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

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


[Size]
xscale = 0.335			;Horizontal scaling factor.
yscale = 0.335			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2	;Walk forward
walk.back = -1.3		;Walk backward
run.fwd  = 8, 0		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-9.18		;Neutral jumping velocity (x, y)
jump.back = -1.9		;Jump back Speed (x, y)
jump.fwd = 2.6		;Jump forward Speed (x, y)
runjump.back = -2.2,-9.1;Running jump speeds (opt)
runjump.fwd = 2.2,-9.1	;.
airjump.neu = 0,-9.41	;.
airjump.back = -1.9	;Air jump speeds (opt)
airjump.fwd = 2.6		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .44		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

[Quotes]
Victory1 = "Geez now I'm hungry... Ryuji! Make me something!"
Victory2 = "Why's everyone trying to pick a fight with me?!"
Victory3 = "This would have ended a lot worse if Ryuji wasn't here to stop me!"
Victory4 = "Who're these people...? Did Denshin summon me to fight those bad guys again?"
Victory5 = "Today I'll teach y'all the true meaning of fear!"
Victory6 = "Everytime you get reincarnated, I'll be right there to knock ya straight back to hell!"
Victory7 = "Hey, how about some sashimi tonight? Kinda random, but it just came to me!"
Victory8 = "Shut it, ya worthless pond scum! You're a just a bug to be squashed. Don't try to mess with my head, chump!"

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

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

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

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

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

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

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180+Random%2
velset = 0,0

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 180
flag = roundnotover

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = AnimElem = 1
value = S180,0+Random%4
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElem = 2
value = S180,4+Random%2
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = AnimElem = 1
value = S180,6
Channel = 0

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

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190+Random%2
velset = 0,0

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

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

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = time = 1
value = S190,3
Channel = 0

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

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
trigger1 = Time = 0
value = 194

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

[State 190, ChangeState]
type = ChangeState
trigger1 = Time >= 180
trigger1 = Anim = 191
value = 192
ctrl = 0

[StateDef 191]
type = S
ctrl = 0
anim = 192
velset = 0,0
sprpriority = 2

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

[State 191, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 193
ID = 193
pos = 0,0
postype = p1
scale = 0.335,0.335
sprpriority = -1
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

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

[StateDef 192]
type = S
ctrl = 0
anim = 194
velset = 0,0
sprpriority = 2

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

[State 192, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0

[StateDef 193]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 2

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

[State 193, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S190,4

[State 193, ChangeState]
type = ChangeState
triggerall = Time >= 250
triggerall = Anim = 191
trigger1 = p2stateno = 0 || enemy,anim = 0
trigger2 = Enemy,Name = "Shana_K"
trigger2 = Enemy,AuthorName = "Kohaku"
trigger2 = Time >= 250
value = 192
ctrl = 0

[StateDef 194]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

[State 194, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 194, PlaySnd]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = Time = 0
value = S191,0
Channel = 0

[State 194, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 196
trigger1 = Time >= 380 
value = 197

[State 194, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 197
value = 0

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

[State 195, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S195,0
Channel = 0

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

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

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

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

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = IfElse(Var(12),14,12)
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,9
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -70))
hitsound = S200,0
guardsound = S300,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3,0
guard.velocity = -3
air.velocity = -1.0,-4.4
getpower = 20
givepower = 15
yaccel = 0.35

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

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

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

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

[State 210, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 211
ID = 211
pos = 0,0
scale = 0.25,0.25
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animType = Medium
damage = IfElse(Var(12),22,18)
guardFlag = MA
priority =3, Hit
pauseTime = 8,10
guard.PauseTime = 8,8
hitSound = S200,1
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.Type = High
ground.SlideTime = 13
ground.HitTime  = 13
ground.Velocity = -3.6
guard.Velocity = -3.6
air.Velocity = -1.0,-3.4
down.Velocity = -3.2,-2.5
yaccel = 0.4
fall = 0
air.Fall = 1
fall.RecoverTime = 23
getPower = 30,20
givePower = 18,9
envshake.time = 9
envshake.ampl = 2

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

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

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

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,6+random%2
channel = 0

[State 220, Explod]
type = Explod
trigger1 = Time = 0
anim = 223
ID = 223
pos = 0,0
scale = 0.335,0.335
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 220, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 5 
id = 223

[State 220, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Mic"
pos = 0,0
stateno = 221
ID = 221
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = IfElse(Var(12),34,28)
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,15
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,2
guardsound = S300,0
ground.type = Low
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 = 50
givepower = 15
yaccel = 0.35

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

[StateDef 221]
type = S
movetype = I
physics = N
anim = 224
ctrl = 0
velset = 0,0
sprpriority = 4

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

[State 221, BindToRoot]
type = BindToRoot
trigger1 = Time = 0 
time = 11
pos = 0,0
ignorehitpause = 1

[State 221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,25

[State 221, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 225
ID = 225
pos = 50,0
scale = 0.5,0.5
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 221, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype = H
trigger2 = AnimTime = 0

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

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

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

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = IfElse(Var(12),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 = S200,0
guardsound = S300,0
ground.type = Low
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -5.2,0
guard.velocity = -5.2
air.velocity = -1.0,-4.4
getpower = 20
givepower = 15
yaccel = 0.35

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

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

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,1

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

[State 410, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 411
ID = 411
pos = 50,-20
scale = 0.25,0.25
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = IfElse(Var(12),25,21)
animtype = Medium
hitflag = MAF
guardflag = L
priority = 4, Hit
pausetime = 10,10
guard.pauseTime = 8,8
hitsound = S200,1
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
ground.type = Low
ground.slideTime = 13
ground.hitTime  = 13
ground.velocity = -4
guard.velocity = -4
air.velocity = -1.0,-4.4
yaccel = .4
air.fall = 1
fall.recoverTime = 21
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2

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

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

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,6+random%2
channel = 0

[State 420, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 422
ID = 422
pos = 0,0
scale = 0.2,0.2
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 420, Helper]
type = Helper
trigger1 = AnimElem = 6
StateNo = 421
ID = 421
pos = 0,0
postype = P1
helpertype = normal
name = "Chair"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = C,NA
animtype  = Hard
damage = IfElse(Var(12),37,31)
hitflag = MAF
guardflag = MA
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) := -45))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -0.5,-7.4
guard.velocity = -6.4
air.velocity = -1.5,-7.4
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
ctrl = 0
Velset = 0,0
anim = 421
sprpriority = 5

[State 421, VelSet]
type = VelSet
trigger1 = time > 0
x = -2

[State 421, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.5

[State 421, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

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

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = IfElse(Var(12),18,15)
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7,7
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,0
guardsound = S300,0
ground.type = High
airguard.ctrltime = 10
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5.2,0
air.velocity = -1.5,-3.4
getpower = 24
givepower = 15
yaccel = 0.4

[State 600, 5]
type = CtrlSet
trigger1 = Time = 15
value = 1

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

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

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

[State 610, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 211
ID = 611
pos = 0,-30
scale = 0.2,0.2
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = IfElse(Var(12),30,25)
animtype = hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 8,9
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S200,1
guardsound = S300,0
ground.type = low
ground.slidetime = 13
ground.hittime  = 13
airguard.ctrltime = 12
ground.velocity = -5.2
air.velocity = -1.5,-3.4
getpower = 35
givepower = 15
yaccel = 0.4
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time = 30
value = 1

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

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S400,6+random%2
channel = 0

[State 620, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 621
ID = 621
pos = 0,0
scale = 0.2,0.2
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 4
damage = IfElse(Var(12),50,42)
attr = A,NA
animtype = Hard
guardflag = HA
hitflag = MAF
pausetime = 10,13
priority = 4,Hit
HitSound = S200,2
GuardSound = S300,0
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -8
guard.velocity = -10
air.velocity = -2.5,-6.5
yaccel = .65
air.fall = 1
fall.recover = 1
fall.recovertime = 20
GetPower = 50
envshake.time = 9
envshake.ampl = 3

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

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
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
numhits = 0

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

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

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = IfElse(Var(49) > 0,15,12)

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = IfElse(Var(49) > 0,8,6)

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = MoveContact = 1
v = 45
value = IfElse(Var(49) > 0,-11,-15)

[State 810, VelAdd]
type = VelAdd
trigger1 = AnimElem = 6
y = -3.5

[State 810, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 810, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) > 0
y = 0.66

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 34
pos = 40

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 6
value = S40,1

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 2
value = S800,0+Random%2

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S,NA
animtype  = Hard
damage = 80
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) := -75))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -2,-10.4
guard.velocity = -6.4
air.velocity = -2,-10.4
fall = 1
fall.recover = 0
yaccel = 0.55
envshake.time = 9
envshake.ampl = 2

[State 810, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; 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 = I
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 = Time = 0
value = SCA
time = 43

[State 950, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,12+Random%2
channel = 0

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

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 950, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 3
y = -1.5

[State 950, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 0
y = 0

[State 950, PosSet]
type = PosSet
trigger1 = AnimElem = 10
y = 0

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S40,0

[State 950, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 954
ID = 954
pos = 50,-83
scale = 0.5,0.5
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 950, Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 8020
sprpriority = -3
postype = p1
scale = 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 950, Helper]
type = Helper
trigger1 = Time = 0
StateNo = 951
ID = 951
pos = 0,0
postype = P1
helpertype = normal
name = "Trash"
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0

[State 950, Helper]
type = Helper
trigger1 = AnimElem = 4
StateNo = 952
ID = 952
pos = 40,-22
postype = P1
helpertype = normal
name = "Trash"
keyctrl = 0
ownpal = 1
persistent = 0

[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 = 953
ID = 953
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, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A

[State 950, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
StateType = S

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

[StateDef 951]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 99999

[State 951, Explod]
type = Explod
trigger1 = time = 0
anim = 4013
ID = 951
pos = 40,-22
scale = 0.33,0.33
postype = p1
sprpriority = 5
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 951, ModifyExplod]
type = ModifyExplod
trigger1 = time > 0
trigger1 = time <= 10
ID = 951
scale = 0.33,0+(Time*0.033)

[State 951, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 24
ID = 951

[State 951, DestroySelf]
type = DestroySelf
trigger1 = time >= 24

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

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

[State 952, VelSet]
type = VelSet
trigger1 = time >= 0
x = 15
y = -6

[State 952, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 952, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 25

[State 952, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,11

[State 952, PlaySnd]
type = PlaySnd
trigger1 = time%5 = 0
value = S100,0

[State 952, Pause]
type = Pause
trigger1 = MoveHit = 1
time = 20

[State 952, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,SP
damage = 100
guardflag =
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime  = 16
airguard.ctrltime = 16
ground.velocity = -15,-14
air.velocity = -15,-14
yaccel = 0.55
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 952, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 952, DestroySelf]
type = DestroySelf
trigger1 = time >= 120
trigger2 = FrontEdgeDist <= -100

[StateDef 953]
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 953, Explod]
type = Explod
trigger1 = Time = 0
Anim = 952
ID = 952
sprpriority = 3
postype = p1
pos = 0,-53
removetime = 16
supermovetime = -1
ownpal = 1

[State 953, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(952)
ID = 952
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

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

[State 953, DestroySelf]
type = DestroySelf
trigger1= time >= 16

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

[State 1000, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = IfElse(Var(49) > 0,6,5)

[State 1000, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = IfElse(Var(49) > 0,4,3)

[State 1000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[State 1000, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command = "holdfwd"
x = 1

[State 1000, VelSet]
type = VelSet
trigger1 = Command != "holdfwd"
trigger1 = Command = "holdback"
x = -1

[State 1000, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command != "holdfwd"
x = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,2
channel = 0

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 1002
ID = 1002
name = "Down Thrust"
postype = p1
pos = 115,-35
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
stateno = 1002
ID = 1003
name = "Up Thrust"
postype = p1
pos = 115,-105
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
anim = 1002
ID = 1002
pos = 115,-75
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
value = S100,2

[State 1000, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = IfElse(Var(12),15,13),3
pausetime = 0,8
guard.pausetime = 1,8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 11
air.hittime = 13
guard.ctrltime = 11
airguard.ctrltime = 11
ground.velocity = -2.5,0
guard.velocity = -2
air.velocity = -2,-1.5
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 25
fall = 0
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

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

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

[State 1001, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = IfElse(Var(49) > 0,15,12)

[State 1001, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = IfElse(Var(49) > 0,8,6)

[State 1001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElemTime(7) = 0
v = 47
Value = -1

[State 1001, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 20

[State 1001, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 1001, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1003
ID = 1003
pos = 125,-55
scale = 0.75,0.75
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = PrevStateno = 1000
trigger1 = AnimElem = 6
value = S410,3
channel = 0

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

[State 1001, Hitdef]
type = Hitdef
trigger1 = Var(46) = 0
trigger1 = AnimElem = 6
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(12),30,25),8
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -3,-4
guard.velocity = -2
air.velocity = -3,-4
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 30
fall = 1
yaccel = 0.54
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1001, Hitdef]
type = Hitdef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(12),30,25),8
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -3,-5
guard.velocity = -2
air.velocity = -3,-5
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 35
fall = 1
yaccel = 0.54
p2stateno = 1003
p2facing = 1
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

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

[StateDef 1002]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 1002

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

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

[State 1002, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.5,1.5

[State 1002, AngleSet]
type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(1002)
trigger2 = IsHelper(2002)
trigger3 = IsHelper(1010)
trigger4 = IsHelper(1020)
value = -22

[State 1002, AngleSet]
type = AngleSet
triggerall = time = 0
trigger1 = IsHelper(1003)
trigger2 = IsHelper(1021)
trigger3 = IsHelper(2003)
value = 22

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = IsHelper(1002)
trigger3 = Root,StateNo != 1000
trigger4 = IsHelper(1003)
trigger4 = Root,StateNo != 1000
trigger5 = IsHelper(1010)
trigger5 = Root,StateNo != 1010
trigger6 = IsHelper(1020)
trigger6 = Root,StateNo != 1020
trigger7 = IsHelper(1021)
trigger7 = Root,StateNo != 1020
trigger8 = IsHelper(2002)
trigger8 = Root,StateNo != 2000
trigger9 = IsHelper(2003)
trigger9 = Root,StateNo != 2000

[StateDef 1003]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

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

[State 1003, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 1003, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 1003, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 1003, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 1004

[StateDef 1004]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1004, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1004, VelSet]
type = VelSet
trigger1 = Time = 0
x = -15

[State 1004, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1004, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1004, 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 1004, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 1004, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 1004, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 1005

[State 1004]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 1006

[StateDef 1005]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1005, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 1005, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1005, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1005, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1005, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1005, 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 1005, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1005, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -1
y = -8

[State 1005, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 1005, 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 1005, Turn]
Type = Turn
Trigger1 = Time = 0

[State 1005, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 1006]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1006, 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 1006, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 1006, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 1006, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 1006, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 1006, 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 1006, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 1006, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -8

[State 1006, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 1006, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 1006, Turn]
type = Turn
trigger1 = Time = 0

[State 1006, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

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

[State 1010, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = IfElse(Var(49) > 0,10,8)

[State 1010, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = IfElse(Var(49) > 0,5,4)

[State 1010, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[State 1010, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command = "holdfwd"
x = 1

[State 1010, VelSet]
type = VelSet
trigger1 = Command != "holdfwd"
trigger1 = Command = "holdback"
x = -1

[State 1010, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command != "holdfwd"
x = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,2
channel = 0

[State 1010, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 1002
ID = 1010
name = "Down Thrust"
postype = p1
pos = 115,-35
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1010, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1002
ID = 1002
pos = 115,-75
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = S100,2

[State 1010, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = IfElse(Var(12),18,15),3
pausetime = 0,8
guard.pausetime = 1,8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 11
air.hittime = 13
guard.ctrltime = 11
airguard.ctrltime = 11
ground.velocity = -2.5,0
guard.velocity = -2
air.velocity = -2,-1.5
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 25
fall = 0
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1001

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

[State 1020, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
v = 45
value = IfElse(Var(49) > 0,8,6)

[State 1020, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = IfElse(Var(49) > 0,4,3)

[State 1020, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[State 1020, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command = "holdfwd"
x = 1

[State 1020, VelSet]
type = VelSet
trigger1 = Command != "holdfwd"
trigger1 = Command = "holdback"
x = -1

[State 1020, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command != "holdfwd"
x = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,2
channel = 0

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
stateno = 1002
ID = 1020
name = "Down Thrust"
postype = p1
pos = 115,-35
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElem = 7
helpertype = normal
stateno = 1002
ID = 1021
name = "Up Thrust"
postype = p1
pos = 115,-105
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1020, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1002
ID = 1002
pos = 115,-75
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
value = S100,2

[State 1020, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = IfElse(Var(12),15,13),3
pausetime = 0,8
guard.pausetime = 1,8
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 11
air.hittime = 13
guard.ctrltime = 11
airguard.ctrltime = 11
ground.velocity = -2.5,0
guard.velocity = -2
air.velocity = -2,-1.5
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 25
fall = 0
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1020, 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
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[State 1100, VelSet]
type = Velset
trigger1 = time = 13
X = 8
Y = -10

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 7

[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 13
StateType = A
Movetype = A
Physics = N

[State 1100, Explod]
type = Explod
trigger1 = NumExplod(1102) = 0
trigger1 = Time = 13
anim = 1102
ID = 1102
pos = 30,0
postype = p1
scale = 0.25,0.5
sprpriority = 1
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1100, Helper]
type = Helper
trigger1 = Time = 13
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -40
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1100, Helper]
type = Helper
trigger1 = Time = 13
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 0
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = Time = 13
value = S100,2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = Time = 13
value = S410,0
channel = 0

[State 1100, Hitdef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(5) >= 0
trigger1 = Var(46) = 0
trigger2 = !MoveContact && !MoveReversed
trigger2 = AnimElemTime(5) >= 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(12),68,57),9
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-55)))
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 1
fall.recovertime = 37
air.fall = 1
yaccel = 0.48
ground.slidetime= 18
ground.hittime= 18
guard.hittime = 16
air.hittime = 18
guard.ctrltime = 14
airguard.ctrltime = 15
ground.velocity	= -2,-10
guard.velocity = -4
air.velocity = -2,-10
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1100, Hitdef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(5) >= 0
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(12),76,63),10
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-55)))
hitsound = S200,2
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.4
ground.slidetime= 18
ground.hittime= 18
guard.hittime = 16
air.hittime = 18
guard.ctrltime = 14
airguard.ctrltime = 15
ground.velocity	= -2,-11
guard.velocity = -4
air.velocity = -2,-11
airguard.velocity = -3,-4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1100, ChangeState]
type = ChangeState
trigger1 = Time = 24
value = 1101

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

[State 1101, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
v = 47
Value = -1

[State 1101, VelMul]
type = Velmul
trigger1 = AnimElemTime(1) > 0
X = 0.9

[State 1101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.66

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

[StateDef 1102]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1103
sprpriority = 2

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

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

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

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

[StateDef 1200]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1200
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1
juggle = 5

[State 1200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[State 1200, VelSet]
type = Velset
trigger1 = time > 0
x = 3

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = C
Movetype = A
Physics = N

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

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

[State 1200, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
attr = S, SA
damage = IfElse(Var(12),48,40),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -25))
hitsound = S200,2
guardsound = S300,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4
airguard.ctrltime = 2
guard.velocity = -4
air.velocity = -1.5,-2.4
envshake.time = 9
envshake.ampl = 3
getpower = 30
givepower = 15
yaccel = 0.35

[State 1200, ChangeState]
type = ChangeState
trigger1 = Time >= 14
value = 1201

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

[State 1201, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1206
ID = 1206
name = "Up Dash"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1201, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1207
ID = 1207
name = "Up Dash Dust"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1201, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 15
x = 6
y = -3

[State 1201, VelSet]
type = VelSet
trigger1 = time > 10
X = 3

[State 1201, VelAdd]
type = VelAdd
trigger1 = time > 10
Y = 0.75

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,21+Random%3
channel = 0

[State 1201, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
attr = A,SA
animtype  = Hard
damage = IfElse(Var(12),48,40),5
hitflag = MAF
guardflag = MA
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -2.5,-8.4
guard.velocity = -6.4
air.velocity = -2.5,-8.4
fall = 1
fall.recover = 0
getpower = 25
givepower = 15
envshake.time = 10
envshake.ampl = 3

[State 1201, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1202

[StateDef 1202]
type = L
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 1202

[State 1202, VelSet]
type = VelSet
trigger1 = time = 0
x = 2

[State 1202, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 1202, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1202, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = C

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,8

[State 1202, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1202, Helper]
type = Helper
trigger1 = time = 0
ID = 1203
pos = 30,0
postype = P1
stateno = 1203
helpertype = normal
name = "Sled"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

[StateDef 1203]
type = A
movetype = A
physics = N
Anim = 1203

[State 1203, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1203)
trigger1 = NumHelper(1203)
trigger1 = Helper(1203),MoveHit = 1
var(45) = IfElse(Root,Var(49) > 0,15-26*(!!Root,Var(46)),12-27*(!!Root,Var(46)))

[State 1203, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1203)
trigger1 = NumHelper(1203)
trigger1 = Helper(1203),MoveGuarded = 1
var(45) = IfElse(Root,Var(49) > 0,8-19*(!!Root,Var(46)),6-21*(!!Root,Var(46)))

[State 1203, VelSet]
type = Velset
triggerall = IsHelper(1203)
trigger1 = time > 0
trigger1 = time < 15
x = 3
y = -4

[State 1203, VelSet]
type = Velset
triggerall = IsHelper(1211)
trigger1 = time > 0
trigger1 = time < 15
x = 3
y = -2

[State 1203, VelAdd]
type = VelAdd
trigger1 = time > 15
Y = 0.4

[State 1203, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(2) >= 0
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(12),18,15)*(root,fvar(1)*root,fvar(2))),5
hitflag = MAF
guardflag = MA
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -0.5,-6.4
guard.velocity = -6.4
air.velocity = -1.5,-6.4
fall = 1
fall.recover = 1
fall.recovertime = 25
getpower = 25
givepower = 15
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 1203, 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 1203, 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 1203, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(12) = (EnemyNear,MoveType = A)

[State 1203, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(12)
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 1203, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1204

[State 1203, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1205

[StateDef 1204]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 1204

[State 1204, VelSet]
type = Velset
trigger1 = time = 0
x = 3
y = -3

[State 1204, Trans]
type = Trans
trigger1 = Time >= 0
trans = AddAlpha
alpha = IfElse(time >= 8,32*(15-time),256),ifelse(time <= 6,32*(time-0),256)

[State 1204, DestroySelf]
type = DestroySelf
trigger1 = Time >= 15

[StateDef 1205]
type = A
movetype = I
physics = N
ctrl = 0
VelSet = 0,0
anim = 1205

[State 1205, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1205, Trans]
type = Trans
trigger1 = Time >= 0
trans = AddAlpha
alpha = IfElse(time >= 8,32*(15-time),256),ifelse(time <= 6,32*(time-0),256)

[State 1205, DestroySelf]
type = DestroySelf
trigger1 = Time >= 15

[StateDef 1206]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 1206

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

[State 1206, BindToParent]
type = BindToParent
trigger1 = 1
pos = 60,-75
ignorehitpause = 1

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

[State 1206, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1206)
trigger1 = 1
scale = 1.25,0.5

[State 1206, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2201)
trigger1 = 1
scale = 1.25,1

[State 1206, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 27

[State 1206, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[StateDef 1207]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 2014

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

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

[State 1207, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1207)
trigger1 = 1
scale = 0.75,0.75

[State 1207, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2201)
trigger1 = 1
scale = 1,1

[State 1207, AngleSet]
type = AngleSet
trigger1 = time = 0
value = 27

[State 1207, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[StateDef 1210]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1200
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1210, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[State 1210, VelSet]
type = Velset
trigger1 = time >= 0
trigger1 = time <= 6
x = 3

[State 1210, VelSet]
type = Velset
trigger1 = time > 6
x = 6

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = C
Movetype = A
Physics = N

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,21+Random%3
channel = 0

[State 1210, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1210, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
attr = S, SA
damage = IfElse(Var(12),90,75),9
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -25))
hitsound = S200,2
guardsound = S300,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-5
airguard.ctrltime = 2
guard.velocity = -4
air.velocity = -1.5,-4
envshake.time = 9
envshake.ampl = 3
getpower = 30
givepower = 15
yaccel = 0.55
fall = 1
fall.recover = 35

[State 1210, ChangeState]
type = ChangeState
trigger1 = Time >= 20
value = 1211

[StateDef 1211]
type = L
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 1202

[State 1211, VelSet]
type = VelSet
trigger1 = time = 0
x = 2

[State 1211, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 1211, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1211, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = C

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,8

[State 1211, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1211, Helper]
type = Helper
trigger1 = time = 0
ID = 1211
pos = 30,0
postype = P1
stateno = 1203
helpertype = normal
name = "Sled"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

[StateDef 1220]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1230
sprpriority = 2
poweradd = 100
velset = 0,0
facep2 = 1

[State 1220, VelSet]
type = Velset
trigger1 = time > 0
x = 1

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221

[StateDef 1221]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1201

[State 1221, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1206
ID = 1206
name = "Up Dash"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1221, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1207
ID = 1207
name = "Up Dash Dust"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1221, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 15
x = 6
y = -3

[State 1221, VelAdd]
type = VelAdd
trigger1 = time > 10
Y = 0.75

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,21+Random%3
channel = 0

[State 1221, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
attr = A,SA
animtype  = Hard
damage = IfElse(Var(12),90,75),9
hitflag = MAF
guardflag = MA
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -2.5,-8.4
guard.velocity = -6.4
air.velocity = -2.5,-8.4
fall = 1
fall.recover = 0
getpower = 25
givepower = 15
envshake.time = 10
envshake.ampl = 3

[State 1221, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1222

[StateDef 1222]
type = L
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 1202

[State 1222, VelSet]
type = VelSet
trigger1 = time = 0
x = 2

[State 1222, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 1222, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1222, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = C

[State 1222, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,8

[State 1222, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1222, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1222, Helper]
type = Helper
trigger1 = time = 0
ID = 1211
pos = 30,0
postype = P1
stateno = 1203
helpertype = normal
name = "Sled"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1222, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1230]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1230
sprpriority = 2
poweradd = 100
velset = 0,0
facep2 = 1

[State 1230, VelSet]
type = Velset
trigger1 = time > 0
x = 2

[State 1230, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1231

[StateDef 1231]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1201

[State 1231, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1206
ID = 1206
name = "Up Dash"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1231, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1207
ID = 1207
name = "Up Dash Dust"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1231, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 15
x = 6
y = -3

[State 1231, VelAdd]
type = VelAdd
trigger1 = time > 10
Y = 0.75

[State 1231, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2

[State 1231, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,21+Random%3
channel = 0

[State 1231, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
attr = A,SA
animtype  = Hard
damage = IfElse(Var(12),90,75),9
hitflag = MAF
guardflag = MA
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -2.5,-8.4
guard.velocity = -6.4
air.velocity = -2.5,-8.4
fall = 1
fall.recover = 0
yaccel = 0.65
getpower = 25
givepower = 15
envshake.time = 10
envshake.ampl = 3

[State 1231, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1232

[StateDef 1232]
type = L
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 1202

[State 1232, VelSet]
type = VelSet
trigger1 = time = 0
x = 2

[State 1232, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 1232, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 1232, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = C

[State 1232, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,8

[State 1232, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1232, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1232, Helper]
type = Helper
trigger1 = time = 0
ID = 1203
pos = 30,0
postype = P1
stateno = 1203
helpertype = normal
name = "Sled"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1232, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 1300, VarAdd]
type = VarAdd
triggerall = Var(46) = 1
triggerall = Var(47) >= 1
trigger1 = Time = 1
trigger2 = Time = 0
trigger2 = PrevStateNo = [2100,2102]
v = 47
Value = -1

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

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,7+Random%2
channel = 0

[State 1300, Helper]
type = Helper
trigger1 = Var(46) = 0
trigger1 = time = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = time = 0
ID = 1301
pos = 0,0
postype = P1
stateno = 1301
helpertype = normal
name = "Ryuji"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1300, Helper]
type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = time = 0
ID = 1301
pos = 0,0
postype = P1
stateno = 1307
helpertype = normal
name = "Ryuji"
keyctrl = 0
ownpal = 1
supermovetime = 1

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

[StateDef 1301]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1301
sprpriority = 2
facep2 = 1

[State 1301, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1301, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1301, VelSet]
type = VelSet
trigger1 = Time > 0
x = 3

[State 1301, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
anim = 2015
ID = 2016
pos = 80,0
scale = 0.25,0.25
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = S100,3

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S420,2+Random%2
channel = 1

[State 1301, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 1302

[StateDef 1302]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1302
velset = 0,0

[State 1302, VelSet]
type = VelSet
trigger1 = Time > 0
x = 3

[State 1302, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT

[State 1302, HitOverride]
type = HitOverride
trigger1 = Anim = 1302
attr = SCA,NA,SA,HA
time = -1
StateNo = 1305

[State 1302, ReversalDef]
type = ReversalDef
trigger1 = Anim = 1302
reversal.attr = SCA,NP,SP,HP
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 1306

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = S100,3

[State 1302, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
anim = 2015
ID = 2016
pos = 80,0
scale = 0.25,0.25
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1302, ChangeState]
Type = ChangeState
trigger1 = Time > 30
Trigger1 = FrontEdgeDist <= -100
Value = 1303

[State 1302, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 4002
trigger2 = Root,StateNo = 4103
value = 1304

[StateDef 1303]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1303
velset = 0,0

[State 1303, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1301)
trigger1 = Helper(1301),MoveHit = 1
var(45) = 4-19*(!!Root,Var(46))

[State 1303, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1301)
trigger1 = Helper(1301),MoveGuarded = 1
var(45) = 2-17*(!!Root,Var(46))

[State 1303, VarSet]
type = VarSet
trigger1 = time = 0
V = 10
Value = 0

[State 1303, VarAdd]
type = VarAdd
trigger1 = MoveContact = 1
V = 10
Value = 1

[State 1303, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1303, PlayerPush]
type = PlayerPush
trigger1 = P2StateType != L
value = 1

[State 1303, Turn]
type = Turn
trigger1 = time = 0

[State 1303, VelSet]
type = VelSet
trigger1 = Time > 0
x = 8

[State 1303, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S420,4+Random%2
channel = 1

[State 1303, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = S100,3

[State 1303, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
anim = 2015
ID = 2016
pos = 80,0
scale = 0.25,0.25
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1303, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = ceil(IfElse(Root,Var(12),18,15)*(root,fvar(1)*root,fvar(2))),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.8,0
guard.velocity = -4.8
air.velocity = -1.0,-1.4
air.fall = 1
yaccel = 0.35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1303, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(IfElse(Root,Var(12),18,15)*(root,fvar(1)*root,fvar(2))),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.8,0
guard.velocity = -4.8
air.velocity = -1.0,-1.4
air.fall = 1
yaccel = 0.35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1303, 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 - 30)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1303, 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 - 30)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1303, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(12) = (EnemyNear,MoveType = A)

[State 1303, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(12)
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 1303, ChangeState]
type = ChangeState
trigger1 = Var(10) >= 6
trigger2 = AnimTime >= 360
trigger3 = FrontEdgeDist <= -100
value = 1304

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

[State 1304, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 1306

[State 1304, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 1307

[State 1304, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 2016

[State 1304, VelSet]
type = VelSet
trigger1 = time = 0
x = -3
y = -3

[State 1304, Trans]
type = Trans
trigger1 = Time >= 0
trans = AddAlpha
alpha = IfElse(time >= 8,32*(15-time),256),ifelse(time <= 6,32*(time-0),256)

[State 1304, DestroySelf]
type = DestroySelf
trigger1 = time >= 15

[StateDef 1305]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1304

[State 1305, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 1306

[State 1305, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 2016

[State 1305, VelSet]
type = VelSet
trigger1 = time = 0
x = -3
y = -3

[State 1305, Trans]
type = Trans
trigger1 = Time >= 0
trans = AddAlpha
alpha = IfElse(time >= 8,32*(15-time),256),ifelse(time <= 6,32*(time-0),256)

[State 1305, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S430,0+Random%3
channel = 1

[State 1305, DestroySelf]
type = DestroySelf
trigger1 = Time >= 15

[StateDef 1306]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1303
velset = 0,0

[State 1306, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1301)
trigger1 = Helper(1301),MoveHit = 1
var(45) = 4-19*(!!Root,Var(46))

[State 1306, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1301)
trigger1 = Helper(1301),MoveGuarded = 1
var(45) = 2-17*(!!Root,Var(46))

[State 1306, VarSet]
type = VarSet
trigger1 = time = 0
V = 10
Value = 0

[State 1306, VarAdd]
type = VarAdd
trigger1 = Movecontact = 1
V = 10
Value = 1

[State 1306, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1306, PlayerPush]
type = PlayerPush
trigger1 = P2StateType != L
value = 1

[State 1306, VelSet]
type = VelSet
trigger1 = Time > 0
x = 8

[State 1306, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S420,6
channel = 1

[State 1306, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
value = S100,3

[State 1306, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
anim = 2015
ID = 2016
pos = 80,0
scale = 0.25,0.25
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1306, Explod]
type = Explod
trigger1 = Time = 0
anim = 1306
ID = 1306
pos = 0,0
scale = 0.6,0.6
postype = p1
sprpriority = 6
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1306, Explod]
type = Explod
trigger1 = Time = 0
anim = 1307
ID = 1307
pos = 25,-110
scale = 0.335,0.335
postype = p1
sprpriority = 6
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1306, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = ceil(IfElse(Root,Var(12),18,15)*(root,fvar(1)*root,fvar(2))),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.8,0
guard.velocity = -4.8
air.velocity = -1.0,-1.4
air.fall = 1
yaccel = 0.35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1306, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(IfElse(Root,Var(12),18,15)*(root,fvar(1)*root,fvar(2))),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.8,0
guard.velocity = -4.8
air.velocity = -1.0,-1.4
air.fall = 1
yaccel = 0.35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1306, 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 - 30)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1306, 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 - 30)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1306, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(12) = (EnemyNear,MoveType = A)

[State 1306, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(12)
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 1306, ChangeState]
type = ChangeState
trigger1 = Var(10) >= 6
trigger2 = AnimTime >= 360
trigger3 = FrontEdgeDist <= -100
value = 1304

[StateDef 1307]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1305
velset = 0,0

[State 1307, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1301)
trigger1 = Helper(1301),MoveHit = 1
var(45) = 4-19*(!!Root,Var(46))

[State 1307, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1301)
trigger1 = NumHelper(1301)
trigger1 = Helper(1301),MoveGuarded = 1
var(45) = 2-17*(!!Root,Var(46))

[State 1307, VarSet]
type = VarSet
trigger1 = time = 0
V = 10
Value = 0

[State 1307, VarAdd]
type = VarAdd
trigger1 = Movecontact = 1
V = 10
Value = 1

[State 1307, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1307, PlayerPush]
type = PlayerPush
trigger1 = P2StateType != L
value = 1

[State 1307, VelSet]
type = VelSet
trigger1 = Time > 0
x = 8

[State 1307, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S420,6
channel = 1

[State 1307, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
value = S100,3

[State 1307, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
anim = 2015
ID = 2016
pos = 80,0
scale = 0.25,0.25
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1307, Explod]
type = Explod
trigger1 = Time = 0
anim = 1306
ID = 1306
pos = 0,0
scale = 0.6,0.6
postype = p1
sprpriority = 6
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1307, Explod]
type = Explod
trigger1 = Time = 0
anim = 1307
ID = 1307
pos = 25,-110
scale = 0.335,0.335
postype = p1
sprpriority = 6
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1307, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
attr = S, SA
damage = ceil(IfElse(Var(12),18,15)*(root,fvar(1)*root,fvar(2))),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.8,0
guard.velocity = -4.8
air.velocity = -1.0,-1.4
air.fall = 1
yaccel = 0.35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1307, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
attr = S, SA
damage = ceil(IfElse(Root,Var(12),18,15)*(root,fvar(1)*root,fvar(2))),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.8,0
guard.velocity = -4.8
air.velocity = -1.0,-1.4
air.fall = 1
yaccel = 0.35
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 1307, 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 - 30)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1307, 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 - 30)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 1307, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(12) = (EnemyNear,MoveType = A)

[State 1307, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(12)
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 1307, ChangeState]
type = ChangeState
trigger1 = Var(10) >= 6
trigger2 = AnimTime >= 360
trigger3 = FrontEdgeDist <= -100
value = 1304

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

[State 2000, VarAdd]
type = VarAdd
triggerall = Var(49) <= 0
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2000, VarAdd]
type = VarAdd
triggerall = Var(49) > 0
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 75

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

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 13

[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, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command = "holdfwd"
x = 1

[State 2000, VelSet]
type = VelSet
trigger1 = Command != "holdfwd"
trigger1 = Command = "holdback"
x = -1

[State 2000, VelSet]
type = VelSet
trigger1 = Command != "holdback"
trigger1 = Command != "holdfwd"
x = 0

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,2
channel = 0

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

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
helpertype = normal
stateno = 1002
ID = 2002
name = "Down Thrust"
postype = p1
pos = 115,-35
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
helpertype = normal
stateno = 1002
ID = 2003
name = "Up Thrust"
postype = p1
pos = 115,-105
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2000, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
anim = 1002
ID = 1002
pos = 115,-75
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
value = S100,2

[State 2000, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = IfElse(Var(12),18,15),5
pausetime = 0,8
guard.pausetime = 1,8
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,6
guardsound = S300,0
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 11
air.hittime = 13
guard.ctrltime = 11
airguard.ctrltime = 11
ground.velocity = -2.5,0
guard.velocity = -2
air.velocity = -2,-1.5
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 35
fall = 0
air.fall = 1
yaccel = 0.4
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

[StateDef 2001]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
sprpriority = 2
velset = 0,0

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

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

[State 2001, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 20

[State 2001, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 2001, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2001, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1003
ID = 1003
pos = 125,-55
scale = 0.75,0.75
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S410,4
channel = 0

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

[State 2001, Hitdef]
type = Hitdef
trigger1 = AnimElem = 6
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(12),96,80),20
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -3,-5
guard.velocity = -2
air.velocity = -3,-5
airguard.velocity = -1.5,-3
fall.recover = 0
fall = 1
yaccel = 0.4
getpower = 0
envshake.time = 10
envshake.ampl = 4

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

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

[State 2010, VarAdd]
type = VarAdd
triggerall = Var(49) <= 0
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2010, VarAdd]
type = VarAdd
triggerall = Var(49) > 0
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -100

[State 2010, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[State 2010, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 2010, VarAdd]
type = VarAdd
trigger1 = Time > 0
var(0) = 1

[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 = 8

[State 2010, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,6
channel = 0

[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
triggerall = command != "hold_x"
triggerall = command != "hold_y"
triggerall = command != "hold_z"
triggerall = Var(0) >= 8
trigger1 = Var(47) = 0
trigger1 = Var(0) <= 119
trigger2 = Var(47) >= 1
trigger2 = Var(0) <= 59
value = 2011

[State 2010, ChangeState]
type = ChangeState
trigger1 = Var(47) = 0
trigger1 = Var(0) >= 90
trigger2 = Var(47) >= 1
trigger2 = Var(0) >= 72
value = 2012

[StateDef 2011]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2016
sprpriority = 2
velset = 0,0

[State 2011, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2011, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2011, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 30

[State 2011, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 2011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,7

[State 2011, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2011, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 2014
ID = 2014
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 2013
ID = 2011
pos = 0,-55
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1003
ID = 1003
pos = 125,-55
scale = 1,1
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 2011, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(12),180,150),25
pausetime = 10,15
guard.pausetime = 10,11
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 16
air.hittime = 16
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -3,-5
guard.velocity = -2
air.velocity = -3,-5
airguard.velocity = -1.5,-3
fall.recover = 0
fall = 1
yaccel = 0.4
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 2012]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2011
sprpriority = 2
velset = 0,0

[State 2012, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Var(0) >= 60
trigger1 = Time = 0
v = 47
Value = -1

[State 2012, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2012, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2012, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,7

[State 2012, Explod]
type = Explod
trigger1 = Time = 0
anim = 2014
ID = 2014
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 2012, Explod]
type = Explod
trigger1 = Time = 0
anim = 2015
ID = 2015
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2012, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2012, VelSet]
type = VelSet
trigger1 = Time > 0
x = 20

[State 2012, ChangeState]
type = ChangeState
triggerall = time >= 8
trigger1 = P2BodyDist X = [-10,10]
trigger2 = FrontEdgeDist <= 15
value = 2013

[StateDef 2013]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2012
sprpriority = 2
velset = 0,0

[State 2013, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 3

[State 2013, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2013, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2013, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1003
ID = 1003
pos = 125,-55
scale = 1,1
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2013, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 2013
ID = 2013
pos = 0,-55
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2013, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,5
channel = 0

[State 2013, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 2013, Hitdef]
type = Hitdef
trigger1 = !MoveContact
attr = S,HA
hitflag = MAF
guardflag = 
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = IfElse(Var(12),300,250),50
pausetime = 20,25
guard.pausetime = 20,21
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 25
ground.hittime = 25
guard.hittime = 26
air.hittime = 26
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = -3,-5
guard.velocity = -18
air.velocity = -3,-5
airguard.velocity = -18,-3
fall.recover = 0
fall = 1
yaccel = 0.4
getpower = 0
p2stateno = 1003
p2facing = 1
envshake.time = 20
envshake.ampl = 4

[State 2013, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

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

[State 2100, VarAdd]
type = VarAdd
triggerall = Var(49) <= 0
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2100, VarAdd]
type = VarAdd
triggerall = Var(49) > 0
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 75

[State 2100, VarAdd]
type = VarAdd
triggerall = Var(49) <= 0
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2100, VarAdd]
type = VarAdd
triggerall = Var(49) > 0
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -100

[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 = 13

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = S100,2

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

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,1
Channel = 0

[State 2100, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

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

[State 2100, 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 = 222
ID = 2100
pos = -20,-20
scale = 0.25,0.25
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 422
ID = 2101
pos = -20,0
scale = 0.25,0.25
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A
Movetype = A
Physics = N

[State 2100, VelSet]
type = Velset
trigger1 = AnimElem = 2
X = 4

[State 2100, VelSet]
type = Velset
trigger1 = AnimElem = 7
X = 2
Y = -4

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = IfElse(Var(12),42,35),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 3,6
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,6
guardsound = S300,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6
airguard.ctrltime = 2
guard.velocity = -6
air.velocity = -6,-3.4
envshake.time = 10
envshake.ampl = 4
getpower = 0
yaccel = 0.35
fall.recover = 0

[State 2100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = IfElse(Var(12),42,35),5
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 3,6
guard.pauseTime = 10,10
hitsound = S200,7
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 = -2.5,-8.5
guard.velocity = -3
air.velocity = -2.5,-6.5
yaccel = .44
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

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

[StateDef 2101]
Type = A
Movetype = I
Physics = N
Anim = 2101
Ctrl = 0

[State 2101, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2101, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
Y = 0.66

[State 2101, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2102

[StateDef 2102]
Type = S
Movetype = A
Physics = N
Anim = 2102
velset = 0,0
Ctrl = 0

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

[State 2102, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2102, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

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

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 2102, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 211
ID = 2102
pos = -20,20
scale = 0.3,0.3
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2102, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = IfElse(Var(12),66,55),10
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 7,10
guard.pausetime = 7,6
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-50)))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime  = 16
airguard.ctrltime = 16
ground.velocity = -3,-5.4
air.velocity = -3,-5.4
guard.velocity = -8
airguard.velocity = -3.5, -1.9
yaccel = 0.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
p2StateNo = 2103
p2facing = 1

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

[StateDef 2103]
type = A
movetype = H
physics = N
sprpriority=1

[State 2103, ChangeAnim2]
type = Changeanim2
trigger1 = !SelfAnimExist(5012)
value = 5012

[State 2103, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5012)
value = 5012

[State 2103, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Anim

[State 2103, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver=0
value = 1

[State 2103, VelSet]
type = VelSet
trigger1 = 1
y = 15
persistent = 0

[State 2103, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 2104

[StateDef 2104]
type = A
movetype = H
physics = N
sprpriority = 1

[State 2104, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 2104, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 2104, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -12

[State 2104, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 2104, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 2104, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 2104, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

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

[State 2200, VarAdd]
type = VarAdd
triggerall = Var(49) <= 0
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2200, VarAdd]
type = VarAdd
triggerall = Var(49) > 0
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 75

[State 2200, VarAdd]
type = VarAdd
triggerall = Var(49) <= 0
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2200, VarAdd]
type = VarAdd
triggerall = Var(49) > 0
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -100

[State 2200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -1

[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 = 13

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

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

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

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

[State 2200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2201

[StateDef 2201]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1201

[State 2201, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1206
ID = 2201
name = "Up Dash"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2201, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 1207
ID = 2201
name = "Up Dash Dust"
postype = p1
pos = 0,0
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2201, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 15
x = 6
y = -3

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,24
channel = 0

[State 2201, HitDef]
type = HitDef
trigger1 = time = 6
trigger2 = time = 9
trigger3 = time = 12
attr = A,HA
animtype  = Hard
damage = IfElse(Var(12),47,38),6
hitflag = MAF
guardflag = MA
pausetime = 6,8
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -2.5,-8.4
guard.velocity = -6.4
air.velocity = -2.5,-8.4
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2201, ChangeState]
type = ChangeState
trigger1 = time >= 15
value = 2202

[StateDef 2202]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2201

[State 2202, Helper]
type = Helper
trigger1 = time = 0
ID = 2204
pos = 0,0
postype = P1
stateno = 2204
helpertype = normal
name = "Sled"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2202, VelSet]
type = VelSet
trigger1 = time > 0
X = 3

[State 2202, VelAdd]
type = VelAdd
trigger1 = time > 0
Y = 0.75

[State 2202, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = A,HA
animtype  = Hard
damage = IfElse(Var(12),47,38),6
hitflag = MAF
guardflag = MA
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -5,-8.4
guard.velocity = -6.4
air.velocity = -5,-8.4
fall = 1
fall.recover = 0
yaccel = 0.6
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2202, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2203

[StateDef 2203]
type = L
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 2202

[State 2203, VelSet]
type = VelSet
trigger1 = time = 0
x = 2

[State 2203, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 2203, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 2203, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
StateType = C

[State 2203, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,8

[State 2203, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2203, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2203, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2204]
type = A
movetype = I
physics = N
Anim = 2203

[State 2204, BindToParent]
type = BindToParent
trigger1 = Anim = 2203
pos = 30,-25
ignorehitpause = 1

[State 2204, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 2203
value = 2205

[State 2204, DestroySelf]
type = DestroySelf
trigger1 = Root,MoveType = H

[StateDef 2205]
type = A
movetype = A
physics = N
Anim = 2204
VelSet = 0,0

[State 2205, VelSet]
type = Velset
trigger1 = time > 0
trigger1 = time < 15
x = 3
y = -1

[State 2205, VelAdd]
type = VelAdd
trigger1 = time > 15
Y = 0.4

[State 2205, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 2205, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(2) >= 0
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(12),30,25)*(root,fvar(1)*root,fvar(2))),5
hitflag = MAFD
guardflag = MA
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -2.5
guard.velocity = -6.4
air.velocity = -1.5,-6.4
fall = 0
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 2205, 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 2205, 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 2205, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(12) = (EnemyNear,MoveType = A)

[State 2205, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(12)
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 2205, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1204

[State 2205, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1205

[StateDef 3000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3000
VelSet = 0,0
poweradd = 0

[State 3000, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 15
value = 1

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(15) = 1
trigger1 = Var(45) < 500
trigger1 = AnimElem = 3
v = 45
value = 100

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(15) = 2
trigger1 = Var(45) < 500
trigger1 = AnimElem = 3
v = 45
value = 50

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(15) >= 3
trigger1 = Var(45) < 500
trigger1 = AnimElem = 3
v = 45
value = 25

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(47) = 3
trigger1 = AnimElem = 3
v = 47
Value = -3

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 0
trigger1 = AnimElem = 3
var(49) = 420
ignorehitpause = 1

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = AnimElem = 3
var(49) = 600
ignorehitpause = 1

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

[State 3000, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 20
ampl = 4
freq = 127

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,25
channel = 0

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

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
y = -2

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 0
y = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,13

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = 0,-100
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, helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 3002
ID = 3002
Name = "Tiger Meter"
postype = P1
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = player
stateno = 3001
ID = 3001
name = "Burst"
pos = 0,-50
ownpal = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = player
stateno = 3001
ID = 3002
name = "Burst"
pos = -30,-50
ownpal = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = player
stateno = 3001
ID = 3003
name = "Burst"
pos = 0,-60
ownpal = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = player
stateno = 3001
ID = 3004
name = "Burst"
pos = 30,-50
ownpal = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = player
stateno = 3001
ID = 3005
name = "Burst"
pos = 0,-70
ownpal = 1
ignorehitpause = 1

[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = player
stateno = 3001
ID = 3006
name = "Burst"
pos = 0,-70
ownpal = 1
ignorehitpause = 1

[State 3000, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(5) < 0
attr = S,HP
damage = 0,0
guardflag = MA
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 10,15
guard.pausetime = 10,10
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime  = 16
airguard.ctrltime = 16
ground.velocity = -15,-7
air.velocity = -15,-7
yaccel = 0.55
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = 0

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[StateDef 3001]
type = A
movetype = I
physics = N
sprpriority = 5
anim = 3001
VelSet = 0,0

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

[State 3001, VarAdd]
type = VarAdd
trigger1 = Ishelper(3001) || IsHelper(3002)|| IsHelper(3003)|| IsHelper(3004) || IsHelper(3005) || IsHelper(3006)
sysvar(0) = 1

[State 3001, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1

[State 3001, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(3001)
trigger1 = 1 || fvar(10) := 0.5+(sysvar(0)*0.05)
trigger1 = 1 || fvar(11) := -1.5-(sysvar(0)*0.05)
trigger2 = IsHelper(3002)
trigger2 = 1 || fvar(10) := 1.0+(sysvar(0)*0.05)
trigger2 = 1 || fvar(11) := -1.0-(sysvar(0)*0.05)
trigger3 = IsHelper(3003)
trigger3 = 1 || fvar(10) := 1.0+(sysvar(0)*0.05)
trigger3 = 1 || fvar(11) := -1.5-(sysvar(0)*0.05)
trigger4 = IsHelper(3004)
trigger4 = 1 || fvar(10) := 1.0+(sysvar(0)*0.05)
trigger4 = 1 || fvar(11) := -1.0-(sysvar(0)*0.05)
trigger5 = IsHelper(3005)
trigger5 = 1 || fvar(10) := 0.3+(sysvar(0)*0.05)
trigger5 = 1 || fvar(11) := -1.0-(sysvar(0)*0.05)
trigger6 = IsHelper(3006)
trigger6 = 1 || fvar(10) := 0.3+(sysvar(0)*0.05)
trigger6 = 1 || fvar(11) := -1.0-(sysvar(0)*0.05)
scale = fvar(10),fvar(11)
ignorehitpause = 1

[State 3001, AngleSet]
type = Angleset
trigger1 = IsHelper(3001)
trigger1 = 1 || var(10) := 330-(sysvar(0)*1)
trigger2 = IsHelper(3002)
trigger2 = 1 || var(10) := 180-(sysvar(0)*2)
trigger3 = IsHelper(3003)
trigger3 = 1 || var(10) := 220-(sysvar(0)*1)
trigger4 = IsHelper(3004)
trigger4 = 1 || var(10) := 360-(sysvar(0)*2)
trigger5 = IsHelper(3005)
trigger5 = 1 || var(10) := 50-(sysvar(0)*1)
trigger6 = IsHelper(3006)
trigger6 = 1 || var(10) := 140-(sysvar(0)*1)
value = var(10)
ignorehitpause = 1

[State 3001, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
IgnoreHitPause = 1

[StateDef 3002]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 3002, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

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

[State 3002, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3002, 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 3002, 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 3002, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6019
Scale = .5*Root,Var(49)/600,0.50

[State 3002, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6017

[State 3002, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6019

[State 3002, 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 = 185,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 = 185,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

[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, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

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

[State 4000, Pause]
type = Pause
trigger1 = Time = 0
time = 64
movetime = 64

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=5

[State 4000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = 0,-75
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,9
channel = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = Time >= 55
value = 4001

[StateDef 4001]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4001

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 28
v = 47
Value = -1

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 28
v = 47
Value = -2

[State 4001, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 28
v = 47
Value = -3

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

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 11

[State 4001, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4012
ID = 4012
postype = p1
pos = 20,0
scale = 1,1
bindtime = 1
sprpriority = 2
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

[State 4001, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 10
ampl = 20
freq = 127

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,9

[State 4001, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HT
animtype = Heavy
damage = 0,0
guardflag = MA
pausetime = 0,10
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -10))
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1stateno = 4002
p2stateno = 4011
kill = 0
getpower = 0
p2facing = 1
forcenofall = 1

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

[StateDef 4002]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4002

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4002, Explod]
type = Explod
trigger1 = time = 34
anim = 2014
ID = 2014
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 4002, Explod]
type = Explod
trigger1 = time = 34
anim = 2015
ID = 2015
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = Time = 34
value = S100,16

[State 4002, VelSet]
type = VelSet
trigger1 = Time >= 34
x = 30

[State 4002, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 4003

[StateDef 4003]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4003

[State 4003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4003, Helper]
type = Helper
trigger1 = Time = 0
ID = 4015
pos = 200,0
postype = Back
stateno = 4015
helpertype = normal
name = "Pole"
keyctrl = 0
ownpal = 1
supermovetime = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 4003, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4003, EnvShake]
type = EnvShake
trigger1 = time = 42
time = 10
ampl = 20
freq = 127

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = time = 42
value = S100,5

[State 4003, HitAdd]
type = HitAdd
trigger1 = time = 42
value = 1

[State 4003, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-250,250)

[State 4003, TargetState]
type = TargetState
trigger1 = Time = 30
value = 4012

[State 4003, VelSet]
type = VelSet
trigger1 = time >= 60
x = 20

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time >= 66
value = 4004

[StateDef 4004]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4004

[State 4004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4004, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,10
channel = 0

[State 4004, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 20
trigger6 = AnimElem = 24
trigger7 = AnimElem = 28
trigger8 = AnimElem = 32
trigger9 = AnimElem = 36
trigger10 = AnimElem = 40
attr = S,HA
damage = 0
animtype = Light
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -60))
hitsound = S200,6
guardsound = S300,0
ground.type = Low
ground.velocity = 0
guard.velocity = 0
getpower = 0
kill = 0
envshake.time = 10
envshake.ampl = 4

[State 4004, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 38
trigger10 = AnimElem = 42
attr = S,HA
damage = 0
animtype = Light
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,30
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -60))
hitsound = S200,6
guardsound = S300,0
ground.type = High
ground.velocity = 0
guard.velocity = 0
getpower = 0
kill = 0
envshake.time = 10
envshake.ampl = 4

[State 4004, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 4005

[StateDef 4005]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4005

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4005, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 422
ID = 4005
pos = 0,0
scale = 0.2,0.2
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4005, Helper]
type = Helper
trigger1 = AnimElem = 6
StateNo = 4018
ID = 4018
pos = 0,0
postype = P1
helpertype = normal
name = "Chair"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4005, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,HA
damage = 0
animtype = Light
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 0,15
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -70))
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.velocity = 0
guard.velocity = 0
getpower = 0
kill = 0
p2stateno = 4013

[State 4005, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 4006

[StateDef 4006]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4006

[State 4006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4006, VelSet]
type = VelSet
trigger1 = time = 0
x = -20
y = -6

[State 4006, ChangeState]
type = ChangeState
trigger1 = time >= 20
value = 4007

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

[State 4007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4007, Helper]
Type = Helper
Trigger1 = time = 0
StateNo = 4017
ID = 4017
Name = "BG"
Pos = 160,-80
PosType = Back
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0

[State 4007, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4007, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-250,250)
y = -50

[State 4007, VelSet]
type = VelSet
trigger1 = time > 0
x = 20

[State 4007, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,11
channel = 0

[State 4007, HitDef]
type = HitDef
trigger1 = Var(46) = 0
trigger1 = !Movecontact
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = !Movecontact
attr = A, HA
damage = 689
animtype = hard
guardflag =
hitflag = MAF
priority = 4, Hit
pausetime = 0,90
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S100,24
guardsound = S300,0
ground.type = low
ground.slidetime = 90
ground.hittime  = 90
airguard.ctrltime = 90
ground.velocity = -1.5
air.velocity = -1.5,-4.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
yaccel = 0.4
envshake.time = 10
envshake.ampl = 4
p1Stateno = 4008

[State 4007, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = !Movecontact
attr = A, HA
damage = 758
animtype = hard
guardflag =
hitflag = MAF
priority = 4, Hit
pausetime = 0,90
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S100,24
guardsound = S300,0
ground.type = low
ground.slidetime = 90
ground.hittime  = 90
airguard.ctrltime = 90
ground.velocity = -1.5
air.velocity = -1.5,-4.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
yaccel = 0.4
envshake.time = 10
envshake.ampl = 4
p1Stateno = 4008

[State 4007, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = !Movecontact
attr = A, HA
damage = 827
animtype = hard
guardflag =
hitflag = MAF
priority = 4, Hit
pausetime = 0,90
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S100,24
guardsound = S300,0
ground.type = low
ground.slidetime = 90
ground.hittime  = 90
airguard.ctrltime = 90
ground.velocity = -1.5
air.velocity = -1.5,-4.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
yaccel = 0.4
envshake.time = 10
envshake.ampl = 4
p1Stateno = 4008

[State 4007, HitDef]
type = HitDef
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = !Movecontact
attr = A, HA
damage = 896
animtype = hard
guardflag =
hitflag = MAF
priority = 4, Hit
pausetime = 0,90
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S100,24
guardsound = S300,0
ground.type = low
ground.slidetime = 90
ground.hittime  = 90
airguard.ctrltime = 90
ground.velocity = -1.5
air.velocity = -1.5,-4.4
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
yaccel = 0.4
envshake.time = 10
envshake.ampl = 4
p1Stateno = 4008

[State 4007, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4014

[State 4007, ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist <= -200
trigger1 = time >= 90
value = 4010

[StateDef 4008]
type = A
physics = N
Ctrl = 0
Anim = 4008
VelSet = 0,0

[State 4008, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 0
v = 47
Value = -1

[State 4008, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 0
v = 47
Value = -2

[State 4008, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 0
v = 47
Value = -3

[State 4008, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4008, Explod]
type = Explod
trigger1 = time = 0
anim = 4019
ID = 4019
pos = 50,-45
scale = 1,1
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4008, Explod]
type = Explod
trigger1 = time = 18
anim = 4020
ID = 4020
pos = 50,-45
scale = 0.5,0.5
postype = p1
sprpriority = -1
bindtime = 1
removetime = 72
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4008, AllPalFX]
type = AllPalFX
trigger1 = Time = 70
sinadd = 256, 256, 256, 80
time = 40
persistent = 0

[State 4008, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4008, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.1

[State 4008, ChangeState]
type = ChangeState
trigger1 = time >= 90
value = 4009

[StateDef 4009]
type = A
physics = N
Ctrl = 0
Anim = 43
VelSet = 0,0

[State 4009, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4009, VelSet]
type = VelSet
trigger1 = time = 0
x = -1
y = -12

[State 4009, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.55

[State 4009, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 52

[StateDef 4010]
type = A
physics = N
Ctrl = 0
Anim = 4017
VelSet = 0,0

[State 4010, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = -250

[State 4010, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.55

[State 4010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4010, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 52

[StateDef 4011]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 4011, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 4011, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4009

[State 4011, VelSet]
type = VelSet
trigger1 = Time >= 0
x = -30

[State 4011, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[StateDef 4012]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 4012, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 12

[State 4012, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4009

[State 4012, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 12
value = 4010

[State 4012, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4012, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4012, VelSet]
type = VelSet
trigger1 = Time >= 0
x = -20

[State 4012, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,200,-200)

[State 4012, VelSet]
type = VelSet
trigger1 = Time >= 12
x = 0

[State 4012, PosSet]
type = PosSet
trigger1 = time >= 12
x = 0

[StateDef 4013]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4013, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4103, PosFreeze]
type = PosFreeze
trigger1 = HitShakeOver = 0
value = 1

[State 4013, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4009

[State 4012, VelSet]
type = VelSet
trigger1 = Time = 0
y = -20

[StateDef 4014]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4014, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4011

[State 4014, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4014, PosSet]
type = PosSet
trigger1 = time = 0
y = -130

[State 4014, VelSet]
type = VelSet
trigger1 = Time = [0,32]
y = 8

[State 4014, VelSet]
type = VelSet
trigger1 = Time = 33
y = 0

[State 4014, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 2104

[StateDef 4015]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 99999

[State 4015, Explod]
type = Explod
trigger1 = time = 0
anim = 4014
ID = 4014
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = -1
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4015, Explod]
type = Explod
trigger1 = time = 0
anim = 4013
ID = 4013
pos = 60,-32
scale = 0.5,0.5
postype = p1
sprpriority = -1
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4015, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 42
id = 4014

[State 4015, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 42
id = 4013

[State 4015, ChangeState]
type = ChangeState
trigger1 = Time >= 42
value = 4016

[StateDef 4016]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4016

[State 4016, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4016, Explod]
type = Explod
trigger1 = time = 0
anim = 4015
ID = 4015
pos = 0,25
scale = 0.5,0.5
postype = p1
sprpriority = -1
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4016, Explod]
type = Explod
trigger1 = time = 0
anim = 4013
ID = 4013
pos = 60,-12
scale = 0.5,0.5
postype = p1
sprpriority = -1
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4016, PosSet]
type = PosSet
trigger1 = time = 0
y = -20

[State 4016, VelSet]
type = VelSet
trigger1 = time >=178
y = 10

[State 4016, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 4016, AngleAdd]
type = AngleAdd
trigger1 = time = 10
trigger2 = time = 40
trigger3 = time = 56
trigger4 = time = 71
trigger5 = time = 83
value = -1

[State 4016, AngleAdd]
type = AngleAdd
trigger1 = time = [100,140]
value = -1

[State 4016, AngleAdd]
type = AngleAdd
trigger1 = time = [141,150]
value = -3

[State 4016, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 200
id = 4013

[State 4016, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 200
id = 4015

[State 4016, DestroySelf]
type = DestroySelf
trigger1 = Time >= 200

[StateDef 4017]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 5

[State 4017, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4017, Explod]
type = Explod
trigger1 = NumExplod(4018) = 0
trigger1 = Time = 0
anim = 4018
postype = P1
pos = 160,-10
sprpriority = -99
ownpal = 1
bindtime = 1
ID = 4018
IgnoreHitPause = 1
supermovetime = 9999
pausemovetime = 9999
scale = 10,0

[State 4017, ModifyExplod]
type = modifyExplod
trigger1 = time > 0
trigger1 = time <= 10
ID = 4018
scale = 10,0+(Time*0.1)

[State 4017, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 100
ID = 4018

[State 4017, DestroySelf]
type = DestroySelf
trigger1 = Time = 100

[StateDef 4018]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4021
sprpriority = 5

[State 4018, VelSet]
type = VelSet
trigger1 = time > 0
x = -2

[State 4018, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.5

[State 4018, DestroySelf]
type = DestroySelf
trigger1 = time >= 90

[StateDef 4100]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4100
facep2 = 1

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 100

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 2
trigger1 = Time = 0
trigger1 = PrevStateNo = [2100,2102]
v = 47
Value = -2

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 300
ignorehitpause = 1

[State 4100, 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 = time >= 17
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4100, Pause]
type = Pause
trigger1 = Time = 17
time = 60
movetime = 60

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=17

[State 4100, Helper]
type = Helper
trigger1 = Time = 17
name = "EX2"
ID = 6210
stateno = 6210
pos = -5,-75
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 17
value = S10000,5

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,14+Random%2
channel = 0

[State 4100, ChangeState]
type = ChangeState
trigger1 = Time >= 67
value = 4101

[StateDef 4101]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4101

[State 4101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4101, Helper]
type = Helper
trigger1 = time = 10
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4101, VelSet]
type = VelSet
trigger1 = Time > 10
x = 15

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S100,7

[State 4101, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4101, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
attr = S,HT
animtype = Heavy
damage = 0,0
guardflag = MA
hitflag = MAF
pausetime = 0,0
guard.pausetime = 5,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1stateno = 4103
p2stateno = 4111
kill = 0
getpower = 0
p2facing = 1
numhits = 0

[State 4101, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 4101, ChangeState]
type = ChangeState
trigger1 = time >= 30
trigger2 = MoveGuarded = 1
value = 4102

[StateDef 4102]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 1,0
anim = 4102

[State 4102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,6

[State 4102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4103]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 99999

[State 4103, VarSet]
type = VarSet
trigger1 = Anim = 99999
trigger1 = time = 0
var(1) = 0

[State 4103, VarAdd]
type = VarAdd
trigger1 = Anim = 99999
trigger1 = time >= 0
var(1) = 16

[State 4103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4103, AllPalFX]
type = AllPalFX
trigger1 = Anim = 99999
trigger1 = time > 0
trigger1 = time <= 16
add = 255-var(1),255-var(1),255-var(1)
time = 1

[State 4103, PosSet]
type = PosSet
trigger1 = time = 0
x = 0

[State 4103, Helper]
type = Helper
trigger1 = time = 24
StateNo = 4113
ID = 4113
pos = -20,-45
postype = P1
helpertype = normal
name = "Star"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4103, Helper]
type = Helper
trigger1 = time = 54
StateNo = 4113
ID = 4114
pos = 50,-55
postype = P1
helpertype = normal
name = "Star"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4103, Helper]
type = Helper
trigger1 = time = 64
StateNo = 4113
ID = 4115
pos = 20,-85
postype = P1
helpertype = normal
name = "Star"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4103, Helper]
type = Helper
trigger1 = time = 124
StateNo = 4113
ID = 4116
pos = -50,-175
postype = P1
helpertype = normal
name = "Star"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4103, Helper]
type = Helper
trigger1 = time = 144
StateNo = 4113
ID = 4117
pos = 30,-155
postype = P1
helpertype = normal
name = "Star"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4103, Explod]
type = Explod
trigger1 = time = [0,144]
trigger1 = time%20 = 0
anim = 4114
ID = 4114
pos = -35+random%70, -103+random%80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 9999
pausemove = 9999
scale = 0.75,0.75
sprpriority = 11

[State 4103, Explod]
type = Explod
trigger1 = time = 24
anim = 4103
ID = 4103
pos = -30,10
scale = 0.335,0.335
postype = p1
sprpriority = 10
bindtime = -1
ownpal = 0
removeongethit = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = time = 48
anim = 4104
ID = 4104
pos = -25,-30
scale = 0.335,0.335
postype = p1
sprpriority = 10
bindtime = -1
removetime = 10
ownpal =1
removeongethit = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = time = 72
anim = 4116
ID = 4116
pos = 60,-70
scale = 0.335,0.335
postype = p1
sprpriority = 10
bindtime = -1
facing = -1
ownpal = 0
removeongethit = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = time = 96
anim = 4104
ID = 4104
pos = 10,-50
scale = 0.335,0.335
postype = p1
sprpriority = 10
bindtime = -1
ownpal = 1
removetime = 10
facing = -1
removeongethit = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = time = 96
anim = 4117
ID = 4117
pos = 0,-30
scale = 0.335,0.335
postype = p1
sprpriority = 10
bindtime = -1
ownpal = 0
facing = 1
removeongethit = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = time = 120
anim = 4103
ID = 4103
pos = 0,-20
scale = 0.335,0.335
postype = p1
sprpriority = 10
bindtime = -1
ownpal = 0
facing = -1
removeongethit = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = time = 120
anim = 4104
ID = 4104
pos = -55,5
scale = 0.335,0.335
postype = p1
sprpriority = 10
bindtime = -1
removetime = 10
ownpal =1
removeongethit = 1
ignorehitpause = 1

[State 4103, Explod]
type = Explod
trigger1 = time%11 = 0
trigger1 = time >= 0
trigger1 = time <= 144
anim = 4113
ID = 4113
pos = 0+random%80,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 8
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 4103, Explod]
type = Explod
trigger1 = time%11=0
trigger1 = time >= 0
trigger1 = time <= 144
anim = 4113
ID = 4113
pos = 0-random%80,0
postype = p1
facing = -1
bindtime = 1
removetime = -2
scale = 0.8,0.8
sprpriority = 8
ownpal = 1
removeongethit = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 4103, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S410,16+Random%3
channel = 0

[State 4103, HitAdd]
type = HitAdd
trigger1 = time%8 = 0
value = 1

[State 4103, PlaySnd]
type = PlaySnd
trigger1 = time%8 = 0
value = S200,6+Random%3

[State 4103, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time%8 = 0
value = ceil(-9*(fvar(1)*fvar(2)))
kill = 0

[State 4103, VelSet]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 47
trigger2 = time >= 96
trigger2 = time <= 144
x = 1

[State 4103, VelSet]
type = VelSet
trigger1 = time >= 48
trigger1 = time <= 95
x = -2

[State 4103, EnvShake]
type = EnvShake
trigger1 = time = [0,144]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4103, ChangeState]
type = ChangeState
trigger1 = Time >= 144
value = 4104

[StateDef 4104]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4105

[State 4104, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-35,35)

[State 4104, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4104, VelSet]
type = VelSet
trigger1 = time = 10
trigger2 = time = 30
trigger3 = time = 50
trigger4 = time = 70
trigger5 = time = 90
x = -1

[State 4104, VelSet]
type = VelSet
trigger1 = time = 20
trigger2 = time = 40
trigger3 = time = 60
trigger4 = time = 80
x = -2

[State 4104, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,19
channel = 0

[State 4104, Helper]
type = Helper
trigger1 = time = 0
StateNo = 4106
ID = 4106
pos = 0,0
postype = P1
helpertype = normal
name = "Ryuji"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4104, Explod]
type = Explod
trigger1 = time = 0
anim = 4112
ID = 4112
pos = 0,0
scale = 0.335,0.335
postype = p1
sprpriority = 5
bindtime = -1
removetime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4104, TargetState]
type = TargetState
trigger1 = time = 95
value = 4112

[State 4104, ChangeState]
type = ChangeState
trigger1 = Time >= 100
value = 4105

[StateDef 4105]
type = S
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4106

[State 4105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4105, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
ID = 4112

[State 4105, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,20
channel = 0

[State 4105, Helper]
type = Helper
trigger1 = AnimElem = 1
StateNo = 4109
ID = 4109
pos = 70,-75
postype = P1
helpertype = normal
name = "Bokken"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 4105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4106]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 4109
sprpriority = -1
facep2 = 1

[State 4106, BindToParent]
type = BindToParent
trigger1 = 1

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S450,0+Random%3
channel = 1

[State 4106, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 4105
value = 4107

[StateDef 4107]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 4110
sprpriority = -1

[State 4107, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S450,3+Random%3
channel = 1

[State 4107, ChangeState]
type = ChangeState
trigger1 = time >= 30
value = 4108

[StateDef 4108]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4111

[State 4108, VelSet]
type = VelSet
trigger1 = time = 0
x = -3
y = -3

[State 4108, Trans]
type = Trans
trigger1 = Time >= 0
trans = AddAlpha
alpha = IfElse(time >= 8,32*(15-time),256),ifelse(time <= 6,32*(time-0),256)

[State 4108, DestroySelf]
type = DestroySelf
trigger1 = time >= 15

[StateDef 4109]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4107
velset = 0,0
sprpriority = 5

[State 4109, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 4109, VelSet]
type = VelSet
trigger1 = time > 0
x = 30

[State 4109, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,HP
damage = ceil(150*(root,fvar(1)*root,fvar(2)))
guardflag =
hitflag = MAF
priority = 4,hit
animtype = hard
ground.type = High
pausetime = 5,5
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 15
ground.hittime  = 16
airguard.ctrltime = 16
ground.velocity = -15,-14
air.velocity = -15,-14
yaccel = 0.55
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 4109, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 4109, DestroySelf]
type = DestroySelf
trigger1 = time >= 120
trigger2 = FrontEdgeDist <= -100

[State 4109, ChangeState]
type = ChangeState
trigger1 = MoveHit = 1
value = 4110

[StateDef 4110]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4108
sprpriority = 5

[State 4110, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 4110, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 25

[State 4110, VelSet]
type = VelSet
trigger1 = time >= 0
x = 6
y = -15

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time >= 60
trigger2 = FrontEdgeDist <= -100

[StateDef 4111]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4111, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4111, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4111, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-15,15)
y = 0

[State 4111, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 99999

[State 4111, ChangeAnim]
type = ChangeAnim
trigger1 = time = 144
value = 5150

[StateDef 4112]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4112, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5120

[State 4112, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4113]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4115
sprpriority = 12

[State 4113, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 4113, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 4113, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10

[State 4113, VelSet]
type = VelSet
trigger1 = IsHelper(4113)
trigger1 = time = 0
x = -1
y = -2

[State 4113, VelSet]
type = VelSet
trigger1 = IsHelper(4114)
trigger1 = time = 0
x = 1
y = -3

[State 4113, VelSet]
type = VelSet
trigger1 = IsHelper(4115)
trigger1 = time = 0
x = 2
y = -2

[State 4113, VelSet]
type = VelSet
trigger1 = IsHelper(4116)
trigger1 = time = 0
x = -1
y = -2

[State 4113, VelSet]
type = VelSet
trigger1 = IsHelper(4117)
trigger1 = time = 0
x = 1
y = -2

[State 4113, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.3

[State 4113, DestroySelf]
type = DestroySelf
trigger1 = time >= 180

[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
trigger10 = Root,StateNo = 4103
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 = S420,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S420,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6041,6051)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6040,6050)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S440,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S440,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
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, Explod]
type = explod
trigger1 = Var(1) = 1
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, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S440,2

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S440,3

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
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, Explod]
type = explod
trigger1 = Var(1) = 1
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, 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)/360,0.50

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6014) = 0
trigger1 = var(4)
id = 6014
anim = 6013+var(4)+3*(var(4)>6)
pos = Ifelse(Teamside = 1,3,316),ifelse(1.0*gamewidth/gameheight<1.34,229,169)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6030) = 0
anim = 6030+Var(1)
ID = 6030
pos = Ifelse(Teamside = 1,113,190),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 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%7
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%7
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 = StateNo != [4000,4004]
value = fvar(1)*fvar(2)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = IfElse(Var(46) = 1,1.1,1)

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateNo = Ifelse(MoveGuarded, var(42),var(41))
ID = 8050
postype = p1
pos = Ifelse(P2Dist x < 0, 0, Ifelse(P2Dist x < var(43), ceil(P2Dist x), var(43))), var(44)
ownpal = 1
keyctrl = 0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State -2, Helper]
type = Helper
trigger1 = MoveHit = 1 && Var(40) = HitPauseTime
trigger1 = NumEnemy && Var(12)
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(12) = (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 != [1000,1099]
trigger1 = StateNo != [2000,4999]
v = 45
value = IfElse(Var(49) > 0,15,12)

[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 != [1000,1099]
trigger1 = StateNo != [2000,4999]
v = 45
value = IfElse(Var(49) > 0,8,6)

[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 != [2000,4999]
v = 45
value = IfElse(Var(49) > 0,-11,-15)

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo != [120,159]
v = 45
value = IfElse(Var(49) > 0,5,4)

[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) != 360
trigger2 = Var(48) > 360
var(48) = 360

[State -2, VarAdd]
type = VarAdd
trigger1 = !(NumHelper(1301))
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = Var(48) < 360
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 = RoundState = 2
trigger1 = Var(48) = 359
stateno = 6004
ID = 6004
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
triggerall = NumHelper(6080) = 0
triggerall = RoundState = 4
trigger1 = Alive = 0
trigger2 = StateNo = 170
stateno = 6004
ID = 6080
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, 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]
trigger3 = NumHelper(4109)
ID = 20150
stateno = 20100
Name = "Super_Combo_Finish"
postype = left
pos = 0,0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
var(37) = 1

[State -2, VarSet]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(37) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*Life/LifeMax <= 20
v = 13
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = 100*Life/LifeMax > 20
v = 13
value = 0

[State -2, Helper]
type = Helper
trigger1 = Var(13) = 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(211)
trigger1 = Stateno != 210
ID = 211

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(222)
trigger1 = Stateno != 220
ID = 222

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(611)
trigger1 = Stateno != 610
ID = 611

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(621)
trigger1 = Stateno != 620
ID = 621

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(2011)
trigger1 = Stateno != 2011
ID = 2011

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(2013)
trigger1 = Stateno != 2013
ID = 2013

[State -2, LifeAdd]
type = LifeAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -5
kill = 0

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -26

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Senna_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 6
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Homura_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,time = 203
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4103
triggerall = MoveType = H
trigger1 = Enemy,time%8 = 0
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4004
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 3
trigger2 = Enemy,AnimElem = 8
trigger3 = Enemy,AnimElem = 12
trigger4 = Enemy,AnimElem = 16
trigger5 = Enemy,AnimElem = 20
trigger6 = Enemy,AnimElem = 24
trigger7 = Enemy,AnimElem = 28
trigger8 = Enemy,AnimElem = 32
trigger9 = Enemy,AnimElem = 36
trigger10 = Enemy,AnimElem = 40
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Rentaro_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 16
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4104
triggerall = MoveType = H
trigger1 = Enemy,Time >= 24
trigger1 = Enemy,Time%3 = 0
trigger1 = Enemy,Time < 75
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4105
triggerall = MoveType = H
trigger1 = Enemy,Time = 12
trigger2 = Enemy,Time = 137
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 951
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 13
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 184
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kuroyukihime_K"
triggerall = Enemy,StateNo = 4002
triggerall = MoveType = H
trigger1 = Enemy,Time = 20
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 2
trigger2 = Enemy,AnimElem = 9
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 1503 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 2502 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,Time%2 = 0
trigger1 = Enemy,Time > 45
trigger1 = Enemy,Time <= 77
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 810 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4004 
triggerall = MoveType = H
trigger1 = Enemy,Time = 95
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4108 
triggerall = MoveType = H
trigger1 = Enemy,Time = 4
trigger2 = Enemy,Time = 9
trigger3 = Enemy,Time = 14
trigger4 = Enemy,Time = 19
trigger5 = Enemy,Time = 24
trigger6 = Enemy,Time = 29
trigger7 = Enemy,Time = 34
trigger8 = Enemy,Time = 39
trigger9 = Enemy,Time = 44
trigger10 = Enemy,Time = 49
trigger11 = Enemy,Time = 52
trigger12 = Enemy,Time = 55
trigger13 = Enemy,Time = 58
trigger14 = Enemy,Time = 61
trigger15 = Enemy,Time = 64
trigger16 = Enemy,Time = 67
trigger17 = Enemy,Time = 70
trigger18 = Enemy,Time = 73
trigger19 = Enemy,Time = 74
trigger20 = Enemy,Time = 75
trigger21 = Enemy,Time = 76
trigger21 = Enemy,Time = 77
trigger22 = Enemy,Time = 78
trigger23 = Enemy,Time = 79
trigger24 = Enemy,Time = 80
trigger25 = Enemy,Time = 81
trigger26 = Enemy,Time = 104
v = 45
value = 2

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Striker = %d"
params = var(48)

;---------------------------------------------------------------------------
; 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, VarSet]
type = VarSet
trigger1 = 1
var(23) = 0

[State -3, VarSet]
type = VarSet
triggerall = Var(46) = 1
triggerall = Var(47) >= 1
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = StateNo = [2100,2102]
trigger2 = MoveContact
var(23) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(24) = 0

[State -3, VarSet]
type = VarSet
triggerall = Var(46) = 1
triggerall = Var(47) >= 2
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = StateNo = [2100,2102]
trigger2 = MoveContact
var(24) = 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
