State 954, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 954, VelSet]
type = VelSet
trigger1 = Time = 0
x = -15

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

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

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

[State 954, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 954, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 954, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 955

[State 954]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 956

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

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

[State 955, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 955, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 955, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

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

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

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

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

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

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

[State 955, 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 955, Turn]
Type = Turn
Trigger1 = Time = 0

[State 955, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 956]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 956, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 956, 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 956, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 956, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 956, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 956, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 956, 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 956, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 956, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 956, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 956, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 956, Turn]
type = Turn
trigger1 = Time = 0

[State 956, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

[StateDef 1001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1001
sprpriority = 2
velset = 0,0

[State 1001, VelSet]
Type = VelSet
trigger1 = AnimElem = 1
X = -2
Y = -5

[State 1001, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.5

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = 1000
trigger1 = AnimElem = 1
value = S40,1

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,0+Random%2
channel = 0

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 211
ID = 211
pos = 5,-85
scale = 0.7,0.7
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1001, Helper]
type = Helper
trigger1 = PrevStateNo = 1000
trigger1 = AnimElem = 1
helpertype = normal
stateno = 1002
ID = 1002
name = "Hien"
postype = p1
pos = -20,-60
pausemovetime = 9999
supermovetime = 9999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State 1001, Helper]
type = Helper
trigger1 = PrevStateNo = 1005
trigger1 = AnimElem = 1
helpertype = normal
stateno = 1002
ID = 1003
name = "Hien"
postype = p1
pos = -20,-60
pausemovetime = 9999
supermovetime = 9999
size.xscale = 1
size.yscale = 1
ownpal = 1

[State 1001, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1108

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

[State 1002, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1002)
trigger1 = NumHelper(1002)
trigger1 = Helper(1002),MoveHit = 1
trigger2 = IsHelper(1003)
trigger2 = NumHelper(1003)
trigger2 = Helper(1003),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1002, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1002)
trigger1 = NumHelper(1002)
trigger1 = Helper(1002),MoveGuarded = 1
trigger2 = IsHelper(1003)
trigger2 = NumHelper(1003)
trigger2 = Helper(1003),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

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

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

[State 1002, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1003
ignorehitpause = 1

[State 1002, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 1002, VelSet]
type = VelSet
trigger1 = 1
x = 20

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 1002, Explod]
type = Explod
trigger1 = Time%2 = 0
anim = 1003
ID = 1003
pos = 10,-10+Random%20
scale = 0.5,0.5
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1002, Explod]
type = Explod
trigger1 = IsHelper(1002)
trigger1 = Time%1 = 0
anim = 8100
ID = 1003
pos = 20,60
scale = 0.5,0.1
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1002, HitDef]
type = HitDef
trigger1 = time > 0
trigger1 = !MoveContact 
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),4
hitflag = MAF
guardflag = MA
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1002, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1002, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1002, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1002, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1002, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = FrontEdgeBodyDist <= -42

[StateDef 1003]
Type = A
Movetype= I
Physics = N
Anim = 99999
Velset = 0, 0
Ctrl = 0
Sprpriority = 4

[State 1003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1003, DestroySelf]
type = DestroySelf
trigger1 = time = 1

[StateDef 1005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1005
poweradd = 110
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

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

[State 1100, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 4

[State 1100, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 2

[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1100,0+Random%2
Channel = 0

[State 1100, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 2
Y = -6

[State 1100, VelAdd]
type = veladd
trigger1 = Time >= 24
Y = 2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -3,-4
guard.velocity = -3
air.velocity = -3,-4
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -2,-4
guard.velocity = -2
air.velocity = -2,-4
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1101, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1100, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1100, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1101

[StateDef 1101]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1101
sprpriority = 2

[State 1101, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveContact = 1
v = 45
value = 4

[State 1101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1101, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 1101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flame"
pos = 20,-25
stateno = 1102
ID = 1102
ownpal = 1
ignorehitpause = 1
size.xscale = 0.7
size.yscale = 1.1

[State 1101, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = IfElse(Var(10),44,37),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 10,15
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-65)))
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-10
guard.velocity = -8.5
air.velocity = -2,8
airGuard.velocity = -4,-1.4
down.velocity = -2,-16
ground.cornerPush.VelOff = -5.2
air.cornerPush.VelOff = -4
down.cornerPush.VelOff = -7
yaccel = .48
fall = 1
fall.recoverTime = 37
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1101, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1102]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

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

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

[State 1102, BindToParent]
type = BindToParent
trigger1 = 1
pos = 15,-73

[State 1102, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 1102, AngleSet]
type = AngleSet
trigger1 = 1
value = -9

[State 1102, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = IsHelper(1102)
trigger3 = Root,StateNo != 1101
trigger4 = IsHelper(1111)
trigger4 = Root,StateNo != 1111
trigger5 = IsHelper(1121)
trigger5 = Root,StateNo != 1121

[StateDef 1105]
type = A
movetype = A
physics = N
anim = 1105
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1105, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 4

[State 1105, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 2

[State 1105, VarSet]
type = varset
trigger1 = time = 0
v = 3
value = 0
ignorehitpause = 1

[State 1105, VarAdd]
type = VarAdd
trigger1 = MoveHit
v = 3
value = 1
ignorehitpause = 1

[State 1105, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 1105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1100,0+Random%2
Channel = 0

[State 1105, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 2
Y = -6

[State 1105, VelAdd]
type = veladd
trigger1 = Time >= 25
Y = 1.5

[State 1105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1105, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -3,-6
guard.velocity = -1
air.velocity = -3,-6
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.6
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1105, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -2,-3
guard.velocity = -2
air.velocity = -2,-3
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.6
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1105, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1105, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1105, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

[StateDef 1106]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
anim = 1106
sprpriority = 2

[State 1106, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveContact = 1
v = 45
value = 4

[State 1106, VarAdd]
type = VarAdd
trigger1 = MoveHit
v = 3
value = 1
ignorehitpause = 1

[State 1106, VelAdd]
type = veladd
trigger1 = Time > 0
Y = 0.7

[State 1106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 1106, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flame"
pos = 20,-25
stateno = 1107
ID = 1106
ownpal = 1
ignorehitpause = 1
size.xscale = 0.7
size.yscale = 1.1

[State 1106, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SA
damage = IfElse(Var(10),44,37),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 8,15
hitsound = S200,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-10
guard.velocity = -8.5
air.velocity = -2,8
airGuard.velocity = -4,-1.4
yaccel = .5
fall = 1
fall.recoverTime = 37
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1106, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1106, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1106, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1106, ChangeState]
type = ChangeState
trigger1 = Var(3) = 0
trigger1 = vel Y > 0 && pos Y >= 0
value = 1108

[State 1106, ChangeState]
type = ChangeState
trigger1 = Var(3) != 0
trigger1 = vel Y > 0 && pos Y >= 0
value = 52

[StateDef 1107]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 1107, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1107, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1107, BindToParent]
type = BindToParent
trigger1 = 1
pos = 15,-73

[State 1107, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 1107, AngleSet]
type = AngleSet
trigger1 = 1
value = -9

[State 1107, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = IsHelper(1106)
trigger3 = Root,StateNo != 1106

[StateDef 1108]
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 1107

[State 1108, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1108, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40, 0

[State 1108, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1108, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1110]
type = S
movetype = A
physics = N
anim = 1100
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1110, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 4

[State 1110, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 2

[State 1110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1110, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1100,0+Random%2
Channel = 0

[State 1110, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 4
Y = -6

[State 1110, VelAdd]
type = veladd
trigger1 = Time >= 24
Y = 2

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1110, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-4
guard.velocity = -4
air.velocity = -4,-4
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1110, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-4
guard.velocity = -4
air.velocity = -4,-4
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1110, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1110, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1110, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1111

[StateDef 1111]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1111
sprpriority = 2

[State 1111, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveContact = 1
v = 45
value = 4

[State 1111, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1111, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 1111, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flame"
pos = 20,-25
stateno = 1102
ID = 1111
ownpal = 1
ignorehitpause = 1
size.xscale = 0.7
size.yscale = 1.1

[State 1111, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = IfElse(Var(10),44,37),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 10,15
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-65)))
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-10
guard.velocity = -8.5
air.velocity = -2,8
airGuard.velocity = -4,-1.4
down.velocity = -2,-16
ground.cornerPush.VelOff = -5.2
air.cornerPush.VelOff = -4
down.cornerPush.VelOff = -7
yaccel = .48
fall = 1
fall.recoverTime = 37
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1111, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1115]
type = A
movetype = A
physics = N
anim = 1105
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1115, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 4

[State 1115, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 2

[State 1115, VarSet]
type = varset
trigger1 = time = 0
v = 3
value = 0
ignorehitpause = 1

[State 1115, VarAdd]
type = VarAdd
trigger1 = MoveHit
v = 3
value = 1
ignorehitpause = 1

[State 1115, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 1115, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1100,0+Random%2
Channel = 0

[State 1115, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 4
Y = -6

[State 1115, VelAdd]
type = veladd
trigger1 = Time >= 25
Y = 1.5

[State 1115, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1115, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-4
guard.velocity = -4
air.velocity = -4,-4
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.6
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1115, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-3
guard.velocity = -4
air.velocity = -4,-3
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.6
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1115, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1115, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1115, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1115, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

[StateDef 1120]
type = S
movetype = A
physics = N
anim = 1100
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1120, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 4

[State 1120, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 2

[State 1120, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1120, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1100,0+Random%2
Channel = 0

[State 1120, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 4
Y = -8

[State 1120, VelAdd]
type = veladd
trigger1 = Time >= 24
Y = 2

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1120, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-8
guard.velocity = -3
air.velocity = -4,-8
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1120, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-3
guard.velocity = -3
air.velocity = -4,-3
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1120, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1120, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1120, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1120, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1101

[StateDef 1121]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1121
sprpriority = 2

[State 1121, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveContact = 1
v = 45
value = 4

[State 1121, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1121, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1121, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1121, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 1121, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flame"
pos = 20,-25
stateno = 1102
ID = 1121
ownpal = 1
ignorehitpause = 1
size.xscale = 0.7
size.yscale = 1.1

[State 1121, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,SA
damage = IfElse(Var(10),44,37),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 10,15
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-65)))
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-10
guard.velocity = -8.5
air.velocity = -2,8
airGuard.velocity = -4,-1.4
down.velocity = -2,-16
ground.cornerPush.VelOff = -5.2
air.cornerPush.VelOff = -4
down.cornerPush.VelOff = -7
yaccel = .48
fall = 1
fall.recoverTime = 37
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1121, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1121, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1125]
type = A
movetype = A
physics = N
anim = 1105
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1125, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = 4

[State 1125, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 2

[State 1125, VarSet]
type = varset
trigger1 = time = 0
v = 3
value = 0
ignorehitpause = 1

[State 1125, VarAdd]
type = VarAdd
trigger1 = MoveHit
v = 3
value = 1
ignorehitpause = 1

[State 1125, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 1125, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1100,0+Random%2
Channel = 0

[State 1125, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 4
Y = -8

[State 1125, VelAdd]
type = veladd
trigger1 = Time >= 25
Y = 1.5

[State 1125, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1125, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-6
guard.velocity = -3
air.velocity = -4,-6
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1125, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, SA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),12,10),2
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-6
guard.velocity = -3
air.velocity = -4,-6
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.6
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1125, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1125, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1125, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1125, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

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

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S100,7

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S100,14

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
value = S1200,0+Random%3
channel = 0

[State 1200, Explod]
type = Explod
trigger1 = !NumExplod(1202)
trigger1 = Time = 5
anim = 1202
ID = 1202
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 4
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 1200, Explod]
type = Explod
trigger1 = !NumExplod(1203)
trigger1 = Time = 5
anim = 1203
ID = 1203
pos = -40,-5
scale = 0.4,0.4
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1200 VelSet]
type = VelSet
trigger1 = Time >= 5
x = 15

[State 1200, Explod]
type = Explod
trigger1 = Time >= 5
trigger1 = Time%1 = 0
anim = 8100
ID = 1200
pos = 0,0
scale = 0.5,0.05
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1200, Explod]
type = Explod
trigger1 = Time >= 5
trigger1 = Time%1 = 0
anim = 1003
ID = 1003
pos = -20,-80+Random%40
scale = 0.2,0.2
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1200, Helper]
type = Helper
trigger1 = Time = 5
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1200, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S, SA
damage = IfElse(Var(10),36,30),5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-4
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
fall = 1
fall.recover = 0
p2facing = 1

[State 1201, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1200, ChangeState]
type = ChangeState
trigger1 = Time >= 15
trigger2 = MoveContact
value = 1201

[StateDef 1201]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1201
sprpriority = 2
juggle = 3

[State 1201, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1202)
trigger1 = AnimElem = 3
ID = 1202

[State 1201, Helper]
type = Helper
trigger1 = Anim = 1201
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 65,-55
stateno = 1202
ID = 1202
ownpal = 1
ignorehitpause = 1
size.xscale = 0.9
size.yscale = 0.6

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1200 VelSet]
type = VelSet
trigger1 = Time >= 14
x = 0

[State 1201, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = IfElse(Var(10),44,37),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 9,9
hitsound = S200,5
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-60)))
guardSound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -4.2,10
guard.velocity = -8.5
air.velocity = -4.2,10
airGuard.velocity = -4,-1.4
down.velocity = -6,-2.5
yaccel = .48
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
P2StateNo = 1203

[State 1201, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

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

[StateDef 1202]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 203

[State 1202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1202, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1202, BindToParent]
type = BindToParent
trigger1 = IsHelper(1202)
pos = 20,-32

[State 1202, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1202)

[State 1202, AngleSet]
type = AngleSet
trigger1 = IsHelper(1202)
value = 35

[State 1202, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 1201

[StateDef 1203]
type = A
movetype = H
physics = N
sprpriority=1

[State 1203, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 1203, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 1203]
type = ChangeAnim
trigger1 = 1
value = anim

[State 1203, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver=0
value = 1

[State 1203, VelSet]
type = VelSet
trigger1 = 1
y = 15
persistent = 0

[State 1203, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 1204

[StateDef 1204]
type = A
movetype = H
physics = N
sprpriority = 1

[State 1204]
type = PosSet
trigger1 = time = 0
y = 0

[State 1204, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 1204, VelSet]
type = VelSet
trigger1 = time = 0
x = -4
y = -8.5

[State 1204, VelAdd]
type = Veladd
trigger1 = 1
y = 0.75

[State 1204, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 1204, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 1204, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

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

[State 1300, VarSet]
type = VarSet
trigger1 = time = 0
v = 48
value = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1300,0+Random%2
channel = 0

[State 1300, Helper]
type = Helper
trigger1 = time = 0
ID = 1301
pos = -80,0
postype = P1
stateno = 1301
helpertype = normal
name = "Wilhelmina"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

[StateDef 1301]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
anim = 1301
sprpriority = 2

[State 1301, ParentVarAdd]
type = ParentVarAdd
trigger1 = ishelper(1301)
trigger1 = NumHelper(1302)
trigger1 = Helper(1302),MoveContact = 1
var(45) = 2-6*(!!Root,var(46))

[State 1301, NotHitBy]
type = NotHitBy
trigger1 = Time < 9
value = SCA

[State 1301, NotHitBy]
type = NotHitBy
trigger1 = Time >= 9
value = ,NT,ST,HT

[State 1301, HitOverride]
type = HitOverride
trigger1 = Time >= 9
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1304

[State 1301, Helper]
type = Helper
trigger1 = time = 28
trigger2 = time = 30
trigger3 = time = 32
trigger4 = time = 34
pos = 100,0
postype = p1
stateno = 1302
ID = 1302
name = "Damage"
helpertype = normal
sprpriority = -1
ownpal = 1
ignorehitpause = 1
supermovetime = 9999999
pausemovetime = 9999999
size.xscale = 0.2
size.yscale = 2

[State 1301, Helper]
type = Helper
trigger1 = Anim = 1302
trigger1 = AnimElemTime(2) = 5
helpertype = Normal
name = "White Bandange"
pos = 0,0
stateno = 1303
ID = 1303
ownpal = 1
ignorehitpause = 1
size.xscale = 0.2
size.yscale = 2

[State 1301, Helper]
type = Helper
trigger1 = Anim = 1302
trigger1 = AnimElemTime(2) = 9
helpertype = Normal
name = "White Bandange"
pos = 0,0
stateno = 1303
ID = 1304
ownpal = 1
ignorehitpause = 1
size.xscale = 0.2
size.yscale = 2

[State 1301, Helper]
type = Helper
trigger1 = Anim = 1302
trigger1 = AnimElemTime(2) = 7
helpertype = Normal
name = "Dark Bandange"
pos = 0,0
stateno = 1303
ID = 1305
ownpal = 1
ignorehitpause = 1
size.xscale = 0.2
size.yscale = 2

[State 1301, Helper]
type = Helper
trigger1 = Anim = 1302
trigger1 = AnimElemTime(2) = 11
helpertype = Normal
name = "Dark Bandange"
pos = 0,0
stateno = 1303
ID = 1306
ownpal = 1
ignorehitpause = 1
size.xscale = 0.2
size.yscale = 2

[State 1301, PosSet]
type = PosSet
trigger1 = time = 0
y = -20

[State 1301, VelSet]
type = VelSet
trigger1 = time = 0
x = 10

[State 1301, ChangeAnim]
type = ChangeAnim
trigger1 = time = 15
value = 1302

[State 1301, VelSet]
type = VelSet
trigger1 = time = 15
x = 0

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S1310,0+random%3
Channel = 1

[State 1301, VelSet]
type = VelSet
triggerall = time >= 15 && time < 60
trigger1 = Anim = 1302
x = (-3*exp((-0.0725)*(time-15)))
y = (-3*exp((-0.0725)*(time-15)))

[State 1301, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1302
trigger1 = time = 60
value = 1303

[State 1301, VelSet]
type = VelSet
trigger1 = time = 60
x = -20
y= -15

[State 1301, DestroySelf]
type = DestroySelf
trigger1 = time = 80

[StateDef 1302]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
anim = 1304

[State 1302, HitDef]
type = PosSet
trigger1 = time = 0
y = 0

[State 1302, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SP
damage = ceil(IfElse(Root,Var(10),37,28)*(root,fvar(1)*root,fvar(2))),4
animtype = Hard
guardflag = M
hitflag = MAFD
pausetime = 8,10
guard.pausetime = 8, 10
getpower = 10,0
givepower = 10,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.hittime =10
ground.slidetime =  10
air.hittime  = 10
guard.slidetime = 9
guard.hittime = 9
airguard.ctrltime = 11
ground.velocity = -4.5
air.velocity  = -1.5,-6.5
fall.recovertime = 31
air.fall = 1
envshake.freq = 90
envshake.ampl = 1
fall.envshake.time = 5
fall.envshake.freq = 140
fall.envshake.ampl = 2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5

[State 1302, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 16
size.xscale = 1
size.yscale = 1

[State 1302, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1302, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1302, DestroySelf]
type = DestroySelf
trigger1 = time >= 30

[StateDef 1303]
type = A
movetype = I
physics = N

[State 1303, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1  

[State 1303, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(1303) || IsHelper(1304)
value = 1305

[State 1303, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(1305) || IsHelper(1306)
value = 1306

[State 1303, SprPriority]
type = SprPriority
trigger1 = IsHelper(1303) || IsHelper(1304)
value = 5

[State 1303, SprPriority]
type = SprPriority
trigger1 = IsHelper(1305) || IsHelper(1306)
value = 0

[State 1303, BindToParent]
type = BindToParent
trigger1 = IsHelper(1303)
trigger1 = time = 0
pos = -130,-300

[State 1303, BindToParent]
type = BindToParent
trigger1 = IsHelper(1304)
trigger1 = time = 0
pos = -230,-300

[State 1303, BindToParent]
type = BindToParent
trigger1 = IsHelper(1305)
trigger1 = time = 0
pos = -190,-300

[State 1303, BindToParent]
type = BindToParent
trigger1 = IsHelper(1306)
trigger1 = time = 0
pos = -145,-300

[State 1303, AngleDraw]
type = AngleDraw
trigger1 = Time < 5
scale = 2,0.2+(Time*0.2)

[State 1303, AngleDraw]
type = AngleDraw
trigger1 = Time >= 5
trigger1 = Time < 35
scale = 2,1

[State 1303, AngleDraw]
type = AngleDraw
trigger1 = Time >= 35
trigger1 = Time < 39
scale = 2-((Time-35)*0.4),1

[State 1303, AngleDraw]
type = AngleDraw
trigger1 = Time >= 39
scale = 0.4,1

[State 1303, AngleSet]
type = AngleSet
trigger1 = IsHelper(1303) || IsHelper(1304) || IsHelper(1305)
value = -140

[State 1303, AngleSet]
type = AngleSet
trigger1 = IsHelper(1306) 
value = -150

[State 1303, DestroySelf]
type = DestroySelf
trigger1 = Time >= 39

[StateDef 1304]
type = A
movetype = H
physics = N
ctrl = 0
anim = 1303
velset = 0,0

[State 1304, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1330,0+Random%5
Channel = 1

[State 1304, VelSet]
type = Velset
trigger1 = Time > 0
X = -5
Y = -5

[State 1304, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 2000
sprpriority = 2
velset = 0,0
facep2 = 1

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 10
v = 47
Value = -1

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

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

[State 2000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2000, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2000, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2000,0+Random%2
channel = 0

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 211
ID = 211
pos = 5,-85
scale = 0.7,0.7
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2000, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = time = 9
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = time = 9
helpertype = normal
stateno = 2001
ID = 2001
name = "EX Hien"
postype = p1
pos = -20,5
pausemovetime = 9999
supermovetime = 9999
size.xscale = 2
size.yscale = 1.6
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 9
helpertype = normal
stateno = 2001
ID = 2002
name = "EX Hien"
postype = p1
pos = -20,5
pausemovetime = 9999
supermovetime = 9999
size.xscale = 2
size.yscale = 1.6
ownpal = 1

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

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

[State 2001, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 0

[State 2001, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 0

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

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

[State 2001, VelSet]
type = VelSet
trigger1 = 1
x = 25

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 2001, Explod]
type = Explod
trigger1 = Time%1 = 0
anim = 8100
ID = 1003
pos = 20,-5
scale = 0.75,0.25
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2001, HitDef]
type = HitDef
trigger1 = IsHelper(2001)
trigger1 = time
trigger1 = var(19) <= 4
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),30,25)*(root,fvar(1)*root,fvar(2))),6
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2001, HitDef]
type = HitDef
trigger1 = IsHelper(2002)
trigger1 = time
trigger1 = var(19) <= 6
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),30,25)*(root,fvar(1)*root,fvar(2))),6
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2001, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2001, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2001, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2001, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2001, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42

[StateDef 2010]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1005
sprpriority = 2
velset = 0,0
facep2 = 1

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

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

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

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

[State 2010, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

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

[State 2010, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

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

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

[State 2010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2011

[StateDef 2011]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1001
sprpriority = 2
velset = 0,0

[State 2011, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 1
v = 47
Value = -1

[State 2011, VelSet]
Type = VelSet
trigger1 = AnimElem = 1
X = -2
Y = -5

[State 2011, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.5

[State 2011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2000,0+Random%2
channel = 0

[State 2011, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 211
ID = 211
pos = 5,-85
scale = 0.7,0.7
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = Time = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Time = 0
helpertype = normal
stateno = 2012
ID = 2012
name = "EX Hien"
postype = p1
pos = -40,-60
pausemovetime = 9999
supermovetime = 9999
size.xscale = 2
size.yscale = 1.6
ownpal = 1

[State 2011, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 0
helpertype = normal
stateno = 2012
ID = 2013
name = "EX Hien"
postype = p1
pos = -40,-60
pausemovetime = 9999
supermovetime = 9999
size.xscale = 2
size.yscale = 1.6
ownpal = 1

[State 2011, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1108

[StateDef 2012]
Type = A
Movetype = A
Physics = N
Anim = 2011
Ctrl = 0
Sprpriority = 5

[State 2012, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 0

[State 2012, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 0

[State 2012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2012, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2012, VelSet]
type = VelSet
trigger1 = 1
x = 25

[State 2012, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 2012, Explod]
type = Explod
trigger1 = Time%2 = 0
anim = 1003
ID = 1003
pos = 10,-10+Random%20
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2012, HitDef]
type = HitDef
trigger1 = IsHelper(2012)
trigger1 = time
trigger1 = var(19) <= 4
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),30,25)*(root,fvar(1)*root,fvar(2))),6
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2012, HitDef]
type = HitDef
trigger1 = IsHelper(2013)
trigger1 = time
trigger1 = var(19) <= 6
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),30,25)*(root,fvar(1)*root,fvar(2))),6
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2012, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2012, 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 - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2012, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2012, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2012, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2012, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42

[StateDef 2100]
type = S
movetype = A
physics = N
velset = 0,0
anim = 1100
ctrl = 0
facep2 = 1

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

[State 2100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

[State 2100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

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

[State 2100, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

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

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

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2100,0
Channel = 0

[State 2100, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 4
Y = -8

[State 2100, VelAdd]
type = veladd
trigger1 = Time >= 24
Y = 2

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),24,20),4
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5,-8
guard.velocity = -3
air.velocity = -5,-8
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, HA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),24,20),4
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-3
guard.velocity = -3
air.velocity = -4,-3
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2100, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2100, 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 - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2100, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2100, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 2101

[StateDef 2101]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1101
sprpriority = 2

[State 2101, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 1
v = 47
Value = -1

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

[State 2101, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2100,1+Random%2
Channel = 0

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 2101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flame"
pos = 20,-25
stateno = 2102
ID = 2102
ownpal = 1
ignorehitpause = 1
size.xscale = 0.8
size.yscale = 1.5

[State 2101, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
helpertype = normal
stateno = 2108
ID = 2108
name = "Blast"
postype = p1
pos = 80,30
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.75
ownpal = 1

[State 2101, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = IfElse(Var(10),60,50),10
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 15,20
hitsound = S200,10
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-65)))
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-10
guard.velocity = -8.5
air.velocity = -2,8
airGuard.velocity = -4,-1.4
down.velocity = -2,-16
ground.cornerPush.VelOff = -5.2
air.cornerPush.VelOff = -4
down.cornerPush.VelOff = -7
yaccel = .48
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 9
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2101, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2102]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 2102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2102, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2102, BindToParent]
type = BindToParent
trigger1 = 1
pos = -5,-83

[State 2102, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 2102, AngleSet]
type = AngleSet
trigger1 = 1
value = -9

[State 2102, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = IsHelper(2102)
trigger3 = Root,StateNo != 2101
trigger4 = IsHelper(4103)
trigger4 = Root,StateNo != 4103

[StateDef 2105]
type = A
movetype = A
physics = N
anim = 1105
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 50
sprpriority = 2

[State 2105, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2105, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2105, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2105, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2105, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 9

[State 2105, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2105, 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 2105, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2105, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2105, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1102
ID = 1102
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0
removetime = 18

[State 2105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2100,0
Channel = 0

[State 2105, VelSet]
type = velset
trigger1 = AnimElem = 2
X = 4
Y = -8

[State 2105, VelAdd]
type = veladd
trigger1 = Time >= 25
Y = 1.5

[State 2105, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 2105, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),18,15),2
Hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-6
guard.velocity = -3
air.velocity = -4,-6
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2105, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
attr = A, HA
animtype = Hard
priority = 4,hit
damage = IfElse(Var(10),18,15),2
Hitflag = MAF
guardflag = MA
pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4,-6
guard.velocity = -3
air.velocity = -4,-6
fall = 1
fall.recover = 1
fall.recovertime = 41
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
yaccel = 0.6
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2105, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2105, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2105, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2106

[StateDef 2106]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
anim = 1106
sprpriority = 2

[State 2106, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 1
v = 47
Value = -1

[State 2106, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2106, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2106, VelAdd]
type = veladd
trigger1 = Time > 0
Y = 0.7

[State 2106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 2106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2100,1+Random%2
Channel = 0

[State 2106, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flame"
pos = 20,-25
stateno = 1107
ID = 2107
ownpal = 1
ignorehitpause = 1
size.xscale = 0.8
size.yscale = 1.5

[State 2106, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
helpertype = normal
stateno = 2109
ID = 2109
name = "Blast"
postype = p1
pos = 50,-30
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.5
size.yscale = 0.75
ownpal = 1

[State 2106, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,HA
damage = IfElse(Var(10),44,37),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 15,20
hitsound = S200,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-10
guard.velocity = -8.5
air.velocity = -2,10
airGuard.velocity = -4,-1.4
yaccel = .5
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 9
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2105, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2105, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2105, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 2106, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1108

[StateDef 2107]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 201

[State 2107, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2107, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2107, BindToParent]
type = BindToParent
trigger1 = 1
pos = 15,-73

[State 2107, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 2107, AngleSet]
type = AngleSet
trigger1 = 1
value = -9

[State 2107, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = IsHelper(217)
trigger3 = Root,StateNo != 2106

[StateDef 2108]
Type = S
Movetype = A
Physics = N
Anim = 2100
Ctrl = 0
Sprpriority = 5
velset = 0,0

[State 2108, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2108, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2108, PosSet]
type = PosSet
trigger1 = PrevStateNo = 2109
trigger1 = Time = 0
y = 0

[State 2108, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,15

[State 2108, Hitdef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
attr = S,HA
hitflag	= MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),12,10)*(root,fvar(1)*root,fvar(2))),2
animtype = Hard
air.animtype = Up
ground.type = High
priority = 6, Hit
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.64
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= 0,-10
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
p1sprpriority = 5
ground.cornerpush.veloff = 0

[State 2108, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2108, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2108, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2108, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2108, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2108, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2109]
Type = A
Movetype = A
Physics = N
Anim = 2101
Ctrl = 0
Sprpriority = 5

[State 2109, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2109, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2109, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 1

[State 2109, AngleSet]
type = AngleSet
trigger1 = 1
value = -45

[State 2109, VelSet]
type = VelSet
trigger1 = 1
x = 10
y = 20

[State 2109, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 2109, Explod]
type = Explod
trigger1 = Time%2 = 0
anim = 1003
ID = 1003
pos = 10,-10+Random%20
scale = 0.5,0.5
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2109, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 2108

[StateDef 2200]
type = S
movetype = A
physics = N
ctrl = 0
anim = 2200
sprpriority = 2
velset = 0,0
facep2 = 1

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

[State 2200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2200, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 7

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

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

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

[State 2000, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = S100,7

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = S2200,0+Random%3
channel = 0

[State 2200, Explod]
type = Explod
trigger1 = !NumExplod(2202)
trigger1 = Time = 4
anim = 1202
ID = 2202
pos = 0,-60
scale = 1,1
postype = p1
sprpriority = 4
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 2200, Explod]
type = Explod
trigger1 = !NumExplod(1203)
trigger1 = Time = 4
anim = 1203
ID = 1203
pos = -40,-5
scale = 0.4,0.4
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2200 VelSet]
type = VelSet
trigger1 = Time >= 4
x = 15

[State 2200, Explod]
type = Explod
trigger1 = Time >= 4
trigger1 = Time%1 = 0
anim = 8100
ID = 1200
pos = 0,0
scale = 0.5,0.05
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2200, Explod]
type = Explod
trigger1 = Time >= 4
trigger1 = Time%1 = 0
anim = 1003
ID = 1003
pos = -20,-80+Random%40
scale = 0.2,0.2
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2200, Helper]
type = Helper
trigger1 = Time = 4
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2200, HitDef]
type = HitDef
trigger1 = Time%4 = 1
attr = S, HA
damage = IfElse(Var(10),30,25),5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2,5
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-2
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
fall = 1
getpower = 0

[State 2200, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2200, ChangeState]
type = ChangeState
trigger1 = Time > 15
value = 2201

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

[State 2201, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 7
v = 47
Value = -1

[State 2201, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6 
statetype = A       

[State 2201, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(2202)
trigger1 = AnimElem = 3
ID = 2202

[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, Helper]
type = Helper
trigger1 = Anim = 2201
trigger1 = AnimElem = 6
helpertype = Normal
name = "Flame"
pos = 20,-85
stateno = 2202
ID = 2202
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2201, Helper]
type = Helper
trigger1 = Anim = 2201
trigger1 = AnimElem = 3
helpertype = Normal
name = "Flame"
pos = 65,-55
stateno = 2203
ID = 2203
ownpal = 1
ignorehitpause = 1
size.xscale = 0.9
size.yscale = 0.6

[State 2201, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 6
helpertype = normal
stateno = 2204
ID = 2204
name = "Spiral Blast"
postype = p1
pos = 30,0
pausemovetime = 9999
supermovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
ownpal = 1

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = S100,14

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = Var(46) = 0
trigger1 = AnimElem = 6
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 6
value = S2200,3
channel = 0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 6
value = S2200,4
channel = 0

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElem = 6
y = -10

[State 2201, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) > 0
x = 2

[State 2201, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0
Y = 0.76

[State 2201, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 3
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 3
attr = S, HA
damage = IfElse(Var(10),42,35),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 9,9
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-60)))
guardSound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -4.2,10
guard.velocity = -8.5
air.velocity = -4.2,10
airGuard.velocity = -4,-1.4
down.velocity = -6,-2.5
yaccel = .48
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
P2StateNo = 1203
getpower = 0

[State 2201, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 3
attr = S, HA
damage = IfElse(Var(10),42,35),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 9,9
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-60)))
guardSound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -4.2,-4
guard.velocity = -8.5
air.velocity = -4.2,-4
airGuard.velocity = -4,-1.4
down.velocity = -6,-2.5
yaccel = .48
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2201, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 6
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 6
attr = S, HA
damage = IfElse(Var(10),42,35),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 9,9
hitsound = S200,10
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-60)))
guardSound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -4.2,-6
guard.velocity = -8.5
air.velocity = -4.2,-6
airGuard.velocity = -4.2,-1.4
yaccel = .48
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2201, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 6
attr = S, HA
damage = IfElse(Var(10),42,35),4
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 1,9
hitsound = S200,10
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-60)))
guardSound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -4.2,-6
guard.velocity = -8.5
air.velocity = -4.2,-6
airGuard.velocity = -4.2,-1.4
yaccel = .48
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2201, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2201, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1108

[StateDef 2202]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 202

[State 2202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2202, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2202, BindToParent]
type = BindToParent
trigger1 = IsHelper(2202)
pos = 20,-85

[State 2202, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2202)

[State 2202, AngleSet]
type = AngleSet
trigger1 = IsHelper(2202)
value = -10

[State 2202, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 2201

[StateDef 2203]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 203

[State 2203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2203, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 2203, BindToParent]
type = BindToParent
trigger1 = IsHelper(2203)
pos = 20,-32

[State 2203, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2203)

[State 2203, AngleSet]
type = AngleSet
trigger1 = IsHelper(2203)
value = 35

[State 2203, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 2201

[StateDef 2204]
Type = S
Movetype = A
Physics = N
Anim = 2202
Ctrl = 0
Sprpriority = 5

[State 2204, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2204, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2204, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,19

[State 2204, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(9) <= 0
trigger1 = Time%5
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),12,10)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 1,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -6,-6
air.velocity = -6,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
getpower = 0

[State 2204, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2204, 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 - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2204, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2204, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2204, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

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

[StateDef 3000]
Type = S
Physics = S
MoveType = I
Anim = 3000
VelSet = 0,0
ctrl = 0
sprpriority = 3

[State 3000, VarAdd]
type = VarAdd
triggerall = Anim = 3000
triggerall = Var(47) >= 3
trigger1 = Time = 0
v = 47
Value = -3

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

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

[State 3000, VarAdd]
type = VarAdd
triggerall = Var(46) = 0
triggerall = Power >= 3000
trigger1 = Anim = 3000
trigger1 = Time = 0
v = 45
Value = 50

[State 3000, VarAdd]
type = VarAdd
triggerall = Var(46) = 1
triggerall = Power >= 3000
trigger1 = Anim = 3000
trigger1 = Time = 0
v = 45
Value = 100

[State 3000, PowerAdd]
type = PowerAdd
triggerall = Var(46) = 0
triggerall = Power < 3000
trigger1 = Anim = 3000
trigger1 = Time = 0
value = 250

[State 3000, PowerAdd]
type = PowerAdd
triggerall = Var(46) = 1
triggerall = Power < 3000
trigger1 = Anim = 3000
trigger1 = Time = 0
value = 500

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

[State 3000, SuperPause]
type = SuperPause
trigger1 = Anim = 3000
trigger1 = time = 0
time = 60
movetime = 60
anim = -1
p2defmul = 1
darken = 0

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = 0,-70
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, EnvShake]
type = EnvShake
trigger1 = Anim = 3000
trigger1 = Time = 0
time = 10
ampl = 20
freq = 127

[State 3000, helper]
type = Helper
trigger1 = Anim = 3000
trigger1 = Time = 0
stateno = 3003
ID = 3003
Name = "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, Explod]
type = Explod
trigger1 = Anim = 3000
trigger1 = Time = 0
anim = 3004
ID = 3004
pos = 10,0
scale = 0.6,0.6
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, Explod]
type = Explod
trigger1 = Anim = 3000
trigger1 = Time = 0
anim = 3006
ID = 3006
pos = 0,-40
scale = 1,1
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, Explod]
type = Explod
trigger1 = Anim = 3000
trigger1 = Time = 7
anim = 3005
ID = 3005
pos = 10,0
scale = 0.6,0.6
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, Helper]
type = Helper
trigger1 = Anim = 3000
trigger1 = Time = 0
helpertype = Normal
name = "Eye"
pos = 0,-115
stateno = 3001
ID = 3001
ownpal = 1
ignorehitpause = 1
size.xscale = 1.2
size.yscale = 1.2
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 3000, Helper]
type = Helper
trigger1 = Anim = 3000
trigger1 = Time = 0
helpertype = Normal
name = "Eye"
pos = 0,-115
stateno = 3002
ID = 3002
ownpal = 1
ignorehitpause = 1
size.xscale = 1.2
size.yscale = 1.2
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3000
trigger1 = time = 0
value = S3000,0+Random%2
channel = 0

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

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Anim = 3000
trigger1 = Time = 0
value = S100,14

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 3000
trigger1 = Time >= 45
value = 3001

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

[StateDef 3001]
type = A
movetype = I
physics = N
sprpriority = 2
anim = 3002

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

[State 3001, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 3001, AngleDraw]
type = AngleDraw
trigger1 = Time >= 0
trigger1 = Time <= 5
scale = 1.2,2.2-(Time*0.2)

[State 3001, AngleDraw]
type = AngleDraw
trigger1 = Time > 5
scale = 1.2,1.2

[State 3001, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(3001)
trigger1 = Root,StateNo != 3000
trigger2 = IsHelper(4102)
trigger2 = Root,StateNo != 4102

[StateDef 3002]
type = A
movetype = I
physics = N
sprpriority = 1
anim = 3003

[State 3002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 3002, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 3002, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 3002, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 0.1

[State 3002, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(3002)
trigger1 = Root,StateNo != 3000
trigger2 = IsHelper(4103)
trigger2 = Root,StateNo != 4102

[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(6017)=0
ID = 6017
anim = IfElse(Teamside = 1,6017,6018)
pos = Ifelse(Teamside = 1,-10,10),15
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 3003, Explod]
type = explod
trigger1 = NumExplod(6019) = 0
id = 6019
anim = 6019
pos = Ifelse(Teamside = 1,-12,12),6
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 3003, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6019
Scale = .5*Root,Var(49)/600,0.50

[State 3003, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6017

[State 3003, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6019

[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 = 238,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 = 238,ceil((1.33*gameheight/gamewidth)*114)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3013, RemoveExplod]
type = RemoveExplod
ID = 3016
trigger1 = Time >= 73

[State 3013, DestroySelf]
type = DestroySelf
trigger1 = Time >=73

[StateDef 4000]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4000
facep2 = 1
sprpriority = 3

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 75

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -350

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 300
ignorehitpause = 1

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

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -3000

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 500

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

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

[State 4000, Pause]
type = Pause
trigger1 = Time = 0
time = 50
movetime = 50

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=0

[State 4000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = 0,-65
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4002, Helper]
type = Helper
trigger1 = Time = 37
helpertype = Normal
name = "Wing"
pos = 20,-55
stateno = 4005
ID = 4005
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4002, Helper]
type = Helper
trigger1 = Time = 37
helpertype = Normal
name = "Wing"
pos = 20,-55
stateno = 4005
ID = 4006
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4000,0
channel = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = Time >= 50
value = 4001

[StateDef 4001]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4001
Sprpriority = 3

[State 4001, VarSet]
type = varset
trigger1 = time = 0
v = 2
value = 0
ignorehitpause = 1

[State 4001, VarSet]
type = varset
trigger1 = MoveHit
v = 2
value = 1
ignorehitpause = 1

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

[State 4001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
StateType = A

[State 4001, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 4004
ID = 4004
pos = 0,0
scale = 1,1
postype = p1
sprpriority = 1
bindtime = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 0

[State 4001, VelSet]
type = Velset
trigger1 = AnimElemTime(2) > 0
Y = -12

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,15

[State 4001, Hitdef]
type = HitDef
triggerall = Var(46) = 0
trigger1 = time = 5
trigger2 = time = 8
trigger3 = time = 11
trigger4 = time = 14
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),44,37),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 2,2
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= 0,-10
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4001, Hitdef]
type = HitDef
triggerall = Var(46) = 1
triggerall = Var(47) = 0
trigger1 = time = 5
trigger2 = time = 8
trigger3 = time = 11
trigger4 = time = 14
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),44,37),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 2,2
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= 0,-10
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4001, Hitdef]
type = HitDef
triggerall = Var(46) = 1
triggerall = Var(47) = 1
trigger1 = time = 5
trigger2 = time = 8
trigger3 = time = 11
trigger4 = time = 14
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),47,39),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 2,2
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= 0,-10
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4001, Hitdef]
type = HitDef
triggerall = Var(46) = 1
triggerall = Var(47) = 2
trigger1 = time = 5
trigger2 = time = 8
trigger3 = time = 11
trigger4 = time = 14
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),50,42),6
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 2,2
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= 0,-10
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4001, Hitdef]
type = HitDef
triggerall = Var(46) = 1
triggerall = Var(47) >= 3
trigger1 = time = 5
trigger2 = time = 8
trigger3 = time = 11
trigger4 = time = 14
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),55,46),6
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 2,2
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= 0,-10
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4001, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 4002

[StateDef 4002]
type = A
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4002
SprPriority = 3

[State 4002, VarSet]
type = varset
trigger1 = time = 0
v = 1
value = 0
ignorehitpause = 1

[State 4002, VarAdd]
type = varadd
trigger1 = MoveContact
v = 1
value = 1
ignorehitpause = 1

[State 4002, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 4002, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 4002, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

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

[State 4002, VelSet]
type = Velset
trigger1 = Time > 0
trigger1 = Time <= 5
Y = -3

[State 4002, VelSet]
type = Velset
trigger1 = Time > 6
trigger1 = Time <= 15
Y = -1

[State 4002, VelSet]
type = Velset
trigger1 = Time > 16
X = 10
Y = 15 - 1*(var(1))
ignorehitpause = 1

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = Time = 16
value = S4000,1
channel = 0

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = Time = 16
value = S100,17

[State 4002, Helper]
type = Helper
trigger1 = Time = 16
helpertype = Normal
name = "Flame"
pos = -175,-200
stateno = 4004
ID = 4004
ownpal = 1
ignorehitpause = 1
size.xscale = 0.75
size.yscale = 2

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = Var(2) != 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Var(2) != 0
trigger2 = (time > 16)*(time%2 = 1)
trigger2 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),44,37),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = Var(2) = 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Var(2) = 0
trigger2 = (time > 16)*(time%2 = 1)
trigger2 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),44,37),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,3
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Var(2) != 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),47,39),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Var(2) = 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),47,39),5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,3
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Var(2) != 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),50,42),6
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Var(2) = 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),50,42),6
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,3
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Var(2) != 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),55,46),6
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,1
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Hitdef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Var(2) = 0
trigger1 = (time > 16)*(time%2 = 1)
trigger1 = var(19) < 7
attr = A, HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),55,46),6
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1,3
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
hitsound = S200,7
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.44
ground.slidetime= 11
ground.hittime= 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity= -4,-10
guard.velocity = -4
air.velocity = -4,8
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
ground.cornerpush.veloff = 0

[State 4002, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4002, ChangeState]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 4003

[StateDef 4003]
type = C
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4003

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 0
v = 47
Value = -1

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 0
v = 47
Value = -2

[State 4003, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 0
v = 47
Value = -3

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

[State 4003, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4003, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4003, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Wing"
pos = 20,-35
stateno = 4005
ID = 4007
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4003, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Wing"
pos = 20,-35
stateno = 4005
ID = 4008
ownpal = 1
ignorehitpause = 1
size.xscale = 0.4
size.yscale = 0.4
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,0

[State 4003, VelSet]
type = Velset
trigger1 = Time > 0
trigger1 = Time <= 20
X = 1

[State 4003, VelSet]
type = Velset
trigger1 = Time > 20
X = 0

[State 4003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[StateDef 4004]
type = A
movetype = I
physics = N
sprpriority = 1
anim = 4005

[State 4004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4004, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4004, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4004)

[State 4004, AngleSet]
type = AngleSet
trigger1 = IsHelper(4004)
value = -135

[State 4004, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4005]
type = A
movetype = I
physics = N
sprpriority = 1
anim = 4006
sprpriority = 1

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4005, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4005, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 4005, AngleSet]
type = AngleSet
trigger1 = IsHelper(4005)
value = -15

[State 4005, AngleSet]
type = AngleSet
trigger1 = IsHelper(4006)
value = -35

[State 4005, AngleSet]
type = AngleSet
trigger1 = IsHelper(4007)
value = -25

[State 4005, AngleSet]
type = AngleSet
trigger1 = IsHelper(4008)
value = -55

[State 4005, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4100]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4100
facep2 = 1

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 100

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 300
ignorehitpause = 1

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

[State 4100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 4100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) > 0
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4100, Pause]
type = Pause
trigger1 = AnimElem = 3
time = 50
movetime = 50

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=AnimElem = 3

[State 4100, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "EX2"
ID = 6210
stateno = 6210
pos = 0,-65
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10000,5

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4100,0
Channel = 0

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,14

[State 4100, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4105
ID = 4105
pos = -20,-75
scale = 1.25,1.25
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
animtype  = Hard
damage = IfElse(Var(10),60,50),5
hitflag = MAF
guardflag = MA
pausetime = 1,10
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-65)))
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -1.5,-8
guard.velocity = -6.5
air.velocity = -1.5,-5
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
kill = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 4100, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4101

[StateDef 4101]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4101
facep2 = 1

[State 4101, VarSet]
type = varset
trigger1 = time = 0
v = 3
value = 0
ignorehitpause = 1

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

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4100,1
Channel = 0

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 4101, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 211
ID = 211
pos = 5,-85
scale = 0.7,0.7
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4101, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 4104
ID = 4104
name = "EX Hien"
postype = p1
pos = -20,5
pausemovetime = 9999
supermovetime = 9999
size.xscale = 2
size.yscale = 1.6
ownpal = 1

[State 4101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4102

[StateDef 4102]
Type = S
Physics = S
MoveType = I
Anim = 4102
VelSet = 0,0
ctrl = 0
sprpriority = 3

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

[State 4102, NotHitBy]
type = NotHitBy
trigger1 = Var(3) != 0
trigger1 = Anim = 4102
value = SCA

[State 4102, Pause]
type = Pause
trigger1 = Var(3) != 0
trigger1 = Time = 0
time = 61
movetime = 61

[State 4102, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
ampl = 20
freq = 127

[State 4102, Explod]
type = Explod
trigger1 = Time = 0
anim = 3004
ID = 3004
pos = 10,0
scale = 0.6,0.6
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 4102, Explod]
type = Explod
trigger1 = Time = 7
anim = 3005
ID = 3005
pos = 10,0
scale = 0.6,0.6
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 4102, Explod]
type = Explod
trigger1 = Time = 0
anim = 3006
ID = 3006
pos = 0,-40
scale = 1,1
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 4102, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Eye"
pos = 0,-115
stateno = 3001
ID = 4102
ownpal = 1
ignorehitpause = 1
size.xscale = 1.2
size.yscale = 1.2
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4102, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Eye"
pos = 0,-115
stateno = 3002
ID = 4103
ownpal = 1
ignorehitpause = 1
size.xscale = 1.2
size.yscale = 1.2
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4102, Helper]
type = Helper
trigger1 = Var(3) != 0
trigger1 = Time = 0
helpertype = Normal
name = "Seal"
pos = 0,-50
postype = p2
stateno = 4106
ID = 4106
ownpal = 1
ignorehitpause = 1
size.xscale = 1.1
size.yscale = 1.1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,0+Random%2
channel = 0

[State 4102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4103

[StateDef 4103]
Type = S
Physics = N
MoveType = A
Anim = 4103
VelSet = 0,0
ctrl = 0
sprpriority = 1

[State 4103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4103, NotHitBy]
type = NotHitBy
trigger1 = Var(3) != 0
trigger1 = Anim = 4103
value = SCA

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = Anim = 4103
trigger1 = AnimElem = 1
value = S100,13

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = Anim = 4103
trigger1 = AnimElem = 2
value = S4100,3
channel = 0

[State 4103, Helper]
type = Helper
trigger1 = Anim = 4103
trigger1 = AnimElem = 2
helpertype = Normal
name = "Flame"
pos = 20,-25
stateno = 2102
ID = 4103
ownpal = 1
ignorehitpause = 1
size.xscale = 0.8
size.yscale = 1.5
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4103, Helper]
type = Helper
trigger1 = Anim = 4103
trigger1 = AnimElem = 2
helpertype = Normal
name = "Blast"
pos = 70,-65
stateno = 4105
ID = 4105
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 3.5

[State 4103, EnvShake]
type = EnvShake
trigger1 = time = [0,15]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4103, HitDef]
type = HitDef
triggerall = Anim = 4103
trigger1 = Time = 16
trigger2 = Time = 20
trigger3 = Time = 24
trigger4 = Time = 28
trigger5 = Time = 32
trigger6 = Time = 36
trigger7 = Time = 40
attr = S,HA
animtype = hard
hitflag = MAF
guardflag = MA
ground.type = high
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
damage = IfElse(Var(10),43,36),4
priority = 5, Hit
pausetime = 1,6
ground.slidetime = 21
guard.slidetime = 21
ground.hittime = 21
guard.hittime = 21
guard.ctrltime = 21
air.hittime = 21
ground.velocity = -7,-4
guard.velocity = -2
air.velocity = -7, -4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 4103, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4103, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4103, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 4103
trigger1 = Time >= 70
value = 4104

[State 4103, ChangeState]
type = ChangeState
trigger1 = Anim = 4104
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4104]
Type = S
Movetype = A
Physics = N
Anim = 2001
Ctrl = 0
Sprpriority = 5

[State 4104, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit
v = 3
value = 1
ignorehitpause = 1

[State 4104, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4104, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4104, VelSet]
type = VelSet
trigger1 = 1
x = 30

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,14

[State 4104, Explod]
type = Explod
trigger1 = Time%1 = 0
anim = 8100
ID = 4104
pos = 20,-5
scale = 0.75,0.25
postype = p1
sprpriority = 0
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4104, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,HA
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),5
hitflag = MAF
guardflag = MA
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -1.5,-8
guard.velocity = -6.5
air.velocity = -1.5,-5
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 4
getpower = 0
kill = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
p1sprpriority = 5

[State 4104, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4104, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 4104, 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 - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 4104, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 4104, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 4104, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42
trigger2 = Time >= 60

[StateDef 4105]
type = A
movetype = I
physics = N
sprpriority = 5
anim = 4106

[State 4105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4105, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4105, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(4105)

[State 4105, AngleSet]
type = AngleSet
trigger1 = IsHelper(4105)
value = -90

[State 4105, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 4106]
type = A
movetype = I
physics = N
sprpriority = 5
anim = 4107

[State 4106, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4106, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 4105, AngleDraw]
type = AngleDraw
trigger1 = Time > 0
trigger1 = Time <= 5
scale = 2.1-(Time*0.2),2.1-(Time*0.2)

[State 4105, AngleDraw]
type = AngleDraw
trigger1 = Time > 5
scale = 1.1,1.1

[State 4105, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -2

[State 4105, DestroySelf]
type = DestroySelf
trigger1 = Root,Anim = 4103
trigger1 = Root,AnimElem = 2

[StateDef 6000]
Type = S
Physics = S
MoveType = A
Anim = 6000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = AnimElem = 3
V = 46
Value = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = AnimElem = 3
var(45) = -50
ignorehitpause = 1

[State 6000, VarSet]
type = VarAdd
triggerall = Var(47) < 3
trigger1 = Var(46) = 1
trigger1 = time = 11
trigger1 = Var(49) <= 0
v = 47
Value = 1

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = time = 10
trigger1 = Var(47) < 3
trigger1 = Var(49) <= 0
value = 200

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6000, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,30
guard.pausetime = 0,16
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
airguard.ctrltime = 2
guard.velocity = -3
air.velocity = -1.5,-4.4
envshake.time = 9
envshake.ampl = 3
getpower = 0
givepower = 15
yaccel = 0.4

[State 6000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10000,4

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6000,0+Random%3
Channel = 0

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
Helpertype = normal
StateNo = 6001
ID = 6001
name = "Burst"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-53 * const(size.yscale))
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 6002
ID = 6002
name = "MAX"
postype = p1
pos = ceil(-6 * const(size.xscale)), ceil(-64 * const(size.yscale))
size.xscale = 0.335
size.yscale = 0.335
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 6003
ID = 6003
Name = "Cooldown"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6001]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 6001, Explod]
type = Explod
trigger1 = Time = 0
Anim = 6020
ID = 6020
sprpriority = 3
postype = p1
pos = 0,-50
removetime = 16
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6020)
ID = 6020
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 6001, Explod]
type = Explod
trigger1 = time = 0
anim = 6021
ID = 6021
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 6002]
anim = 0
ctrl = 0
sprpriority = -6

[State 6002, Bindtoroot]
type = BindToRoot
trigger1 = 1

[State 6002, Turn]
type = turn
trigger1 = facing != Root,facing

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6002, VarSet]
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root, Anim)
triggerall = AnimExist(Root, Anim)
trigger1 = Root, Anim < 6003
value = Root, Anim
elem = Var(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 6002, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
trigger4 = Root,StateNo >= 160
trigger4 = Root,StateNo < 5000
trigger4 = Root,MoveType = H
trigger5 = Root,StateNo >= 6000
trigger5 = Root,MoveType = H
trigger6 = Root,Anim >= 160
trigger6 = Root,Anim < 5000
trigger6 = Root,MoveType = H
trigger7 = Root,Anim >= 6000
trigger7 = Root,MoveType = H
trigger8 = Root,Stateno = [190,194]
trigger9 = Root,Stateno = 5150
flag = Invisible

[State 6002, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6002, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6002, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 6002, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6002, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(46) = 0

[StateDef 6003]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6003, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6003, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6003, Explod]
type = explod
trigger1 = Time = 0
id = 6022
anim = 6022
pos = Ifelse(Teamside = 1,34,282),ifelse(1.0*gamewidth/gameheight<1.34,227,167)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6003, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 300
id = 6022

[State 6003, DestroySelf]
type = DestroySelf
trigger1 = Time >= 300

[StateDef 6004]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6004, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6004, VarRandom]
type = Varrandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 6004, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1320,1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1320,0

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6040,6050)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6041,6051)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1340,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1340,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6061,6071)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6060,6070)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1350,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1350,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6080,6090)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6081,6091)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6040

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6060

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6080

[StateDef 6005]
Type = S
Physics = S
MoveType = I
Anim = 6001
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6005, VarSet]
type = VarSet
trigger1 = Time = 0
V = 46
Value = 0

[State 6005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6010]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) > 500
v = 45
Value = 500

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) < 0
v = 45
Value = 0

[State 6010, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[state ]
type=removeexplod
trigger1=var(1)-root,var(45)/100
trigger1=0*(var(1):=root,var(45)/100)*(var(5):=1)
trigger2=var(2)-(root,var(45)/10)%10
trigger2=0*(var(2):=(root,var(45)/10)%10)*(var(5):=1)
trigger3=var(3)-root,var(45)%10
trigger3=0*(var(3):=root,var(45)%10)*(var(5):=1)
trigger4=var(4)-root,var(47)
trigger4=0*(var(4):=root,var(47))*(var(5):=1)
trigger5=var(5)
trigger5=1||(var(5):=0)

[State 6010, Explod]
type = explod
trigger1 = Numexplod(6010)=0
ID = 6010
anim = IfElse(Teamside = 1,6010,6011)
pos = Ifelse(Teamside = 1,5,314),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6012) = 0
id = 6012
anim = 6012
pos = Ifelse(Teamside = 1,6,313),ifelse(1.0*gamewidth/gameheight<1.34,235,175)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 0
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6012
Scale = .5*Root,Var(45)/500,0.50

[State 6010, PalFX]
type = PalFx
trigger1 = Root,Var(46)
time = 1
add = (-12*(time+10))%240+240,(-12*(time+10))%240+240,(-12*(time+10))%240+240

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6013) = 0
id = 6013
anim = 6013
pos = Ifelse(Teamside = 1,70,248),ifelse(1.0*gamewidth/gameheight<1.34,228,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6013
Scale = .5*Root,Var(48)/300,0.50

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6014) = 0
trigger1 = var(4)
id = 6014
anim = 6013+var(4)+3*(var(4)>6)
pos = Ifelse(Teamside = 1,3,316),ifelse(1.0*gamewidth/gameheight<1.34,229,169)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6030) = 0
anim = 6030+Var(1)
ID = 6030
pos = Ifelse(Teamside = 1,113,190),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6031) = 0
anim = 6030+Var(2)
ID = 6031
pos = Ifelse(Teamside = 1,119,196),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6032) = 0
anim = 6030+Var(3)
ID = 6032
pos = Ifelse(Teamside = 1,125,202),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[StateDef 6200]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6200, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root,Anim
elem = Root,AnimElemNo(0)

[state 6200, Trans]
type = trans
trigger1 = 1||(fvar(0):=sin(time*pi/120))+(fvar(1):=sin(time*pi/60))
trans = AddAlpha
alpha = floor(256*(1-fvar(0))+.5),floor(256*fvar(0)+.5)

[State 6200, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1+.25*fvar(1),1+.25*fvar(1)

[State 6200, PosSet]
type = Posset
trigger1 = 1
x = Root,Pos x
y = Root,Pos y+16*fvar(1)

[State 6200, PalFX]
type = PalFX
trigger1 = !time
time = -1
mul = 0,128,256
trigger1 = !time

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6200
ID = 6200
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
anim = 6201
ID = 6201
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6202
ID = 6202
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6203
ID = 6200
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 60
trigger2 = Root,MoveType = H

[StateDef 6210]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6210, Explod]
type = Explod
trigger1 = time = 0
Anim = 6210
ID = 6210
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1,1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6210, Explod]
type = Explod
trigger1 = time = 0
anim = 6211
ID = 6211
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1.5,1.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 33

[StateDef 8030]
type = A
anim = 99999
velset = 0, 0
sprpriority = 5

[State 8030, PosSet]
type = PosSet
trigger1 = !time = 0
y = 0

[State 8030, Explod]
type = Explod
trigger1 = time = 0 || time = 3 || time = 6
anim = 8030
ID = ifelse((time = 6), 8032, ifelse((time = 3), 8031, 8030))
postype = p1
pos = 0, -4
random = 8, 8
vel = -3 -(random / 1000.0), -2 -(random / 2000.0)
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
removetime = 16
sprpriority = 3
pausemovetime = -1
supermovetime = -1

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8030)
ID = 8030
scale = 0.1 + (0.025 * time), 0.1 + (0.025 * time)
trans = addalpha
alpha = 256 -(16 * time), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8031)
ID = 8031
scale = 0.1 + (0.025 * (time -3)), 0.1 + (0.025 * (time -3))
trans = addalpha
alpha = 256 -(16 * (time -3)), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8032)
ID = 8032
scale = 0.1 + (0.025 * (time -6)), 0.1 + (0.025 * (time -6))
trans = addalpha
alpha = 256 -(16 * (time -6)), 256

[State 8030, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 22

[State 8030, DestroySelf]
type = DestroySelf
trigger1 = !NumExplod

[StateDef 8050]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8050, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8050, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8050, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .3-(time*.03), .3-(time*.03)

[State 8050, AngleDraw]
type = AngleDraw
trigger1= time >= 10
scale = 0,0

[State 8050, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1= !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .3-(.0375*time),.3-(.0375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8050, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8051]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8051, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8051, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time<10
scale = .35-(time*.035), .35-(time*.035)

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8051, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1= NumExplod(8053)
ID = 8053
scale = .35-(.04375*time),.35-(.04375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8051, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8051, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8052]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8052, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8052, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .4-(time*.04), .4-(time*.04)

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8052, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .4-(.05*time),.4-(.05*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8052, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8052, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8053]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8053, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8053, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8053, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8053, AngelDraw]
type = AngleDraw
trigger1 = time < 10
scale = .5-(time*.05), .5-(time*.05)

[State 8053, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8053, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8051)
ID = 8051
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8054)
ID = 8054
scale = .5,.5
trans = addalpha
alpha = 256-(32*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8053)
ID = 8053
scale = .5-(.0625*time),.5-(.0625*time)
trans = addalpha
alpha = 256-(32*time),256

[State 8053, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8053, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8054]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8054, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8054, Angle]
type = angleset
trigger1 = !time
value = 30*(random%12)

[State 8054, AngleAdd]
type = angleadd
trigger1 = 1
value = 30

[State 8054, AngleDraw]
type = angledraw
trigger1 = time < 10
scale = .45-(time*.045), .45-(time*.045)

[State 8054, AngleDraw]
type = angledraw
trigger1 = time >= 10
scale = 0,0

[State 8054, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8051)
ID = 8051
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8052)
ID = 8052
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8054)
ID = 8054
scale = .4,.4
trans = addalpha
alpha = 256-(32*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8053)
ID = 8053
scale = .45-(.05625*time),.45-(.05625*time)
trans = addalpha
alpha = 192-(24*time),256

[State 8054, RemoveExplod]
type = RemoveExplod
trigger1= time >= 16

[State 8054, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 8100]
type = A
velSet = 0,0
anim = 99999

[State 8100, VarSet]
type = VarSet
trigger1 = !Time
var(0) = Parent,var(43)

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8100, Turn]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, DestroySelf]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])

[StateDef 8700]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8700, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8700,0
channel = 2

[State 8700, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8700,8701)
pos = IfElse(Teamside = 1,0,320),110
ID = 8700
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8700, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8700, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 8710]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8710, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8710,0+Random%3
channel = 2

[State 8710, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8710,8711)
pos = IfElse(Teamside = 1,0,320),125
ID = 8710
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8710, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8710, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 9000]
type = A
physics = N
movetype = I
anim = 9000
velset = 0,0
sprpriority = 5

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9000, AnglDraw]
type = AngleDraw
trigger1 = 1
scale = .125+(.046875*time), .125+(.046875*time)

[State 9000, Trans]
type = Trans
trigger1 = time < 4
trans = addalpha
alpha = 256, 256

[State 9000, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 256 - 64*(time-4), 256

[State 9000, DstroySelf]
type = DestroySelf
trigger1 = time >= 8

[statedef 20200]
anim=99999
[state ]
type=null
time=50
anim=-1
p2defmul=1
darken=0
trigger1=1||(var(0):=5*(random%3))||(var(1):=(floor((1.3333333 * GameHeight / GameWidth) * 121))-120)
[state ]
type=explod
anim=20200
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20215
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20202
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20201
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=explod
anim=20200+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=explod
anim=20202+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=explod
anim=20201+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
postype=left
pos=160,var(1)
trigger1=var(0)
[state ]
type=playsnd
value=s20200,random%4
volumescale=140
abspan=0
trigger1=1
[state ]
type=changestate
value=20201
trigger1=1
[statedef 20201]
[state ]
type=destroyself
trigger1=numexplod=0
[state ]
type=modifyexplod
id=20200
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=modifyexplod
id=20203
postype=left
pos=0,0
trigger1=numexplod(20203)

;---------------------------------------------------------------------------
; 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%3
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%3
persistent = 0
channel = 0

[State -2, VarSet]
type = Varset
trigger1 = numenemy
fvar(0) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ifelse(fvar(0) = 0, 1, ifelse(fvar(0) = 1, 1, .96875**fvar(0)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(1)*fvar(2)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = IfElse(Var(46) = 1,1.1,1)

[State -2, VarSet]
type = VarSet
trigger1 = Var(12) > 0
trigger1 = StateType != A
V = 12
value = 0
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateNo = Ifelse(MoveGuarded, var(42),var(41))
ID = 8050
postype = p1
pos = Ifelse(P2Dist x < 0, 0, Ifelse(P2Dist x < var(43), ceil(P2Dist x), var(43))), var(44)
ownpal = 1
keyctrl = 0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State -2, Helper]
type = Helper
trigger1 = MoveHit = 1 && Var(40) = HitPauseTime
trigger1 = NumEnemy && Var(10)
trigger1 = !(HitDefAttr = SCA, AT) && (EnemyNear,MoveReversed != 1)
helpertype = normal
stateno = 8700
ID = 8700
name = "Counter"
postype = p1
pos = ifelse(p2dist x<40, 40, ifelse(p2dist x<140, ceil(p2dist x), 140)), -70
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, VarSet]
type = Varset
trigger1 = NumEnemy
var(10) = (EnemyNear,MoveType = A)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State -2, VarRangeSet]
type = VarRangeSet
trigger1 = movetype = I
trigger2 = movetype = H && time
trigger3 = var(41)>0||var(42)>0
trigger3 = movecontact=1
first = 40
last = 44
value = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
trigger2 = Var(46) = 0
trigger2 = Var(45) <=0
v = 45
Value = 0

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != [1100,1199]
trigger1 = StateNo != [2000,4999]
v = 45
value = 12

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != [1100,1199]
trigger1 = StateNo != [2000,4999]
v = 45
value = 6

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 1
trigger1 = MoveContact = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != 6000
trigger1 = StateNo != [1100,1199]
trigger1 = StateNo != [2000,4999]
v = 45
value = -15

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 1
trigger1 = MoveContact = 1
trigger1 = StateNo = [1100,1199]
v = 45
value = -7

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo != [120,159]
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo = [120,159]
v = 45
value = 2

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) <= 20
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = Gametime%10 = 0
v = 45
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
v = 46
Value = 0

[State -2, VarSet]
type = VarSet
trigger1 = RoundState < 2
trigger1 = Var(48) != 300
trigger2 = Var(48) > 300
var(48) = 300

[State -2, VarAdd]
type = VarAdd
trigger1 = !(NumHelper(1301))
trigger1 = Var(48) < 300
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = time
v = 48
value = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(49) > 0
trigger1 = !numhelper(20100)
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
var(49) = -1
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
trigger1 = RoundState = 1 
v = 49
value = 0

;[State -2, VarAdd];Testing Purposes
;type = VarAdd
;triggerall = Var(45) <= 500
;trigger1 = Command = "b"
;v = 45
;value = 500

;[State -2, VarSet];Testing Purposes
;type = VarSet
;triggerall = Var(47) <= 3
;trigger1 = Command = "c"
;v = 47
;value = 3

[State -2, PalFX]
type = PalFX
triggerall = Var(46) = 1
trigger1 = !(GameTime % 2)
time = 1
add = 60,60,60
ignorehitpause = 1

[State -2, Helper]
type = Helper
Trigger1 = Var(46) = 1
Trigger1 = NumHelper(6002) = 0
Trigger1 = Var(45) >= 0
helpertype = normal
name = "Aura"
ID = 6002
pos = 0, 0
postype = p1
facing = 1
stateno = 6002
keyctrl = 0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
trigger1 = 1
trigger1 = numhelper(6010) = 0
ID = 6010
name = "MAX_Bar"
stateno = 6010
ownpal = 1
postype = left
pos = 160,
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, AssertSpecial]
type = AssertSpecial
flag = NoKOSlow
trigger1 = StateNo = [4000,4199]
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = RoundState >= 2
triggerall = WinKo && !var(37)
trigger1 = StateNo = [4000,4199]
trigger2=movetype=h
trigger2=prevstateno=[4000,4199]
ID = 20150
stateno = 20100
Name = "Super_Combo_Finish"
postype = left
pos = 0,0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State -2, Helper]
type = Helper
trigger1 = RoundState = 2
trigger1 = Var(48) = 299
stateno = 6004
ID = 6004
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
triggerall = NumHelper(6080) = 0
triggerall = RoundState = 4
trigger1 = Alive = 0
trigger2 = StateNo = 170
stateno = 6004
ID = 6080
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
var(37) = 1

[State -2, VarSet]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(37) = 0

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(49) > 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = Power >= 3000
triggerall = StateNo != [4000,4199]
trigger1 = Gametime%5 = 0
v = 45
value = 1

[State -2, PowerAdd]
type = PowerAdd
triggerall = Var(49) > 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = Power < 3000
triggerall = StateNo != [4000,4199]
trigger1 = Gametime%6 = 0
value = 5
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*Life/LifeMax <= 20
v = 11
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = 100*Life/LifeMax > 20
v = 11
value = 0

[State -2, Helper]
type = Helper
trigger1 = Var(11) = 1
persistent = 0
id = 8710
name = "Danger"
pos = 0,0
postype = P1
stateno = 8710
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(201)
trigger1 = Stateno != 200
ID = 201

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(211)
trigger1 = Stateno != 400
ID = 211

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(1202)
trigger1 = Stateno != [1200,1201]
ID = 1202

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(2202)
trigger1 = Stateno != [2200,2201]
ID = 2202

[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
