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

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 255			;Volume offset (negative for softer)
IntPersistIndex = 30,32,60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 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 = -2		;Walk backward
run.fwd  = 6.2, 0		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-6.7		;Neutral jumping velocity (x, y)
jump.back = -2.13		;Jump back Speed (x, y)
jump.fwd = 2.15		;Jump forward Speed (x, y)
runjump.back = -2.55,-6.1;Running jump speeds (opt)
runjump.fwd = 4,-6.1	;.
airjump.neu = 0,-6.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0	;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .25		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

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

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

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

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

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

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

[State 180, Overdrive Win]
type = changestate
trigger1 = prevstateno = 185
value = 186

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

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S180,0+Random%2
Channel = 0

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

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 200
flag = RoundNotOver

[StateDef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 2

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver

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

[State 182, VelSet]
type = VelSet
trigger1 = time
x = 3

[State 182]
type = Changestate
triggerall = anim = 181
trigger1 = numenemy
trigger1 = pos x - enemynear,pos x = [-30,30]
trigger2 = time >= 300
trigger3 = !numenemy
value = 183
ctrl = 0

[StateDef 183]
type = S
ctrl = 0
anim = 182
velset = 0,0

[state win]
type=helper
postype=left
stateno=20000
id=19000
ownpal=1
supermovetime=-2**31-1
pausemovetime=-2**31-1
triggerall=time=20
triggerall=matchover
trigger1=teammode=single
trigger2=teammode=simul
trigger2=id<partner,id

[State 182, AssertSpecial]
type=assertspecial
flag=roundnotover
flag2=nomusic
flag3=noautoturn
trigger1=1

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

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

[state camera]
type=screenbound
value=0
movecamera=1,0
trigger1=anim=182

[StateDef 184]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 184, PosSet]
type = PosSet
trigger1 =  Time = 0
x = 0

[State 184, Helper]
Type = Helper
Trigger1 = time = 0
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 0,0
ID = 184
StateNo = 192
Name = "Glow"

[State 184]
type = EnvShake
trigger1 = Anim = 183
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 184, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver

[State 184, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 184, ScreenBound]
type = ScreenBound
trigger1 = Anim = 183
value = 0
movecamera = 0,0

[State 184, ChangeState]
type = ChangeState
trigger1 = Time = 90
value = 185

[StateDef 185]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 184]
type = EnvShake
trigger1 = Anim = 184
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 185, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 185, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S410,4

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

[State 185, win]
type = changestate
trigger1 = prevstateno = 4504 && time > 60
value = 180

[StateDef 186]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State 186]
type = EnvShake
trigger1 = Anim = 185
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 186, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 186, ScreenBound]
type = ScreenBound
trigger1 = Anim = 185
value = 0
movecamera = 0,0

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

[State 190, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 60
trigger3 = time = 120
trigger4 = time = 180
trigger5 = time = 240
value = S0,7

[State 190, PlaySnd]
type = PlaySnd
trigger1 = time = 300
value = S410,4
channel = 0

[State 190, PlaySnd]
type = PlaySnd
trigger1 = time = 300
value = S100,8

[State 190, Helper]
Type = Helper
Trigger1 = time = 0
PauseMoveTime = 0
OwnPal = 1
PosType = P1
Pos = 0,0
ID = 192
StateNo = 192
Name = "Glow"

[State 190]
type = EnvShake
trigger1 = time = [0,300]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 190]
type = EnvShake
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
time= 0

[State 190, Dust]
type = Explod
trigger1 = time = 6
trigger2 = time%7 = [6,300]
anim = 193
pos = -15,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
removeongethit = 0
ignorehitpause = 1

[State 190, Dust]
type = Explod
trigger1 = time = 13
trigger2 = time%7 = [6,300]
anim = 193
pos = 20,0
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
removeongethit = 0
ignorehitpause = 1

[State 190, Explod]
type = Explod
trigger1 = time = 0
anim = 192
ID = 192
pos = 0,-375
postype = p1
vel = 0,1
removetime = 300
scale = 1.5,1.5
sprpriority = 9

[State 190, Explod]
type = Explod
trigger1 = time = 0
anim = 196
ID = 196
pos = 0,-300
postype = p1
vel = 0,1
removetime = 300
scale = 1,1
sprpriority = 8

[State 190]
type = AllPalFX
trigger1= Time = 270
time = 30
sinadd = 255,255,255,120

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

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = time = 420
value = 191

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

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[StateDef 192]
Type = A
Movetype= I
Physics = N
Anim = IfElse(IsHelper(184),4508,194)
SprPriority = 10

[State 190]
type = EnvShake
trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
time= 0

[State 192]
Type = VelSet
Trigger1 = 1
X = 0
Y = 0

[State 192]
Type = PosSet
Trigger1 = 1
X = 0
Y = -450

[State 192]
Type = PosSet
Triggerall = IsHelper(184)
Trigger1 = 1
x = IfElse(facing = 1,200,-200)
Y = -450

[State 192]
Type = AngleDraw
Trigger1 = 1
Scale = 5,5

[State 192, AngleAdd]
type = AngleAdd
Triggerall = IsHelper(192)
trigger1 = 1
value = 1

[State 192, AngleAdd]
type = AngleAdd
Triggerall = IsHelper(184)
trigger1 = time%5
value = 1

[State 192]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 192]
Type = Trans
Trigger1 = 1
Trans = Add

[State 192]
Type = AssertSpecial
Trigger1 = 1
IgnoreHitPause = 1
Flag = NoShadow

[State 192]
Type = DestroySelf
Triggerall = IsHelper(192)
Trigger1 = Root,time = 300

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 20

[State 195]
Type = Explod
Trigger1 = AnimElem = 7
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = 5,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1

[State 195]
Type = Explod
Trigger1 = AnimElem = 7
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = -5,0
OwnPal = 1
SprPriority = 1
IgnoreHitPause = 1

[State 195]
Type = Explod
Trigger1 = AnimElem = 7
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = 2,-2.5
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1

[State 195]
Type = Explod
Trigger1 = AnimElem = 7
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = -2,-2.5
OwnPal = 1
SprPriority = 3
IgnoreHitPause = 1

[State 195]
type = EnvShake
Trigger1 = AnimElem = 7
time = 10
ampl = 20
freq = 127

[State 195, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,16

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

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

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

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 13			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = S8050*10**(random%4)
guard.sparkno = S9000				;Spark anim no (Def: set above)
sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = S200, 0			;Sound to play on hit
guardsound = S300, 4			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 13		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 13			;Time before opponent regains control in air

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

[State 200, 3]
type = CtrlSet
trigger1 = Time = 12
value = 1

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

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

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage = 17
guardflag = MA
pausetime = 10,11
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20,-70
hitsound  = S200,6
guardsound = S300,4
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3.7
air.velocity = -3.5,-2
envshake.time = 9
envshake.ampl = 2

[State 210, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 6
ignorehitpause = 0

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

[StateDef 215]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 215
poweradd = 30
sprpriority = 2

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

[State 215, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 215, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 6
ignorehitpause = 0

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 21
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20, -76
hitsound = S200,2
guardsound = S300,4
ground.type = Low
ground.slidetime = 16
ground.hittime  = 15
ground.velocity = -3
airguard.velocity = -2.2,-2
air.type = Low
air.velocity = -4,-2
air.hittime = 12
envshake.time = 9
envshake.ampl = 2

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

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type  = S
movetype= A
physics = S
poweradd = 40
ctrl = 0
velset = 0,0
anim = 220

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,2

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

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype = Heavy
damage = 26
guardflag = MA
pausetime = 9,9
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20,-70
hitsound = S200,6
guardsound = S300,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -2.4
air.velocity = -4.5,-1.6
envshake.time = 9
envshake.ampl = 3

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

[StateDef 225]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 225
poweradd = 30
sprpriority = 2

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

[State 225]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 227
ID = 227
Postype = P1
Pos = 50,0
Vel = 10,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1

[State 225]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 227
ID = 227
Postype = P1
Pos = 50,0
Vel = -10,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1

[State 225]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 227
ID = 227
Postype = P1
Pos = 50,0
Vel = 5,-2.5
OwnPal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 225]
Type = Explod
Trigger1 = AnimElem = 5
Anim = 227
ID = 227
Postype = P1
Pos = 50,0
Vel = -5,-2.5
OwnPal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 225]
type = EnvShake
Trigger1 = AnimElem = 5
time = 10
ampl = 20
freq = 127

[State 225, Width]
type = Width
trigger1 = 1
player = 30,0

[State 225, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 6
ignorehitpause = 0

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,16

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 39
animtype = Hard
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0,5
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20, -76
hitsound = S200,6
guardsound = S300, 4
ground.type = Low
ground.slidetime = 8
ground.hittime  = 17
ground.velocity = -2,-7
airguard.velocity = -1.5,-1
air.type = Low
air.velocity = -1.6,-7
air.hittime = 12
fall = 1
fall.recovertime = 31
p2stateno = 226
envshake.time = 9
envshake.ampl = 3

[State 225]
type = ChangeAnim
Trigger1 = time = 35
value = 226

[State 225]
type = ChangeState
Trigger1 = Anim = 226 && Animtime = 0
value = 0
ctrl = 1

[StateDef 226]
type = A
movetype= H
physics = N

[State 226]
type = NotHitBy
trigger1 = 1
value = , AT

[State 226]
type = VelSet
trigger1 = Time = 0
y = -8

[State 226]
type = VelSet
trigger1 = Time = 0
x = -1.5

[State 226]
type = VelAdd
trigger1 = 1
y = .35

[State 226]
type = AngleAdd
trigger1 = 1
value = 25

[State 226]
type = AngleDraw
trigger1 = 1

[State 226]
type = ChangeState
trigger1 = command = "recovery"
trigger1 = Time > 60
value = 5210

[State 226]
type = ChangeAnim2
trigger1 = Time = 0
value = 6003

[State 226]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

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

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

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

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 15
priority  = 3
animtype = Light
hitflag = MAF
guardflag = L
pausetime = 8,10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-42
hitsound  = S200,0
guardsound = S300,4
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1,-2

[State 400, 3]
type = CtrlSet
trigger1 = Time = 12
value = 1

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd= 40
ctrl = 0
anim = 410

[State 410, Helper]
type = Helper
trigger1 = AnimElem = 7,=-1
helpertype = normal
name = "Burst"
ID = 411
stateno = 411
pos = 20,-55
postype = p1
facing = 1
ownpal = 1

[State 410, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,2+Random%2
channel = 0

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S300,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = C, NA
damage = 21
priority  = 3,Hit
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-42
hitsound   = S200,1
guardsound = S300,4
ground.type = High
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -2
air.velocity = -1.5,-5
air.fall = 1
fall.recovertime = 28
envshake.time = 9
envshake.ampl = 2

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

[StateDef 411]
type = A
physics = N
ctrl = 0
anim = 411
sprpriority = 5

[State 411, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 411, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 40

[State 411, PalFX]
type = PalFX
trigger1 = IsHelper(411)
trigger1 = 1
add = 0,0,0
mul = 255,140,0
invertall = 0
color = 0
time = 1

[State 411, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420
sprpriority = 0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 420, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 6

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,4+Random%2
channel = 0

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage  = 45
priority  = 3
animtype  = Up
hitflag = M
guardflag = MA
hitflag = MAFD
pausetime = 8,9
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 15,16
sparkxy = -10,-42
hitsound  = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 15
ground.hittime  = 26
ground.velocity = -1,-7
airguard.velocity = -2.9,-1.6
air.type = High
air.velocity = -1,-7
down.velocity = -3,-3
air.hittime = 26
fall = 1
fall.recovertime = 60
envshake.time = 9
envshake.ampl = 3


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

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 11
ctrl = 0
anim = 600

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,5

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

[State 600]
type = explod
trigger1 = animelem = 3
anim = 601
ownpal = 1
sprpriority = 5
postype = p1
pos = -10,-60
bindtime = -1
removetime = -2
removeongethit = 1
ignorehitpause = 0
id = 601

[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage = 14
hitflag = MAFD
guardflag = HA
priority = 4,Hit
pausetime = 8,8
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-45
hitsound   = S200,0
guardsound = s300,4
animtype = light
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
fall.recovertime = 19
ground.velocity = -3
air.velocity = -1,-4.3
air.fall = 1

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 45
ctrl = 0
anim = 610

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

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

[State 610, 2]
type = HitDef
trigger1 = animelem = 5
attr = A, NA
damage = 22
hitflag = MAFD
guardflag = HA
priority = 6,Hit
pausetime = 10,10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-45
hitsound  = S200,1
guardsound = S300,4
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
fall.recovertime = 30
ground.velocity = -5
air.velocity = -2,-2.5
air.fall = 1
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

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

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,1

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

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 31
priority  = 3,Hit
animtype  = hard
hitflag = MAF
guardflag = HA
pausetime = 8,10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-22
hitsound   = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 12
ground.hittime = 16
ground.velocity = -4
air.velocity = -2,-3.8
fall.recovertime = 31
air.fall = 1
yaccel = 0.4
envshake.time = 9
envshake.ampl = 3


[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


;---------------------------------------------------------------------------
; 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
velset = 0,0
ctrl = 0
anim = 800

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 6
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p1facing = 1 ;Turn if holding forwards
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

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

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

[State 810, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0

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

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElem = 2
pos = -10, -123

[State 810, State]
type = TargetState
trigger1 = AnimElem = 3
value = 821

[State 810]
type = Helper
Trigger1 = AnimElem = 3
name = "Blast"
ID = 812
postype = p1
pos = 0,-110
Stateno = 812
ownpal = 1
persistent = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,20

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -89

[State 810, State End]
type = ChangeState
trigger1 = Time = 80
value = 811

[Statedef 811]
type    = S
movetype= I
physics = N
anim = 811

[State 811, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 812]
type    = A
physics = N
anim = 823
Sprpriority = 5

[State 812, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 812, Trans]
type = Trans
trigger1 = 1
trans = add

[State 812, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 812, AngleAdd]
type = AngleAdd
trigger1 = time = 0
value = 90

[State 812, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
Sprpriority = 2

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

[State 820, AngleDraw]
type = AngleDraw
trigger1 = time = [0,7]
value = -70

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

[State 820, AngleDraw]
type = AngleDraw
trigger1 = time = [7,60]
value = -90

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 7
value = 821


;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 0,-15

[State 821, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 821, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 822

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = time > 10
y = .4

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

[Statedef 1000]
Type = S
Movetype= I
Physics = S
velset = 0,0
Anim = 1000
Ctrl = 0
poweradd = 80

[State 1000, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = AnimElem = 7
value = S410,0
channel = 0

[State 1000]
type = Playsnd
trigger1 = AnimElem = 8
value = S100,12

[State 1000]
type = Helper
Trigger1 = AnimElem = 8,=-1
name = "Flare"
ID = 1002
postype = p1
pos = 65,-42
Stateno = 1002
ownpal = 1
persistent = 0

[State 1000]
type = Helper
Trigger1 = AnimElem = 7
name = "Effect"
ID = 1007
postype = p1
pos = 65,-62
Stateno = 1007
ownpal = 1
persistent = 0

[State 1000]
Type = Helper
Trigger1 = Time >= 20
Trigger1 = (Random <= 300)
Name = "Effect2"
Stateno = 1011
ID = 1011
Pos = 60,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 1000]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1000]
type = ChangeState
trigger1 = Time = 46
value = 1001

[StateDef 1001]
Type = S
Movetype= I
Physics = N
Anim = 1001
Ctrl = 0

[State 1001]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

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

[State 1002]
type = AngleDraw
trigger1 = 1
scale = 1, 2.2
ignorehitpause = 1

[State 1002]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1002]
type = BindtoRoot
trigger1 = 1
pos = 65,-62
ignorehitpause = 1

[State 1002, PalFX]
type = PalFX
trigger1 = IsHelper(1002)
trigger1 = 1
add = 0,0,0
mul = 255,140,0
invertall = 0
color = 0
time = 1

[State 1002]
type = HitDef
trigger1 = var(10) < 5
trigger1 = time%3 = 0
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(13*(root,fvar(14))),2
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1, 6
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy	 = -30+random%20,-20+random%20
hitsound = S200, 2
guardsound = S300, 4
Sprpriority = 5
guard.dist = 360
ground.slidetime = 21
ground.hittime = 21
guard.hittime = 16
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 18
ground.velocity	= -15
guard.velocity = -6
air.velocity = -15,-3
airguard.velocity = -6,-4
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 1
fall.recovertime= 38
fall = 0
envshake.time = 10
envshake.ampl = 3

[State 1002]
type = varset
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1002]
type = varadd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1002]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1002]
type = ChangeState
triggerall = time > 2
trigger1 = root,Anim = 1001
value = 1003

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype = H

[Statedef 1003]
Type = A
Movetype= I
Physics = N
Ctrl = 0
Sprpriority = 5

[State 1003, PalFX]
type = PalFX
trigger1 = 1
add = 0,0,0
mul = 255,140,0
invertall = 0
color = 0
time = 1

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

[State 1003]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1003]
type = varset
trigger1 = time = 0
fvar(10) = 2.2
ignorehitpause = 1

[State 1003]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1

[State 1003]
type = AngleDraw
trigger1 = time > 0
scale = 1, fvar(10)
ignorehitpause = 1

[State 1003]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1003]
type = DestroySelf
trigger1 = time >= 34

[Statedef 1004]
Type = S
Movetype= I
Physics = N
velset = 0,0
Anim = 1000
Ctrl = 0
poweradd = 100

[State 1004, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = AnimElem = 7
value = S410,0
channel = 0

[State 1004]
type = Playsnd
trigger1 = AnimElem = 8
value = S100,12

[State 1004]
type = Helper
Trigger1 = AnimElem = 8,=-1
name = "Flare"
ID = 1006
postype = p1
pos = 25,-42
Stateno = 1006
ownpal = 1
persistent = 0

[State 1004]
type = Helper
Trigger1 = AnimElem = 7
name = "Effect"
ID = 1007
postype = p1
pos = 65,-62
Stateno = 1007
ownpal = 1
persistent = 0

[State 1004]
Type = Helper
Trigger1 = Time >= 20
Trigger1 = (Random <= 300)
Name = "Effect2"
Stateno = 1011
ID = 1011
Pos = 60,-60
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 1004]
type = AttackDist
trigger1 = 1
value = 360
ignorehitpause = 1

[State 1004]
type = ChangeState
trigger1 = Time = 46
value = 1005

[StateDef 1005]
Type = S
Movetype= I
Physics = S
Anim = 1003
Ctrl = 0

[State 1005]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 1006]
Type = A
Movetype = A
Physics = N
Anim = 1002
Ctrl = 0
Sprpriority = 5

[State 1006]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1006]
type = AngleDraw
trigger1 = 1
scale = 1, 2.2
ignorehitpause = 1

[State 1006]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1006]
type = BindtoRoot
trigger1 = 1
pos = 65,-62
ignorehitpause = 1

[State 1006, PalFX]
type = PalFX
trigger1 = IsHelper(1006)
trigger1 = 1
add = 0,0,0
mul = 255,140,0
invertall = 0
color = 0
time = 1

[State 1006]
type = HitDef
trigger1 = var(10) < 10
trigger1 = time%3 = 0
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(8*(root,fvar(14))),3
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1, 6
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy	 = -30+random%20,-20+random%20
hitsound = S200, 2
guardsound = S300, 4
Sprpriority = 5
guard.dist = 360
ground.slidetime = 26
ground.hittime = 26
guard.hittime = 24
air.hittime = 24
guard.ctrltime = 23
airguard.ctrltime = 23
ground.velocity	= -7,-5
guard.velocity = -7
air.velocity = -7,-5
airguard.velocity = -6,-5
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
fall.recovertime= 45
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.ampl = 3

[State 1006]
type = varset
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1006]
type = varadd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1006]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1006]
type = ChangeState
triggerall = time > 2
trigger1 = root,Anim = 1003
value = 1003

[State 1006, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype = H

[StateDef 1007]
Type = A
Physics = N
Anim = 1004
Ctrl = 0
Sprpriority = 6

[State 1007, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow

[State 1007, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1007, AngleDraw]
type = AngleDraw
trigger1 = time = [0,36]
scale = 0.75,0.75

[State 1007]
type = AngleDraw
trigger1 = Time = [36,59]
scale = 0.70 -(time-36)*0.03,0.70 - (time-36)*0.03

[State 1007, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 3

[State 1007, DestroySelf]
type = DestroySelf
trigger1 = time = 59
trigger2 = Root,Movetype = H

[StateDef 1008]
Type = S
Movetype= I
Physics = N
velset = 0,0
Anim = 1005
Ctrl = 0
poweradd = 100

[State 1008, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = AnimElem = 7
value = S410,0
channel = 0

[State 1008]
type = Playsnd
trigger1 = AnimElem = 6
value = S100,12

[State 1008]
type = Helper
Trigger1 = AnimElem = 7,=-1
name = "Flare"
ID = 1010
postype = p1
pos = 50,-82
Stateno = 1010
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 2.2
ignorehitpause = 1

[State 1008]
type = Helper
Trigger1 = AnimElem = 6
name = "Effect"
ID = 1007
postype = p1
pos = 50,-82
Stateno = 1007
ownpal = 1
persistent = 0

[State 1008]
Type = Helper
Trigger1 = Time >= 18
Trigger1 = (Random <= 300)
Name = "Effect2"
Stateno = 1011
ID = 1011
Pos = 55,-65
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1

[State 1008, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = C
movetype = I
physics = N

[State 1008]
type = ChangeState
trigger1 = Time = 46
value = 1009

[StateDef 1009]
Type = S
Movetype= I
Physics = N
Anim = 1006
Ctrl = 0

[State 1009]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 1010]
Type = A
Movetype = A
Physics = N
Anim = 1007
Ctrl = 0
Sprpriority = 5

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1010]
type = AngleDraw
trigger1 = 1

[State 1010, AngleAdd]
type = AngleAdd
trigger1 = time = 0
value = 30

[State 1010]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1010]
type = BindtoRoot
trigger1 = 1
pos = 50,-82
ignorehitpause = 1

[State 1010, PalFX]
type = PalFX
trigger1 = IsHelper(1010)
trigger1 = 1
add = 0,0,0
mul = 255,140,0
invertall = 0
color = 0
time = 1

[State 1010]
type = HitDef
trigger1 = var(10) < 10
trigger1 = time%3 = 0
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(8*(root,fvar(14))),3
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1, 6
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy	 = -30+random%20,-20+random%20
hitsound = S200, 2
guardsound = S300, 4
Sprpriority = 5
guard.dist = 360
ground.slidetime = 26
ground.hittime = 26
guard.hittime = 24
air.hittime = 24
guard.ctrltime = 23
airguard.ctrltime = 23
ground.velocity	= -7,-5
guard.velocity = -7
air.velocity = -7,-5
airguard.velocity = -6,-5
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
fall.recovertime= 45
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.ampl = 3

[State 1010]
type = varset
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

[State 1010]
type = varadd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 1010]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1010]
type = ChangeState
triggerall = time > 2
trigger1 = root,Anim = 1006
value = 1003

[State 1010, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype = H

[StateDef 1011]
Type = A
Physics = N
Ctrl = 0
Anim = 1008
SprPriority = 8

[State 1011]
Type = Trans
Trigger1 = 1
Trans = Add

[State 1011, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1

[State 1011]
Type = VarRandom
Trigger1 = Time = 0
V = 18
Range = 0,360

[State 1011]
Type = VarRandom
Trigger1 = Time = 0
V = 19
Range = 10,20

[State 1011, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = Cos(Var(18)*Pi/180.0)*Var(19)
Y = Sin(Var(18)*Pi/180.0)*-Var(19)

[State 1011]
Type = VarAdd
Trigger1 = 1
FV = 20
Value = 0.1

[State 1011, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 1+FVar(20),1-FVar(20)

[State 1011, AngleSet]
Type = AngleSet
Trigger1 = (Vel X != 0)
Value = ATan(Vel Y/Vel X)*(-180.0/Pi)+((Vel X<0)*180)
IgnoreHitPause = 1

[State 1011]
Type = AngleSet
Trigger1 = (Vel X = 0)
Value = IfElse(Vel Y<0,90,-90)
IgnoreHitPause = 1

[State 1011]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 25

[State 1011]
Type = VarSet
Trigger1 = Var(2) >= 256
V = 2
Value = 256

[State 1011]
Type = PalFx
Trigger1 = 1
Time = 1
Add = 0,0,0
Mul = 256-Var(2),256-Var(2),256-Var(2)

[State -1]
Type = DestroySelf
Trigger1 = Time >= 10
Trigger2 = Root,MoveType = H
trigger3 = Root,Stateno != [1000,1010]

[StateDef 1100]
Type = S
Movetype = I
Physics = S
velset = 0,0
Anim = 1100
Ctrl = 0
poweradd = 90

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

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

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) > 0
x = 8

[State 1100, VelMul]
type = VelMul
trigger1 = time > 20
x = 0.3

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1103
ID = 1103
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 30
removetime = 30
scale = 1,1
sprpriority = 5
removeongethit = 1

[State 1100, end]
type = ChangeState
trigger1 = Time = 10
trigger1 = (P2Dist X < 60)
trigger2 = time = 30
value = 1101

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

[State 1101, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1103

[State 1101, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = -12

[State 1101, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 1103
pos = 0,0
postype = P1
stateno = 1103
helpertype = normal
name = "Radiant_Blade"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1101, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 1102

[StateDef 1102]
Type = S
Movetype = I
Physics = S
velset = 0,0
Anim = 1102
Ctrl = 0

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

[StateDef 1103]
Type = A
Movetype = A
Physics = N
velset = 0,0
Anim = 1104
sprpriority = 5

[State 1103, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,15

[State 1103, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 30,-70

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

[State 1103, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1103]
Type = VarAdd
Trigger1 = Time >= 15
V = 40
Value = 16

[State 1103]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 1103]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 1103]
type = angledraw
trigger1 = time = [15,30]
scale = 1 - (time)*0.03,1 - (time)*0.03

[State 1103, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 1103, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 1103, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1,-1.5
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1.5,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1,1.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 0,2.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1,1.5
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1.5,0
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1,-1.5
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 0,-2.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1103]
type = HitDef
trigger1 = time%4
trigger1 = Var(19) < 3
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(31*(root,fvar(14))),7
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1, 6
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy	 = -30+random%20,-20+random%20
hitsound = S200, 2
guardsound = S300, 4
Sprpriority = 5
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 14
air.hittime = 17
guard.ctrltime = 17
airguard.ctrltime = 15
ground.velocity	= -4.4
guard.velocity = -4
air.velocity = -4,-2
airguard.velocity = -3,-3
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 1
fall.recovertime= 31
fall = 1
envshake.time = 10
envshake.ampl = 3

[State 1103, DestroySelf]
type = DestroySelf
trigger1 = time = 30
trigger2 = Root,Movetype = H

[StateDef 1104]
Type = S
Movetype = A
Physics = S
velset = 0,0
Anim = 1105
Ctrl = 0
poweradd = 110

[State 1104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,1
Channel = 0

[State 1104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1104, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) > 0
x = 8

[State 1104, VelMul]
type = VelMul
trigger1 = time > 20
x = 0.3

[State 1104, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1103
ID = 1103
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 30
removetime = 30
scale = 1,1
sprpriority = 5
removeongethit = 1

[State 1104, HitDef]
type = HitDef
trigger1 = !MoveContact
trigger2 = Time%5 = 1
attr = S, SA
damage = 14,5
animtype = hard
guardflag = MA
hitflag = MAF
pausetime = 0,10
sparkno = S8050*10**(random%4)
sparkxy = -6,-46
hitsound = S200,2
guardsound = S300,4
guard.sparkno = S9000
ground.type = high
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -8
air.velocity = -3,-2
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 1104, end]
type = ChangeState
trigger1 = Time = 30
trigger1 = (P2Dist X < 60)
trigger2 = time = 30
value = 1105

[StateDef 1105]
Type = S
Movetype = I
Physics = S
velset = 0,0
Anim = 1101
Ctrl = 0

[State 1105, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1103

[State 1105, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = -12

[State 1105, VelSet]
type = VelSet
trigger1 = time >= 25
trigger1 = time < 35
x = -0.5

[State 1105, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 1113
pos = 0,0
postype = P1
stateno = 1113
helpertype = normal
name = "Radiant_Blade"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1105, ChangeState]
type = ChangeState
trigger1 = time = 35
value = 1102

[StateDef 1106]
Type = S
Movetype = A
Physics = S
velset = 0,0
Anim = 1105
Ctrl = 0
poweradd = 110

[State 1106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,1
Channel = 0

[State 1106, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,14

[State 1106, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) > 0
x = 8

[State 1106, VelMul]
type = VelMul
trigger1 = time > 20
x = 0.3

[State 1106, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1103
ID = 1103
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 30
removetime = 30
scale = 1,1
sprpriority = 5
removeongethit = 1

[State 1106, HitDef]
type = HitDef
trigger1 = !MoveContact
trigger2 = Time%5 = 1
attr = S, SA
damage = 10,3
animtype = hard
guardflag = MA
hitflag = MAF
pausetime = 0,10
sparkno = S8050*10**(random%4)
sparkxy = -6,-46
hitsound = S200,2
guardsound = S300,4
guard.sparkno = S9000
ground.type = high
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -8
air.velocity = -3,-2
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 1106, end]
type = ChangeState
trigger1 = Time = 30
trigger1 = (P2Dist X < 60)
trigger2 = time = 30
value = 1107

[StateDef 1107]
Type = S
Movetype = I
Physics = S
velset = 0,0
Anim = 1101
Ctrl = 0

[State 1107, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1103

[State 1107, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = -12

[State 1107, VelSet]
type = VelSet
trigger1 = time >= 25
trigger1 = time < 35
x = -0.5

[State 1107, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 1108
pos = 0,0
postype = P1
stateno = 1108
helpertype = normal
name = "Radiant_Blade"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1107, ChangeState]
type = ChangeState
trigger1 = time = 48
value = 1102

[StateDef 1108]
Type = A
Movetype = A
Physics = N
velset = 0,0
Anim = 1104
sprpriority = 5

[State 1108, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,15

[State 1108, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 30,-70

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

[State 1108, Trans]
type = Trans
trigger1 = 1
trans = add

[State 1108]
Type = VarAdd
Trigger1 = Time >= 15
V = 40
Value = 16

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

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

[State 1108]
type = angledraw
trigger1 = time = [15,30]
scale = 1 - (time)*0.03,1 - (time)*0.03

[State 1108, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 1108, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 1108, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1,-1.5
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1.5,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1,1.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 0,2.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1,1.5
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1.5,0
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1,-1.5
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 0,-2.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1108]
type = HitDef
trigger1 = !Movecontact
trigger1 = Var(19) < 1
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(55*(root,fvar(14))),14
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1, 6
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy	 = -30+random%20,-20+random%20
hitsound = S200, 2
guardsound = S300, 4
Sprpriority = 5
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
air.hittime = 21
guard.ctrltime = 21
airguard.ctrltime = 15
ground.velocity	= -10,-4
guard.velocity = -4
air.velocity = -9,-4
airguard.velocity = -3,-3
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
fall = 1
p2stateno = 1109
envshake.time = 10
envshake.ampl = 3

[State 1108, DestroySelf]
type = DestroySelf
trigger1 = time = 30
trigger2 = Root,Movetype = H
trigger3 = Root,Stateno = [2000,2999]

[StateDef 1109]
type = A
movetype= H
physics = N
velset = 0,0

[State 1109]
type = ChangeAnim2
trigger1 = 1
value = 6000

[State 1109]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1110

[StateDef 1110]
type = A
movetype= H
physics = N

[State 1110]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1110]
type = VelAdd
trigger1 = 1
y = .45

[State 1110]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1110]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1111

[State 1110]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[StateDef 1111]
type = A
movetype= H
physics = N

[State 1111]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1111]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1111]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1111]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1111]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(screenpos y) - 50
postype = back
sprpriority = 3

[State 1111]
type = ChangeAnim2
trigger1 = Time = 0
value = 6002

[State 1111]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1111]
type = ChangeState
trigger1 = AnimTime = 0
value = 1112

[StateDef 1112]
type = A
movetype= H
physics = N

[State 1112]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1112]
type = VelSet
trigger1 = Time = 0
y = -8

[State 1112]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1112]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1112]
type = VelAdd
trigger1 = 1
y = .45

[State 1112]
type = AngleAdd
trigger1 = 1
value = 25

[State 1112]
type = AngleDraw
trigger1 = 1

[State 1112]
type = ChangeState
trigger1 = command = "recovery"
trigger1 = Time > 38
value = 5210

[State 1112]
type = ChangeAnim2
trigger1 = Time = 0
value = 6003

[State 1112]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 1113]
Type = A
Movetype = A
Physics = N
velset = 0,0
Anim = 1104
sprpriority = 5

[State 1113, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,15

[State 1113, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 30,-70

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

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

[State 1113]
Type = VarAdd
Trigger1 = Time >= 15
V = 40
Value = 16

[State 1113]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 1113]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 1113]
type = angledraw
trigger1 = time = [15,30]
scale = 1 - (time)*0.03,1 - (time)*0.03

[State 1113, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 1113, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 1113, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1,-1.5
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1.5,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 1,1.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 0,2.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1,1.5
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1.5,0
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = -1,-1.5
OwnPal = 1
SprPriority = 4
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 80,0
Vel = 0,-2.5
OwnPal = 1
SprPriority = 6
IgnoreHitPause = 1
scale = 0.5,0.5

[State 1113]
type = HitDef
trigger1 = time%4 = 1
trigger1 = Var(19) < 3
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(16*(root,fvar(14))),4
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 1, 6
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy	 = -30+random%20,-20+random%20
hitsound = S200, 2
guardsound = S300, 4
Sprpriority = 5
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 14
air.hittime = 17
guard.ctrltime = 17
airguard.ctrltime = 15
ground.velocity	= -4.4
guard.velocity = -4
air.velocity = -4,-2
airguard.velocity = -3,-3
ground.cornerpush.veloff= 0
air.cornerpush.veloff = 0
down.cornerpush.veloff	= 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 1
fall.recovertime= 31
fall = 1
envshake.time = 10
envshake.ampl = 3

[State 1113, DestroySelf]
type = DestroySelf
trigger1 = time = 30
trigger2 = Root,Movetype = H

[StateDef 1200]
Type = U
Physics = N
Ctrl = 0
Anim = 1200
poweradd = 110
velset = 0,0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,1
Channel = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,26

[State 1200, Helper]
Type = Helper
Trigger1 = time = 0
Persistent = 0
OwnPal = 1
PosType = p1
Pos = -5,-50
ID = 1204
StateNo = 1204
Name = "Charge"

[State 1200, ChangeState]
type = ChangeState
trigger1 = time = 5
value = 1201

[StateDef 1201]
Type = U
Movetype = A
Physics = N
Ctrl = 0
Anim = 1201
poweradd = 0
velset = 0,0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,27

[State 1201, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1201, VelSet]
type = VelSet
trigger1 = time > 7
x = 8.5

[State 1201]
type = helper
ID = 1203
stateno = 1203
Name = "Thruster"
ownpal = 1
trigger1 = AnimElem = 2

[state 1201]
type = helper
ID = 1204
stateno = 1203
Name = "Thruster"
ownpal = 1
trigger1 = AnimElem = 2

[State 1201,HitDef]
type = HitDef
trigger1 = !Movecontact
attr = S, SA
animtype = hard
damage = 63,12
hitflag = MAF
guardflag = MA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 0,0
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,9
guardsound = S300,4
ground.type = High
ground.slidetime = 21+(p2movetype = A)*7
ground.hittime  = 21+(p2movetype = A)*7
guard.slidetime = 23
guard.hittime = 14
guard.velocity = -3
ground.velocity = -5,-3
air.animtype = Back
airguard.velocity = -2,-1.5
air.velocity = -5,-2
fall = 1
fall.recover = 1
fall.recovertime = 23
kill = 1
envshake.time = 10
envshake.ampl = 3

[State 1201, ChangeState]
type = ChangeState
trigger1 = Statetype != A
trigger1 = time = 56
value = 1202

[State 1201, ChangeState]
type = ChangeState
trigger1 = Statetype = A
trigger1 = time = 56
value = 1208

[StateDef 1202]
Type = S
Physics = N
Ctrl = 0
Anim = 1202
poweradd = 0
velset = 0,0

[State 1201, VelSet]
type = VelSet
trigger1 = time >= 0
trigger1 = time < 11
x = 1

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

[StateDef 1203]
type = A
movetype = I
physics = N
anim = 1203
sprpriority = 8*(1-2*ishelper(1204))

[State 1203]
type = BindToRoot
pos = 16,-65-(1-2*ishelper(1204))*10
facing = 1
time = 1
trigger1 = 1

[State 1203]
type = Assertspecial
flag = noshadow
trigger1 = 1

[State 1203]
type = Trans
trans = addalpha
alpha = floor(256*sin(pi/32.*(time%16))),256
trigger1 = time<15

[State 1203]
type = Trans
trans = add
trigger1 = time>14

[State 1203]
type = Null
trigger1 = fvar(0):=(.1*sin(pi/8.*(time%8))*(1-2*ishelper(1204))+1)*1

[State 1203]
type = AngleDraw
value = 60+(time%8)*7.5
scale = fvar(0),fvar(0)
trigger1 = ishelper(1203)

[State 1203]
type = AngleDraw
value = 180-(60+(time%8)*7.5)
scale = fvar(0),fvar(0)
trigger1 = ishelper(1204)

[State 1203]
type = DestroySelf
trigger1 = Root,Movetype = H
trigger2 = time = 53
trigger3 = Root,Stateno != [1200,1211]

[StateDef 1204]
Type = A
Physics = N
Ctrl = 0
Anim = 1204
SprPriority = 9

[State 1204, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 1204, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 1

[state fadein]
type=trans
trans=addalpha
alpha=8*(time+1),256
trigger1=time<15

[State 1204, Trans]
type = Trans
trigger1 = time>14
trans = add

[State 1204, BundtoRoot]
type = BindtoRoot
trigger1 = 1
time = 1
pos = -10,-60

[State 1204, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1204, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1204)
trigger1 = time = 56
trigger2 = Root,movetype = H
trigger3 = Root,Stateno != [1200,1211]

[State 1204, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1205)
trigger1 = time = 71
trigger2 = Root,movetype = H
trigger3 = Root,Stateno != [1200,1211]

[State 1204, DestroySelf]
type = DestroySelf
triggerall = IsHelper(1212)
trigger1 = frontedgedist <= -15
trigger2 = Root,Movetype = H
trigger3 = Root,Stateno != [1212,1216]

[StateDef 1205]
Type = U
Physics = N
Ctrl = 0
Anim = 1200
poweradd = 125
velset = 0,0

[State 1205, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 1206, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,1
Channel = 0

[State 1205, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,26

[State 1205, Helper]
Type = Helper
Trigger1 = time = 0
Persistent = 0
OwnPal = 1
PosType = p1
Pos = -5,-50
ID = 1205
StateNo = 1204
Name = "Charge"

[State 1205, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 1206

[StateDef 1206]
Type = U
Movetype = A
Physics = N
Ctrl = 0
Anim = 1201
poweradd = 0
velset = 0,0

[State 1206, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,27

[State 1206, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1206, VelSet]
type = VelSet
trigger1 = time > 7
x = 15

[State 1206]
type = helper
ID = 1203
stateno = 1203
Name = "Thruster"
ownpal = 1
trigger1 = AnimElem = 2

[state 1206]
type = helper
ID = 1204
stateno = 1203
Name = "Thruster"
ownpal = 1
trigger1 = AnimElem = 2

[State 1206,HitDef]
type = HitDef
trigger1 = !Movecontact
attr = S, SA
animtype = hard
damage = 88,26
hitflag = MAF
guardflag = MA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 0,0
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,9
guardsound = S300,4
ground.type = High
ground.slidetime = 25+(p2movetype = A)*7
ground.hittime  = 25+(p2movetype = A)*7
guard.slidetime = 26
guard.hittime = 17
guard.velocity = -3
ground.velocity = -8,-4
air.animtype = Back
airguard.velocity = -2,-1.5
air.velocity = -8,-3
fall = 1
fall.recover = 1
fall.recovertime = 27
kill = 1
envshake.time = 10
envshake.ampl = 3

[State 1206, ChangeState]
type = ChangeState
trigger1 = Statetype != A
trigger1 = time = 56
value = 1207

[State 1206, ChangeState]
type = ChangeState
trigger1 = Statetype = A
trigger1 = time = 56
value = 1210

[StateDef 1207]
Type = S
Physics = N
Ctrl = 0
Anim = 1205
poweradd = 0
velset = 0,0

[State 1207, VelSet]
type = VelSet
trigger1 = time >= 0
trigger1 = time < 11
x = 1

[State 1207, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[StateDef 1208]
Type = A
Physics = N
Ctrl = 0
Anim = 3004
poweradd = 0
velset = 2,0

[State 1208, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.4

[State 1208]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1209

[StateDef 1209]
Type = S
Physics = N
Ctrl = 0
Anim = 1202
poweradd = 0
velset = 0,0

[State 1209, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 1209, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[StateDef 1210]
Type = A
Physics = N
Ctrl = 0
Anim = 3004
poweradd = 0
velset = 2,0

[State 1210, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.4

[State 1210]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1211

[StateDef 1211]
Type = S
Physics = N
Ctrl = 0
Anim = 1205
poweradd = 0
velset = 0,0

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

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

[StateDef 1212]
Type = U
Physics = N
Ctrl = 0
Anim = 1200
poweradd = 140
velset = 0,0

[State 1212, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 1212, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,1
Channel = 0

[State 1212, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,26

[State 1212, Helper]
Type = Helper
Trigger1 = time = 0
Persistent = 0
OwnPal = 1
PosType = p1
Pos = -5,-50
ID = 1212
StateNo = 1204
Name = "Charge"

[State 1212, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 1213

[StateDef 1213]
Type = U
Movetype = A
Physics = N
Ctrl = 0
Anim = 1201
poweradd = 0
velset = 0,0

[State 1213, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,27

[State 1213, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1213, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 1213, VelSet]
type = VelSet
trigger1 = time > 7
x = 15

[State 1213]
type = helper
ID = 1217
stateno = 1217
Name = "Thruster"
ownpal = 1
trigger1 = AnimElem = 2

[state 1212]
type = helper
ID = 1218
stateno = 1217
Name = "Thruster"
ownpal = 1
trigger1 = AnimElem = 2

[State 1213,HitDef]
type = HitDef
trigger1 = !Movecontact
attr = S, SA
animtype = hard
damage = 97,31
hitflag = MAF
guardflag = MA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 0,0
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,10
guardsound = S300,4
ground.type = High
ground.slidetime = 26+(p2movetype = A)*7
ground.hittime  = 25+(p2movetype = A)*7
guard.slidetime = 29
guard.hittime = 20
guard.velocity = -3
ground.velocity = 0,-9
air.animtype = Back
airguard.velocity = -1,-3
air.velocity = 0,-9
fall = 1
fall.recover = 0
kill = 1
p2stateno = 1218
envshake.time = 10
envshake.ampl = 3

[State 1213]
Type = ChangeState
Trigger1 = FrontEdgeDist <= -450
Value = 1214

[StateDef 1214]
Type = U
Physics = N
Ctrl = 0
Anim = 1206
poweradd = 0
velset = 0,0

[State 1215, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1214, PosAdd]
type = PosAdd
trigger1 = time = 0
trigger1 = Statetype != A
y = -70

[State 1214, StateTypeSet]
type = StateTypeSet
trigger1 = time = 1
statetype = A

[State 1214, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(facing = 1,240,-240)

[State 1214, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 1214, VelSet]
type = VelSet
trigger1 = time = 0
x = -8

[State 1214, Velmul]
type = Velmul
trigger1 = time >= 23
x = 0.9

[State 1214, Turn]
type = Turn
trigger1 = time = 0

[State 1214]
Type = ChangeState
Trigger1 = Animtime = 0
Value = 1215

[StateDef 1215]
Type = A
Physics = N
Ctrl = 0
Anim = 3004
poweradd = 0
velset = -2,0
facep2 = 1

[State 1215, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1215, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.3

[State 1215]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1216

[StateDef 1216]
Type = S
Physics = N
Ctrl = 0
Anim = 1205
poweradd = 0
velset = 0,0

[State 1216, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 1216, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[StateDef 1217]
type = A
movetype = I
physics = N
anim = 1203
sprpriority = 8*(1-2*ishelper(1218))

[State 1217]
type = BindToRoot
pos = 16,-65-(1-2*ishelper(1218))*10
facing = 1
time = 1
trigger1 = 1

[State 1217]
type = Assertspecial
flag = noshadow
trigger1 = 1

[State 1217]
type = Trans
trans = addalpha
alpha = floor(256*sin(pi/32.*(time%18))),256
trigger1 = time<15

[State 1217]
type = Trans
trans = add
trigger1 = time>14

[State 1217]
type = Null
trigger1 = fvar(0):=(.1*sin(pi/8.*(time%8))*(1-2*ishelper(1218))+1)*1

[State 1217]
type = AngleDraw
value = 60+(time%8)*7.5
scale = fvar(0),fvar(0)
trigger1 = ishelper(1217)

[State 1217]
type = AngleDraw
value = 180-(60+(time%8)*7.5)
scale = fvar(0),fvar(0)
trigger1 = ishelper(1218)

[State 1217]
type = DestroySelf
trigger1 = time >= 1
trigger1 = frontedgedist <= -150
trigger2 = Root,Movetype = H
trigger3 = Root,Stateno != [1212,1216]

[Statedef 1218]
type = A
movetype= H
physics = N

[State 1218]
type = NotHitBy
trigger1 = 1
value = , AT

[State 1218]
type = VelSet
trigger1 = Time = 0
y = -13

[State 1218]
type = VelAdd
trigger1 = 1
y = .35

[State 1218]
type = AngleAdd
trigger1 = 1
value = 50

[State 1218]
type = AngleDraw
trigger1 = 1

[State 1218]
type = null
trigger1 = command = "recovery"
trigger1 = Time > 40
value = 5210

[State 1218]
type = ChangeAnim2
trigger1 = Time = 0
value = 6003

[State 1218]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= -10)
value = 5100

[StateDef 1300]
type = S
movetype = I
physics = S
poweradd = 55
ctrl = 0
velset = 0,0
anim = 1300

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,3
Channel = 0

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

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

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,5

[State 1301, Explod]
type = Explod
trigger1 = time = 0
anim = 1303
ID = 1303
pos = -15,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 20
removetime = -2
scale = 1.4,1.4
sprpriority = 5
removeongethit = 1
ignorehitpause = 0

[State 1301, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
Y = -4

[State 1301, VelAdd]
type = VelAdd
trigger1 = time >= 10
Y = 0.6

[State 1301, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 79,11
priority = 4,Hit
animtype = hard
hitflag = MAF
guardflag = MA
pausetime = 5,8
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-22
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 16
ground.hittime  = 17
ground.velocity = -4,-4
air.velocity = -4.5,-4
fall.recovertime = 31
air.fall = 1
yaccel = 0.4
fall = 1
fall.recovertime = 28
envshake.time = 10
envshake.ampl = 3

[State 1301, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 44
elem = 5

[State 1301]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

[StateDef 1302]
type = S
movetype = I
physics = S
poweradd = 75
ctrl = 0
velset = 0,0
anim = 1300

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,3
Channel = 0

[State 1302, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1303

[StateDef 1303]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 1301

[State 1303, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,5

[State 1303, Explod]
type = Explod
trigger1 = time = 0
anim = 1303
ID = 1303
pos = -15,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 20
removetime = -2
scale = 1.4,1.4
sprpriority = 5
removeongethit = 1
ignorehitpause = 0

[State 1303, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
Y = -6

[State 1303, VelAdd]
type = VelAdd
trigger1 = time >= 10
Y = 0.6

[State 1303, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 92,12
priority = 6,Hit
animtype = hard
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-22
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2,-7
air.velocity = -2.5,-7
fall.recovertime = 36
air.fall = 1
fall = 1
fall.recovertime = 36
envshake.time = 10
envshake.ampl = 3

[State 1302, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 44
elem = 5

[State 1303]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

[StateDef 1304]
type = S
movetype = I
physics = S
poweradd = 100
ctrl = 0
velset = 0,0
anim = 1300

[State 1304, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S410,3
Channel = 0

[State 1304, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1305

[StateDef 1305]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 1302

[State 1305, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = S100,5

[State 1305, Explod]
type = Explod
trigger1 = time = 0
trigger2 = time = 16
anim = 1303
ID = 1303
pos = -15,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 20
removetime = -2
scale = 1.4,1.4
sprpriority = 5
removeongethit = 1
ignorehitpause = 0

[State 1305, VelSet]
type = VelSet
trigger1 = time = 0
x = 4
Y = -4

[State 1305, VelAdd]
type = VelAdd
trigger1 = time >= 15
Y = 0.6

[State 1305, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 49,15
priority = 5,Hit
animtype = hard
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-22
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2,-8
air.velocity = -2.5,-8
fall.recovertime = 36
air.fall = 1
yaccel = 0.4
fall = 1
fall.recovertime = 31
envshake.time = 10
envshake.ampl = 3

[State 1305, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage = 49,15
priority = 3,Hit
animtype = hard
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-22
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -8,-4
air.velocity = -8,-4
fall.recovertime = 36
air.fall = 1
yaccel = 0.4
fall = 1
fall.recovertime = 36
envshake.time = 10
envshake.ampl = 3

[State 1305, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 44
elem = 5

[State 1305]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

[StateDef 2000]
type = S
physics = N
Movetype = A
velset = 0,0
anim = 2000
ctrl = 0
poweradd = 0

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = !time
time = 46
value = SCA

[State 2000, VelSet]
type = VelSet
trigger1 = Time >= 13
trigger1 = Time < 38
y = -6

[State 2000, VelSet]
type = VelSet
trigger1 = Time >= 38
x = 0
y = 0

[State 2000]
type = Explod
trigger1 = time = 46
anim = 10300
postype = p1
pos = 0,-55
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2000]
type = SuperPause
trigger1 = time = 46
time = 96
movetime = 96
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 2000, AfterImage]
type = AfterImage
trigger1 = time = 46
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[state ]
type=helper
trigger1=time=46
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

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

[State 2000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
movetype = A
physics = N

[State 2000]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 227
ID = 227
Postype = P1
Pos = 20,0
Vel = 10,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1

[State 2000]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 227
ID = 227
Postype = P1
Pos = 20,0
Vel = -10,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1

[State 2000]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 227
ID = 227
Postype = P1
Pos = 20,0
Vel = 5,-2.5
OwnPal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 2000]
Type = Explod
Trigger1 = AnimElem = 3
Anim = 227
ID = 227
Postype = P1
Pos = 20,0
Vel = -5,-2.5
OwnPal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 2000, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = A, HA
damage = 27,9
priority = 5,Hit
animtype = Up
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-22
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -1,-10
air.velocity = -1,-9
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2000, ChangeState]
type = ChangeState
trigger1 = time = 142
value = 2001

[StateDef 2001]
type = A
physics = N
Movetype = A
velset = 0,0
anim = 2001
ctrl = 0

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,4

[State 410, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S410,7+Random%2
channel = 0

[State 2001, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 2003
pos = 0,0
postype = P1
stateno = 2003
helpertype = normal
name = "Yatagarasu"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2001, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 2004
pos = 0,0
postype = P1
stateno = 2004
helpertype = normal
name = "Yatagarasu2"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2001, Helper]
type = Helper
trigger1 = AnimElem = 3
ID = 2005
pos = 0,0
postype = P1
stateno = 2004
helpertype = normal
name = "Yatagarasu2"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2001]
type = varset
trigger1 = time = 0
var(1) = 0
ignorehitpause = 1

[State 2001]
type = varset
trigger1 = MoveContact
var(1) = 5
ignorehitpause = 1

[State 2001]
type = varadd
trigger1 = var(1) > 0
var(1) = -1
ignorehitpause = 1

[State 2001, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

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

[State 2001, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 2001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2001, HitDef]
type = HitDef
trigger1 = (time > 11)*(time%2 = 1)
trigger1 = var(19) < 7
attr = A, HA
animtype = hard
damage = 31,4
hitflag = MAF
guardflag = HA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 10,8
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 24+(p2movetype = A)*7
ground.hittime  = 24+(p2movetype = A)*7
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -3
ground.velocity = -2,-1
air.animtype = Back
airguard.velocity = -2,-1.5
air.velocity = -3,-1
yaccel = 0.5
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2001]
type = velset
trigger1 = AnimElemTime(3) >= 0
X = 10 - 1*(var(1))
Y = 6
ignorehitpause = 1

[State 2001]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2001]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2002

[StateDef 2002]
Type = S
MoveType= I
Physics	= S
Anim = 2002
Ctrl = 0

[State 2002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,0

[State 2002]
type = velset
trigger1 = time = 0
Y = 0
X = 3

[State 2002]
type = posset
trigger1 = time = 0
Y = 0

[State 2002]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[StateDef 2003]
Type = A
MoveType= I
Physics	= N
Anim = 2003
Ctrl = 0
sprpriority = 10

[State 2003, BindToRoot]
type = BindToRoot
trigger1 =  1
pos = -20,0

[State 2003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2003, Trans]
type = Trans
trigger1 = 1
trans = add

[State 2003, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype = H
trigger2 = Root,Stateno = 2002

[StateDef 2004]
Type = A
MoveType= I
Physics	= N
Anim = 2004
Ctrl = 0
sprpriority = 10

[State 2004, BindToRoot]
type = BindToRoot
triggerall = Ishelper(2004)
trigger1 =  1
pos = -50,-100

[State 2004, BindToRoot]
type = BindToRoot
triggerall = Ishelper(2005)
trigger1 =  1
pos = 65,-110

[State 2004, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2004)
trigger1 = 1
value = 60
scale = 0.75,0.75

[State 2004, AngleDraw]
type = AngleDraw
triggerall = IsHelper(2005)
trigger1 = 1
value = 30
scale = 0.6,0.6

[State 2004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2004, Trans]
type = Trans
trigger1 = 1
trans = add

[State 2004, DestroySelf]
type = DestroySelf
trigger1 = Root,Movetype = H
trigger2 = Root,Stateno = 2002

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

[State 2100]
type = NotHitBy
trigger1 = !time
time = 22
value = SCA

[State 2100]
type = Explod
trigger1 = AnimElem = 1
anim = 10300
postype = p1
pos = -10,-50
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

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

[state ]
type=helper
trigger1=animelem=1
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

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

[State 2100, SuperPause]
Type = SuperPause
trigger1 = AnimElem = 1
Time = 92
MoveTime = 0
Darken = 0
Pos = 0,-50
Anim = -1
unhittable = 1

[State 2100]
Type = Explod
trigger1 = AnimElemTime(4) > 0
trigger1 = AnimElemTime(4) < 3
Anim = 2106
ID = 2106
Pos = 30+Random%20,-80
PosType = P1
Scale = 0.4,0.5
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 4
vel = -1+Random%10*0.1,-10*Random%20*0.1

[State 2100]
Type = Explod
trigger1 = AnimElemTime(5) > 0
Anim = 2106
ID = 2106
Pos = 30+Random%20,-80
PosType = P1
Scale = 0.4,0.5
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 4
vel = -1+Random%10*0.1,-10*Random%20*0.1

[State 2100, Helper]
type = Helper
trigger1 = AnimElemTime(2) > 0
trigger1 = AnimElemTime(2) < 4
trigger1 = Random%2 = 0
ID = 2110
pos = -6+Random%15,0+Random%25
postype = P1
stateno = 2110
helpertype = normal
name = "Effect"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElemTime(3) > 0
trigger1 = AnimElemTime(3) < 3
trigger1 = Random%2 = 0
ID = 2110
pos = -6+Random%15,-24+Random%25
postype = P1
stateno = 2110
helpertype = normal
name = "Effect"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElemTime(4) > 0
trigger1 = AnimElemTime(4) < 3
trigger1 = Random%4 = 0
ID = 2110
pos = 30+Random%15,-70+Random%15
postype = P1
stateno = 2110
helpertype = normal
name = "Effect"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2100, Helper]
type = Helper
trigger1 = AnimElemTime(5) > 0
trigger1 = Random%4 = 0
ID = 2110
pos = 30+Random%15,-70+Random%15
postype = P1
stateno = 2110
helpertype = normal
name = "Effect"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2100]
Type = Velset
Trigger1 = AnimElem = 5
x = 12

[State 2100]
type = HitDef
Trigger1 = AnimElem = 5
attr = S, HT
hitflag = M-
guardflag = MA
priority = 5, Miss
sparkno = -1
guard.sparkno = S9000
sprpriority = 2
hitsound = S200,1
guardsound = S300,4
p1facing = 1
p2facing = 1
p1stateno = 2102
p2stateno = 2105
guard.dist = 0
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
palfx.time = 210
palfx.mul = 128, 128, 128
palfx.sinadd = 96, 96, 96, 4

[State 2100]
type = ChangeState
Trigger1 = Time = 35
value = 2101

[StateDef 2101]
Type = A
Physics = N
Anim = 2104
SprPriority = 2
VelSet = 0,0
Ctrl = 0
velset = 0,0

[State 2101]
Type = Explod
trigger1 = 1
Anim = 2106
ID = 2106
Pos = 30+Random%20,-80
PosType = P1
Scale = 0.4,0.5
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 4
vel = -1+Random%10*0.1,-10*Random%20*0.1

[State 2101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.5

[State 2101]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 5100

[StateDef 2102]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 2101
sprpriority = 2

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S410,9+Random%2
channel = 0

[State 2102]
Type = Explod
trigger1 = time = [0,40]
Anim = 2106
ID = 2106
Pos = 30+Random%20,-80
PosType = P1
Scale = 0.4,0.5
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 4
vel = -1+Random%10*0.1,-10*Random%20*0.1

[State 2102]
Type = Explod
trigger1 = time = [41,154]
Anim = 2106
ID = 2106
Pos = 10+Random%20,-20
PosType = P1
Scale = 0.4,0.5
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 4
vel = -1+Random%10*0.1,-10*Random%20*0.1

[State 2102, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 2105

[State 2102, TargetBind]
type = TargetBind
trigger1 = time = [0,42]
pos = 50,-85

[State 2102, VelSet]
type = VelSet
trigger1 = time >= 0
trigger1 = time < 20
x = 2

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S200,3

[State 2102]
type = EnvShake
Trigger1 = AnimElem = 6
time = 15
ampl = 10
freq = 60

[State 2102, TargetState]
type = TargetState
trigger1 = AnimElem = 6
value = 2106

[State 2102, TargetState]
type = TargetState
trigger1 = AnimElem = 7
value = 2107

[State 2102, PlaySnd]
type = PlaySnd
trigger1 = time = 78
trigger2 = time = 84
trigger3 = time = 90
trigger4 = time = 96
trigger5 = time = 102
trigger6 = time = 108
trigger7 = time = 114
trigger8 = time = 120
trigger9 = time = 126
trigger10 = time = 132
trigger11 = time = 138
trigger12 = time = 144
trigger13 = time = 148
value = S200,2

[State 2102, PlaySnd]
type = Hitadd
trigger1 = time = 78
trigger2 = time = 84
trigger3 = time = 90
trigger4 = time = 96
trigger5 = time = 102
trigger6 = time = 108
trigger7 = time = 114
trigger8 = time = 120
trigger9 = time = 126
trigger10 = time = 132
trigger11 = time = 138
trigger12 = time = 144
trigger13 = time = 148
value = 1

[State 2102, Targetlifeadd]
type = Targetlifeadd
trigger1 = time = 78
trigger2 = time = 84
trigger3 = time = 90
trigger4 = time = 96
trigger5 = time = 102
trigger6 = time = 108
trigger7 = time = 114
trigger8 = time = 120
trigger9 = time = 126
trigger10 = time = 132
trigger11 = time = 138
trigger12 = time = 144
trigger13 = time = 148
value = -ceil(10*fvar(14))
kill = 0

[State 2102, EnvShake]
type = EnvShake
trigger1 = time = 78
trigger2 = time = 84
trigger3 = time = 90
trigger4 = time = 96
trigger5 = time = 102
trigger6 = time = 108
trigger7 = time = 114
trigger8 = time = 120
trigger9 = time = 126
trigger10 = time = 132
trigger11 = time = 138
trigger12 = time = 144
trigger13 = time = 148
time = 10
ampl = 10

[State 2102, Explod]
type = Explod
trigger1 = time = 78
trigger2 = time = 84
trigger3 = time = 90
trigger4 = time = 96
trigger5 = time = 102
trigger6 = time = 108
trigger7 = time = 114
trigger8 = time = 120
trigger9 = time = 126
trigger10 = time = 132
trigger11 = time = 138
trigger12 = time = 144
trigger13 = time = 148
anim = 8050*10**(random%4)
pos = (floor(target,pos x-pos x)-35+random%60)*facing, floor(target,pos y-pos y)-10+random%30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 8

[State 2102, Helper]
type = Helper
trigger1 = Time = [78,154]
trigger1 = !NumHelper(8100)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2102]
type = varrandom
trigger1 = AnimElemTime(7) >= 0
v = 1
range = -50, 50

[State 2102]
type = varrandom
trigger1 = AnimElemTime(7) >= 0
v = 2
range = 70, 110

[State 2102]
type = varset
trigger1 = AnimElemTime(7) >= 0
fvar(3) = 0.8 + 0.01*ceil(Random%21)

[State 2102]
type = Explod
trigger1 = AnimElemTime(7) >= 0
trigger1 = Random%3 = 0
anim = 2105
ID = 2105
pos = (floor(target,pos x-pos x)-55+random%110)*facing, floor(target,pos y-pos y)-10+random%10
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
vel = 0.02*var(1), -0.01*var(2)
accel = 0.02*var(1), -0.01*var(2)
ignorehitpause = 1
trans = add

[State 2102, TargetBind]
type = TargetBind
trigger1 = time = [43,154]
pos = 20,0

[State 2102]
type = ChangeState
trigger1 = Time >= 154
value = 2103

[StateDef 2103]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 2102
sprpriority = 2

[State 2102, Helper]
type = Helper
trigger1 = Time = [0,24]
trigger1 = !NumHelper(8100)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2103]
Type = Explod
trigger1 = 1
Anim = 2106
ID = 2106
Pos = 10+Random%20,-20
PosType = P1
Scale = 0.4,0.5
Ownpal = 1
SprPriority = 6
IgnoreHitPause = 1
Persistent = 4
vel = -1+Random%10*0.1,-10*Random%20*0.1

[State 2103, TargetState]
type = TargetState
trigger1 = time = 0
value = 2106

[State 2103, TargetBind]
type = TargetBind
trigger1 = 1
pos = 20,0

[State 2103]
type = ChangeState
trigger1 = Time >= 24
value = 2104

[StateDef 2104]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 2103
sprpriority = 2

[State 2104, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 8050*10**(random%4)
pos = (floor(target,pos x-pos x)-1)*facing, floor(target,pos y-pos y)-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 8

[State 2102, Helper]
type = Helper
trigger1 = AnimElem = 4
trigger1 = !NumHelper(8100)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2104, Targetlifeadd]
type = Targetlifeadd
trigger1 = AnimElem = 4
value = -ceil(147*fvar(14))
kill = 1

[State 2104, TargetState]
type = TargetState
trigger1 = AnimElem = 4
value = 2108

[State 2104, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 2104, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S200,3

[State 2104]
type = EnvShake
Trigger1 = AnimElem = 4
time = 15
ampl = 10
freq = 60

[State 2104]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[StateDef 2105]
type = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 0

[State 2105, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2107

[StateDef 2106]
type = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 2106, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2108

[StateDef 2107]
type = L
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 0

[State 2107, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2109

[StateDef 2108]
type = A
movetype= H
physics = N
facep2 = 1

[State 2108]
type = velset
Trigger1 = time = 0
x = -9
y = -3

[State 2108]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 2108]
type = veladd
Trigger1 = time > 15
y = .44

[State 2108]
type = selfstate
Trigger1 = !time
value = 5050
ctrl = 0

[State 2108]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2109
ctrl = 0

[StateDef 2109]
type = L
movetype= H
physics = N

[State 2109]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2109]
type = selfstate
trigger1 = time > const(data.liedown.time) + 20
value = 5120

[State 2109]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 2109]
type = FallEnvShake
trigger1 = Time = 0

[State 2109]
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 2109]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
triggerall = prevstateno != 604
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 2109]
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119]
triggerall = prevstateno != 604
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 2109]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2109]
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 2109]
type = PlaySnd
trigger1 = Time = 0
trigger1 = enemynear,stateno < 610
trigger1 = prevstateno != 804
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 2109]
type = VelSet
trigger1 = Time = 0
y = 0

[State 2109]
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110 + (anim % 10)

[State 2109]
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
value = 5110

[State 2109]
type = selfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0)
trigger3 = Anim = [5110,5119]
value = 5150

[State 2109]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 2109]
type = VelMul
trigger1 = 1
x = 0.85

[StateDef 2110]
Type = A
Physics = N
Anim = 2105
SprPriority = 5
VelSet = 0,0
facing = IfElse(Random%2 = 0, 1,-1)

[State 2110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2110, Trans]
type = Trans
trigger1 = 1
trans = add

[State 2110]
type = varrandom
trigger1 = 1
v = 1
range = -2, 2

[State 2110]
type = varrandom
trigger1 = 1
v = 2
range = -2, -1

[State 2110]
type = varset
trigger1 = 1
fvar(3) = 0.1 + 0.01*ceil(Random%21)

[State 2110, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(3), fvar(3)
Value = Random%360

[State 2110, VelSet]
type = VelSet
trigger1 = 1
x = 0.1*var(1)
y = 0.1*var(2)

[State 2110, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.01*var(1)
y = 0.01*var(2)

[State 2110]
Type = VarAdd
Trigger1 = Time >= 0
V = 40
Value = 16

[State 2110]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 2110]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 2110, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0

[StateDef 2200]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 2200
sprpriority = 2

[State 2200, NotHitBy]
type = NotHitBy
trigger1 = !time
time = 9
value = SCA

[State 2200]
type = Explod
trigger1 = AnimElem = 3
anim = 10300
postype = p1
pos = -10,-50
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
Persistent = 0

[State 2200, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[state ]
type=helper
trigger1=animelem=3
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -1000
persistent = 0

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S100,7

[State 2200, SuperPause]
Type = SuperPause
trigger1 = AnimElem = 3
Time = 92
MoveTime = 92
Darken = 0
Pos = 0,-50
Anim = -1
unhittable = 1
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 50, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 400, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = -30, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = 472, 120
PosType = Left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 50, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 400, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = -30, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 1] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = 472, 120
PosType = Left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200]
type = ChangeState
Trigger1 = Time = 92
value = 2201

[StateDef 2201]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 2201
sprpriority = 2

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,5+Random%2
channel = 0

[State 2201, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 2201, Helper]
type = Helper
trigger1 = Time = 12
ID = 2203
pos = 50,0
postype = P1
stateno = 2203
helpertype = normal
name = "Atomic_Geyser"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2201, Helper]
type = Helper
trigger1 = time = 22
ID = 2203
pos = 110,0
postype = P1
stateno = 2203
helpertype = normal
name = "Atomic_Geyser"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2201, Helper]
type = Helper
trigger1 = time = 32
ID = 2203
pos = 180,0
postype = P1
stateno = 2203
helpertype = normal
name = "Atomic_Geyser"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2201, Helper]
type = Helper
trigger1 = time = 42
ID = 2203
pos = 250,0
postype = P1
stateno = 2203
helpertype = normal
name = "Atomic_Geyser"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2201, Helper]
type = Helper
trigger1 = time = 52
ID = 2203
pos = 320,0
postype = P1
stateno = 2203
helpertype = normal
name = "Atomic_Geyser"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2201]
type = ChangeState
Trigger1 = Time = 90
value = 2202

[StateDef 2202]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 2202
sprpriority = 2

[State 2202]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

[StateDef 2203]
type = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 2208
sprpriority = 5

[State 2203, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 16
freq = 60
ampl = 4

[State 2203, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,6

[State 2203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 2203]
type = AngleDraw
trigger1 = Anim = 2208
trigger1 = Time = [0,10]
scale = 0.8 -(time-0)*0.02,2 + (time-0)*0.02

[State 2203]
type = AngleDraw
trigger1 = Anim = 2209
trigger1 = Time = [9,25]
scale = 0.8 -(time-13)*0.1,2 + (time-13)*0.1

[State 2203, ChangeAnim]
type = ChangeAnim
trigger1 = time = 10
value = 2209

[State 2203, Explod]
type = Explod
trigger1 = time = 0
anim = 2207
ID = 2207
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1.2,1
sprpriority = 6
ownpal = 1

[State 2203]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = 10,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1

[State 2203]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = -10,0
OwnPal = 1
SprPriority = 7
IgnoreHitPause = 1

[State 2203]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = 5,-2.5
OwnPal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 2203]
Type = Explod
Trigger1 = time = 0
Anim = 2106
ID = 2106
Postype = P1
Pos = 0,0
Vel = -5,-2.5
OwnPal = 1
SprPriority = 8
IgnoreHitPause = 1

[State 2203, Hitdef]
type = HitDef
trigger1 = Time >= 1 && !MoveContact
attr = S, HP
hitflag = MAF
guardflag = MA
damage = ceil(53*(root,fvar(14))),13
animtype = Hard
air.animtype = Back
ground.type= High
priority= 6, Hit
pausetime = 0, 4
sparkno = -1
guard.sparkno= -1
sparkxy	= -30+random%20,-55+random%20
hitsound = S200, 2
guardsound = S300, 0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -7,-5
guard.velocity = -6
air.velocity = -7,-5
airguard.velocity= -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority= 5
fall = 1
fall.recover= 0
air.fall = 1
yaccel = 0.4
getpower = 0
envshake.time = 10
envshake.ampl = 4
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2203, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2203, Explod]
type = Explod
trigger1 = movehit = 1
anim = 8050*10**(random%4)
pos = -35+random%60, -93+random%70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3

[State 2203, Explod]
type = Explod
trigger1 = moveguarded = 1
anim = 9000
pos = 15,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3

[State 2203, DestroySelf]
type = DestroySelf
trigger1 = time = 21

[StateDef 2300]
type = A
physics = N
velset = 0,0
anim = 2300
ctrl = 0

[State 2300]
type = Explod
trigger1 = time = 13
anim = 10300
postype = p1
pos = 0,-55
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 2300]
type = SuperPause
trigger1 = time = 13
time = 96
movetime = 96
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 2300, AfterImage]
type = AfterImage
trigger1 = time = 13
time = 999
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[state ]
type=helper
trigger1=time=13
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

[State 2300]
type = poweradd
trigger1 = AnimElem = 1
value = -1000

[State 2300, ChangeState]
type = ChangeState
trigger1 = time = 109
value = 2001

[StateDef 3000]
Type = A
Physics = N
Ctrl = 0
Anim = 3000
poweradd = 0
velset = 0,0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S410,11+Random%2
channel = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 7
value = S100,7

[State 3000]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
stateno = 3011
ID = 3011
name = "Particles"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 0

[State 3000, Helper]
Type = Helper
Trigger1 = AnimElem = 3
PauseMoveTime = 9999
SuperMoveTime = 9999
Persistent = 0
OwnPal = 1
PosType = p1
Pos = -5,-50
ID = 3010
StateNo = 3010
Name = "Charge"

[state ]
type=helper
trigger1=animelem=3
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

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

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

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

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
time = 999
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 50, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 400, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = -30, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = 472, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 50, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 400, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 2200, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = -30, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3000] ;Symbol
Type = Explod
Trigger1 = AnimElem = 3
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = 472, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

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

[State 3000, ChangeState]
type = ChangeState
trigger1 = time = 92
value = 3001

[StateDef 3001]
Type = A
Physics = N
Ctrl = 0
Anim = 3001
poweradd = 0
velset = 0,0

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

[State 3001, VelSet]
type = VelSet
trigger1 = time >= 0
trigger1 = time < 5
x = 1

[State 3001, ChangeState]
type = ChangeState
trigger1 = time = 5
value = 3002

[StateDef 3002]
Type = A
Movetype = A
Physics = N
Ctrl = 0
Anim = 3002
poweradd = 0
velset = 0,0

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,4

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

[State 3002]
type = helper
ID = 3008
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[state 3002]
type = helper
ID = 3009
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[State 3002]
type = helper
ID = 3010
stateno = 3009
Name = "Aura"
ownpal = 1
trigger1 = time = 0
Postype = p1

[State 3002, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 5
range = -130,-80

[State 3002, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 2
range = -30, 30

[State 3002, VarSet]
type = Varset
trigger1 = Time = 0
fvar(3) = 1 + 0.02*ceil(Random%21)

[State 3002, Explod]
type = Explod
trigger1 = Var(4) = 0
trigger1 = Random%3 < 2
anim = 3008
ID = 3008
pos = -40+Random%25,-60+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
vel = 0.1*var(5), 0.1*var(2)
accel = 0.01*var(2), 0.01*var(2)
ignorehitpause = 1

[State 3002, VarSet]
type = VarSet
trigger1 = time = 0
var(4) = 0
ignorehitpause = 1

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

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

[State 3002, VelSet]
type = VelSet
trigger1 = time
X = 20 - 3*(var(1))

[State 3002]
type = varset
trigger1 = time = 0
var(1) = 0
ignorehitpause = 1

[State 3002]
type = varset
trigger1 = MoveContact
var(1) = 10
ignorehitpause = 1

[State 3002]
type = varadd
trigger1 = var(1) > 0
var(1) = -1
ignorehitpause = 1

[State 3002, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 3002, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 3002, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

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

[State 3002,HitDef]
type = HitDef
trigger1 = time%2 = 1
trigger1 = var(19) < 4
attr = A, HA
animtype = hard
damage = 28,8
hitflag = MAF
guardflag = MA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 5,7
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 28+(p2movetype = A)*7
ground.hittime  = 28+(p2movetype = A)*7
guard.slidetime = 27
guard.hittime = 17
guard.velocity = -3
ground.velocity = -1,-5
air.animtype = Back
airguard.velocity = -2,-1.5
air.velocity = -2,-5
yaccel = 0.2
fall = 1
fall.recover = 0
kill = 0
Getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 3002]
Type = ChangeState
Trigger1 = FrontEdgeDist <= -150
Value = 3003

[StateDef 3003]
Type = A
Movetype = A
Physics = N
Ctrl = 0
Anim = 3002
poweradd = 0
velset = 0,0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,4

[State 3003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3003]
type = helper
ID = 3008
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[state 3003]
type = helper
ID = 3009
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[State 3003]
type = helper
ID = 3010
stateno = 3009
Name = "Aura"
ownpal = 1
trigger1 = time = 1
Postype = p1

[State 3003, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 5
range = -130,-80

[State 3003, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 2
range = -30, 30

[State 3003, VarSet]
type = Varset
trigger1 = Time = 0
fvar(3) = 1 + 0.02*ceil(Random%21)

[State 3003, Explod]
type = Explod
trigger1 = Var(4) = 0
trigger1 = Random%3 < 2
anim = 3008
ID = 3008
pos = -40+Random%25,-60+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
vel = 0.1*var(5), 0.1*var(2)
accel = 0.01*var(2), 0.01*var(2)
ignorehitpause = 1

[State 3003, VarSet]
type = VarSet
trigger1 = time = 0
var(4) = 0
ignorehitpause = 1

[State 3003, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3003, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 3003, Turn]
type = Turn
trigger1 = time = 0

[State 3003, PosSet]
type = PosSet
trigger1 = time = 0
y = enemynear,pos y

[State 3003, VelSet]
type = VelSet
trigger1 = time
X = 20 - 3*(var(1))

[State 3003]
type = varset
trigger1 = time = 0
var(1) = 0
ignorehitpause = 1

[State 3003]
type = varset
trigger1 = MoveContact
var(1) = 10
ignorehitpause = 1

[State 3003]
type = varadd
trigger1 = var(1) > 0
var(1) = -1
ignorehitpause = 1

[State 3003, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 3003, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 3003, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 3003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3003,HitDef]
type = HitDef
trigger1 = time%2 = 1
trigger1 = var(19) < 4
attr = A, HA
animtype = hard
damage = 28,8
hitflag = MAF
guardflag = MA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 5,7
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 28+(p2movetype = A)*7
ground.hittime  = 28+(p2movetype = A)*7
guard.slidetime = 27
guard.hittime = 17
guard.velocity = -3
ground.velocity = -1,-5
air.animtype = Back
airguard.velocity = -2,-1.5
air.velocity = -2,-5
yaccel = 0.2
fall = 1
fall.recover = 0
kill = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 3003]
Type = ChangeState
Trigger1 = FrontEdgeDist <= -150
Value = 3004

[StateDef 3004]
Type = A
Movetype = A
Physics = N
Ctrl = 0
Anim = 3002
poweradd = 0
velset = 0,0

[State 3004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,4

[State 3004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,2
channel = 0

[State 3004, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3004]
type = helper
ID = 3008
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[state 3004]
type = helper
ID = 3009
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[State 3004]
type = helper
ID = 3010
stateno = 3009
Name = "Aura"
ownpal = 1
trigger1 = time = 1
Postype = p1

[State 3004, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 5
range = -130,-80

[State 3004, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 2
range = -30, 30

[State 3004, VarSet]
type = Varset
trigger1 = Time = 0
fvar(3) = 1 + 0.02*ceil(Random%21)

[State 3004, Explod]
type = Explod
trigger1 = Var(4) = 0
trigger1 = Random%3 < 2
anim = 3008
ID = 3008
pos = -40+Random%25,-60+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
vel = 0.1*var(5), 0.1*var(2)
accel = 0.01*var(2), 0.01*var(2)
ignorehitpause = 1

[State 3004, VarSet]
type = VarSet
trigger1 = time = 0
var(4) = 0
ignorehitpause = 1

[State 3004, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3004, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 3004, Turn]
type = Turn
trigger1 = time = 0

[State 3004, PosSet]
type = PosSet
trigger1 = time = 0
y = enemynear,pos y

[State 3004, VelSet]
type = VelSet
trigger1 = time
X = 20 - 3*(var(1))

[State 3004]
type = varset
trigger1 = time = 0
var(1) = 0
ignorehitpause = 1

[State 3004]
type = varset
trigger1 = MoveContact
var(1) = 10
ignorehitpause = 1

[State 3004]
type = varadd
trigger1 = var(1) > 0
var(1) = -1
ignorehitpause = 1

[State 3004, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 3004, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 3004, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 3004, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3004,HitDef]
type = HitDef
trigger1 = time%2 = 1
trigger1 = var(19) < 4
attr = A, HA
animtype = hard
damage = 28,8
hitflag = MAF
guardflag = MA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 5,7
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 28+(p2movetype = A)*7
ground.hittime  = 28+(p2movetype = A)*7
guard.slidetime = 27
guard.hittime = 17
guard.velocity = -3
ground.velocity = -1,-5
air.animtype = Back
airguard.velocity = -2,-1.5
air.velocity = -2,-5
yaccel = 0.2
fall = 1
fall.recover = 0
kill = 0
Getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 3004]
Type = ChangeState
Trigger1 = FrontEdgeDist <= -150
Value = 3005

[StateDef 3005]
Type = A
Movetype = A
Physics = N
Ctrl = 0
Anim = 3002
poweradd = 0
velset = 0,0

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,4

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3005]
type = helper
ID = 3008
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[state 3005]
type = helper
ID = 3009
stateno = 3008
Name = "Thruster"
ownpal = 1
trigger1 = time = 0

[State 3005]
type = helper
ID = 3010
stateno = 3009
Name = "Aura"
ownpal = 1
trigger1 = time = 1
Postype = p1

[State 3005, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 5
range = -130,-80

[State 3005, Varrandom]
type = Varrandom
trigger1 = Var(4) = 0
v = 2
range = -30, 30

[State 3005, VarSet]
type = Varset
trigger1 = Time = 0
fvar(3) = 1 + 0.02*ceil(Random%21)

[State 3005, Explod]
type = Explod
trigger1 = Var(4) = 0
trigger1 = Random%3 < 2
anim = 3008
ID = 3008
pos = -40+Random%25,-60+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
vel = 0.1*var(5), 0.1*var(2)
accel = 0.01*var(2), 0.01*var(2)
ignorehitpause = 1

[State 3005, VarSet]
type = VarSet
trigger1 = time = 0
var(4) = 0
ignorehitpause = 1

[State 3005, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3005, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 3005, Turn]
type = Turn
trigger1 = time = 0

[State 3005, PosSet]
type = PosSet
trigger1 = time = 0
y = enemynear,pos y

[State 3005, VelSet]
type = VelSet
trigger1 = time
X = 20 - 3*(var(1))

[State 3005]
type = varset
trigger1 = time = 0
var(1) = 0
ignorehitpause = 1

[State 3005]
type = varset
trigger1 = MoveContact
var(1) = 10
ignorehitpause = 1

[State 3005]
type = varadd
trigger1 = var(1) > 0
var(1) = -1
ignorehitpause = 1

[State 3005, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 3005, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 3005, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3005,HitDef]
type = HitDef
trigger1 = time%2 = 1
trigger1 = var(19) < 4
attr = A, HA
animtype = hard
damage = 28,8
hitflag = MAF
guardflag = MA
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
pausetime = 5,7
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
hitsound = S200,2
guardsound = S300,4
ground.type = High
ground.slidetime = 28+(p2movetype = A)*7
ground.hittime  = 28+(p2movetype = A)*7
guard.slidetime = 27
guard.hittime = 17
guard.velocity = -3
ground.velocity = -1,-5
air.animtype = Back
airguard.velocity = -2,-1.5
air.velocity = -2,-5
fall = 1
fall.recover = 0
kill = 1
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 3005]
Type = ChangeState
Trigger1 = FrontEdgeDist <= -450
Value = 3006

[StateDef 3006]
Type = A
Physics = N
Ctrl = 0
Anim = 1206
poweradd = 0
velset = 0,0

[State 3006, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(facing = 1,160,-160)

[State 3006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 3006, VelSet]
type = VelSet
trigger1 = time = 0
x = -8

[State 3006, Velmul]
type = Velmul
trigger1 = time >= 23
x = 0.9

[State 3006, Turn]
type = Turn
trigger1 = time = 0

[State 3006]
Type = ChangeState
Trigger1 = Animtime = 0
Value = 3007

[StateDef 3007]
Type = A
Physics = N
Ctrl = 0
Anim = 3004
poweradd = 0
velset = 0,0
facep2 = 1

[State 3007, VelAdd]
type = VelAdd
trigger1 = time > 0
y = 0.3

[State 3007]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 52

[StateDef 3008]
type = A
movetype = I
physics = N
anim = 3005
sprpriority = 8*(1-2*ishelper(3009))

[State 3008]
type = BindToRoot
pos = 16,-60-(1-2*ishelper(3009))
facing = 1
time = 1
trigger1 = 1

[State 3008]
type = Assertspecial
flag = noshadow
trigger1 = 1

[State 3008]
type = Trans
trans = addalpha
alpha = floor(256*sin(pi/32.*(time%16))),256
trigger1 = time<15

[State 3008]
type = Trans
trans = add
trigger1 = time>14

[State 3008]
type = Null
trigger1 = fvar(0):=(.1*sin(pi/8.*(time%8))*(1-2*ishelper(3009))+1)*1.5

[State 3008]
type = AngleDraw
value = 60+(time%8)*7.5
scale = fvar(0),fvar(0)
trigger1 = ishelper(3008)

[State 3008]
type = AngleDraw
value = 180-(60+(time%8)*7.5)
scale = fvar(0),fvar(0)
trigger1 = ishelper(3009)

[State 3008]
type = DestroySelf
trigger1 = time >= 1
trigger1 = frontedgedist <= -150
trigger2 = Root,Movetype = H

[StateDef 3009]
Type = A
Physics = N
Ctrl = 0
Anim = 3007
Sprpriority = 10

[State 3009, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -55,-72

[State 3009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 3009, Trans]
type = Trans
trigger1 = 1
trans = add

[State 3009, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 2.5,2.5

[State 3009]
type = DestroySelf
trigger1 = frontedgedist <= -15
trigger2 = Root,Movetype = H
ignorehitpause = 0

[StateDef 3010]
Type = A
Physics = N
Ctrl = 0
Anim = 3006
SprPriority = 5

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[state fadein]
type=trans
trans=addalpha
alpha=8*(time+1),256
trigger1=time<32

[State 3010, Trans]
type = Trans
trigger1 = time>31
trans = add

[State 3010, AngleAdd]
type = AngleAdd
trigger1 = time > 1
trigger1 = time <= 92
value = 1

[State 3010, BindToParent]
type = BindToParent
trigger1 = 1
pos = -5,-65

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

[State 3010]
type = angledraw
trigger1 = time = [1,92]
scale = 0.3 + (time-1)*0.01,0.3 + (time-1)*0.01

[State 3010, DestroySelf]
type = DestroySelf
trigger1 = time = 92
trigger2 = Root,Movetype = H

[StateDef 3011]
Type = A
Physics = N
Movetype = I
Anim = 99999
Ctrl = 0
Velset = 0,0

[State 3011]
type = bindtoroot
trigger1= !(time%8)
pos = ceil(-193+(random/3.125)),ceil(82-(random/3.125))

[State 3011]
type = Explod
trigger1 = (time%6)=1
anim = 3008
pos = 0,0
sprpriority = ifelse(random<750,5,-1)
postype = p1
vel = ((rootdist x-7)/32.0), ((rootdist y-78)/32.0)
scale = ifelse(random<500,1,-1), ifelse(random<500,1,1)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 3011]
type = removeexplod
trigger1 = time = 92

[State 3011]
type = destroyself
trigger1 = time = 92

[StateDef 3100]
type = S
physics = N
velset = 0,0
anim = 3100
ctrl = 0

[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
PalBright = 0,0,0
PalContrast = 128,128,256
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[State 3100, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -2000

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S410,17+Random%2
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 7
value = S100,7

[State 3100, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 60
movetime = 60
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 3100, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 10350
postype = p1
pos = 0,-55
facing = 1
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[state ]
type=helper
trigger1=animelem=1
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2205
ID = 2205
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 50, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2203
ID = 2203
Pos = 400, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2206
ID = 2206
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = -30, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 1
Anim = 2204
ID = 2204
Pos = 472, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2205
ID = 2205
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 50, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2203
ID = 2203
Pos = 400, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = -256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 0, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 256, 10
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = -256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 0, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100, 4] ;Caution
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2206
ID = 2206
Pos = 256, 200
PosType = left
RemoveTime = 46
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = 1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = -30, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = 226, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100] ;Symbol
Type = Explod
Trigger1 = AnimElem = 1
Trigger1 = TeamSide = 2
Anim = 2204
ID = 2204
Pos = 472, 120
PosType = left
RemoveTime = 46
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 998
OnTop = 0
OwnPal = 1
vel = -1, 0
persistent = 0

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 7
ID = 3102
stateno = 3102
pos = 40,-50
postype = p1
bindtime = 1
ownpal = 1
name = "Explosive"
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3100, Helper]
Type = Helper
Trigger1 = AnimElem = 7
Name = "Carpet Bombing"
StateNo = 3103
ID = 3103
Pos = 0,0
PosType = Back
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3100, Helper]
type = Helper
trigger1 = AnimElem = 7,=-1
helpertype = normal
name = "Burst"
ID = 411
stateno = 411
pos = 20,-55
postype = p1
facing = 1
ownpal = 1
PauseMoveTime = 9999
SuperMoveTime = 9999

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S100,6

[State 3100, ChangeState]
type = ChangeState
trigger1 = time = 120
value = 3101

[StateDef 3101]
type = C
physics = N
velset = 0,0
anim = 3101
ctrl = 0

[State 3101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[StateDef 3102]
type = S
physics = N
anim = 3102
velset = 2.5,-10
ctrl = 0

[State 3102, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 1
scale = 1.5,1.5
ignorehitpause = 1

[State 3102, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 3102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3102, VelAdd]
type = VelAdd
trigger1 = time = 10
x = -1

[State 3102, AngleAdd]
type = AngleAdd
trigger1 = time > 10
value = -1

[State 3102, Gravity]
type = Gravity
trigger1 = 1

[State 3102, Explod]
type = Explod
trigger1 = (time%2) = 0
anim = 3103
ID = 3103
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,-0.1
random = 5,15
removetime = 30
supermove = 9999
pausemove = 9999
scale = 0.25 - time/75 , 0.25 - time/75
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 3102, DestroySelf]
type = DestroySelf
trigger1 = Time >= 75

[StateDef 3103]
type = S
physics = N
poweradd = 0
anim = 99999
ctrl = 0
sprpriority = 2

[State 3103, PlaySnd]
type = PlaySnd
trigger1 = Time = 30
trigger2 = Time = 165
value = S100,29

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 60
Name = "Bomb"
StateNo = 3104
ID = 3104
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 70
Name = "Bomb"
StateNo = 3104
ID = 3104
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 80
Name = "Bomb"
StateNo = 3104
ID = 3104
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 90
Name = "Bomb"
StateNo = 3104
ID = 3104
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 100
Name = "Bomb"
StateNo = 3104
ID = 3104
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 110
Name = "Bomb"
StateNo = 3104
ID = 3104
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 170
Name = "Bomb"
StateNo = 3104
ID = 3105
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 180
Name = "Bomb"
StateNo = 3104
ID = 3105
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 190
Name = "Bomb"
StateNo = 3104
ID = 3105
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 200
Name = "Bomb"
StateNo = 3104
ID = 3105
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 210
Name = "Bomb"
StateNo = 3104
ID = 3105
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, Helper]
Type = Helper
Trigger1 = Time = 220
Name = "Bomb"
StateNo = 3104
ID = 3105
Pos = 50,-500
PosType = Front
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3103, DestroySelf]
type = DestroySelf
trigger1 = Time >= 300

[StateDef 3104]
type = S
movetype = A
physics = N
poweradd = 0
anim = 3106
ctrl = 0
sprpriority = 2

[State 3104, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3104, VelAdd]
type = VelAdd
trigger1 = time = 20
x = -3

[State 3104, VelAdd]
type = VelAdd
trigger1 = time = 30
x = -random%10

[State 3104, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10

[State 3104, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.75,0.75

[State 3104, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 3104, VelAdd]
type = VelAdd
trigger1 = time > 15
x = 0
y = 0.1

[State 3104, HitDef]
type = HitDef
trigger1 = IsHelper(3104)
trigger1 = Time = 0
attr = A,HP
animtype  = Medium
damage = ceil(50*(root,fvar(14))),10
guardflag = HA
hitflag = MAFD
pausetime = 0,0
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20, -76
hitsound = S200,3
guardsound = S300,4
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,-5
air.velocity = 0,-1
invertall = 0
fall.recover = 0
guard.hittime = 18
guard.ctrltime = 18
fall = 1
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 3104, HitDef]
type = HitDef
trigger1 = IsHelper(3105)
trigger1 = Time = 0
attr = A,HP
animtype  = Medium
damage = ceil(25*(root,fvar(14))),10
guardflag = HA
hitflag = MAFD
pausetime = 0,0
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20, -76
hitsound = S200,3
guardsound = S300,4
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,-5
air.velocity = 0,-1
invertall = 0
fall.recover = 0
guard.hittime = 18
guard.ctrltime = 18
fall = 1
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 3104, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3104, Gravity]
trigger1 = 1
type = Gravity

[State 3104, Explod]
type = Explod
trigger1 = (time%2) = 0
anim = 3103
ID = 3103
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,-0.1
random = 5,15
removetime = 30
supermove = 9999
pausemove = 9999
scale = 0.5 - time/70 , 0.5 - time/70
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 3104, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = pos y > 0 && vel y > 0
value = 3105

[StateDef 3105]
type = A
movetype = A
physics = N
juggle  = 4
poweradd = 0
velset = 0,0
anim = 3104
ctrl = 0
sprpriority = 2

[State 3105, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,6

[State 3105, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60
ampl = -4
phase = 90

[State 3105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3105, PalFX]
type = PalFX
trigger1 = time = 0
time = -1
add = 0,0,0
mul = 200,200,255
invertall = 0
color = 256

[State 3105, Explod]
type = Explod
trigger1 = (time%3)=0
anim = 3105
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-4
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3105, HitDef]
type = HitDef
trigger1 = IsHelper(3104)
trigger1 = Time = 0
attr = A,HP
animtype = Medium
damage = ceil(50*(root,fvar(14))),10
guardflag = HA
hitflag = MAFD
pausetime = 0,0
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20, -76
hitsound = S200,3
guardsound = S300,4
guardsound = 6,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 3105, HitDef]
type = HitDef
trigger1 = IsHelper(3105)
trigger1 = Time = 0
attr = A,HP
animtype  = Medium
damage = ceil(25*(root,fvar(14))),10
guardflag = HA
hitflag = MAFD
pausetime = 0,0
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -20, -76
hitsound = S200,3
guardsound = S300,4
guardsound = 6,0
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -1,-7
air.velocity = -1,-7
fall = 1
fall.recover = 0
getpower = 0
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 3105, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3105, DestroySelf]
Type = DestroySelf
Trigger1 = animtime = 0

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

[state 3500]
type = VarSet
trigger1 = Time = 0
var(33) = 420

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

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

[StateDef 3501]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
anim = 3501
sprpriority = 2
facep2 = 1

[State 3501, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,3

[State 3501, VelSet]
type = VelSet
trigger1 = time
x = 8

[State 3501, PlayerPush]
type = PlayerPush
trigger1 = 1
value = IfElse(var(19) >= 4,0,1)

[State 3501, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 1

[State 3501, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 1

[State 3501, MoveHitReset]
type = MoveHitReset
trigger1 = Movecontact
ignorehitpause = 1

[State 3501]
type = HitDef
trigger1 = time%7 = 1
trigger1 = var(19) < 4
attr = S, SA
damage = 10,2
hitflag = MAF
guardflag = MA
priority = 5,Hit
pausetime = 5,8
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-45
hitsound = S200,2
guardsound = S300,4
animtype = hard
ground.type = Low
ground.slidetime = 9
ground.hittime = 16
fall.recovertime = 19
ground.velocity = -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.velocity = -1,-2
air.fall = 1
envshake.time = 10
envshake.ampl = 3

[State 3501]
type = HitDef
trigger1 = var(19) = 4
attr = S, SA
animtype = heavy
getpower = 0
damage = 44,12
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 0,0
guard.pausetime = 5,8
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -25,-53
hitsound = S200,10
guardsound = s300,4
ground.type = Low
ground.slidetime = 18
ground.hittime = 16
ground.velocity = 0,-10
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.velocity = 0,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 3508
envshake.time = 10
envshake.ampl = 3

[State 3501]
type = HitOverride
trigger1 = Anim = 3501
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3506

[State 3501]
type = nothitby
trigger1 = Anim = 3501
value = , NT, ST, HT
time = -1

[State 3501]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3501
trigger1 = Time = 5
trigger2 = winko
trigger2 = time >= 21
trigger3 = parent, stateno = 170
trigger4 = parent, alive = 0
Value = 3502

[State 3501, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60

[StateDef 3502]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3504
sprpriority = 1
facep2 = 1

[State 3502]
type = nothitby
trigger1 = 1
value = SCA

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

[State 3502]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3503

[State 3502]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3504

[StateDef 3503]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3504
sprpriority = 1

[State 3504, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover

[State 3504]
type = ScreenBound
trigger1 = 1
value = 1

[State 3504]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3504]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3505
sprpriority = 0
facep2 = 1

[State 3504, Explod]
type = Explod
trigger1 = time = 0
anim = 3503
ID = 3503
pos = 40,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
scale = 1,1
sprpriority = 3
removeongethit = 0

[State 3504]
type = ScreenBound
trigger1 = 1
value = 1

[State 3504]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3506]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3502
sprpriority = 1

[State 3506]
type = velset
trigger1 = AnimElemTime(3) <= 0
X =  -0.8

[State 3506]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3502
trigger1 = AnimTime = 0
trigger2 = winko
trigger2 = time >= 21
trigger3 = parent, stateno = 170
trigger4 = parent, alive = 0
Value = 3502

[State 3506]
Type = Changestate
trigger1 = AnimTime = 0
value = 3507

[StateDef 3507]
type = S
movetype = I
physics = S
poweradd = 0
ctrl = 0
anim = 3506
sprpriority = 2

[State 3507, Turn]
type = Turn
trigger1 = time = 0

[State 3507, VelSet]
type = VelSet
trigger1 = time
x = 6

[State 3507, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3507, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -60

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

[State 3508]
type = Offset
trigger1 = HitShakeOver
trigger1 = pos y<= 10
y = Const(size.mid.pos.y)

[State 3508]
type = HitVelSet
trigger1 = HitShakeOver
x = 1
y = 1
persistent = 0

[State 3508]
type = posfreeze
trigger1 = !HitShakeOver

[State 3508]
type = Veladd
trigger1 = HitShakeOver
y = GetHitVar(yaccel)

[State 3508]
type = Changeanim
trigger1 = !HitShakeOver
value = 5002

[State 3508]
type = Changeanim2
trigger1 = HitShakeOver
value = 6003

[State 3508]
type = Angleset
trigger1 = HitShakeOver
value = (time-7) * 30

[State 3508]
type = AngleDraw
trigger1 = HitShakeOver

[State 3508]
type = Angleset
trigger1 = pos y> 10
trigger1 = Vel y> 0
value = 0

[State 3508]
type = SelfState
trigger1 = pos y> 10
trigger1 = Vel y> 0
value = 5100

[StateDef 3600]
type = S
movetype = A
physics = S
juggle = 0
anim = 3500
ctrl = 0

[state 3600]
type = VarSet
trigger1 = Time = 0
var(33) = 480

[State 3600, Helper]
type = Helper
trigger1 = time = 0
ID = 3601
pos = -10,-90
postype = back
stateno = 3601
helpertype = normal
name = "Cirno"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 3600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3601]
type = A
movetype = I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3600
sprpriority = 2
facep2 = 1

[State 3601]
type = velset
trigger1 = time = 0
X = (parentdist X+72) / 8
Y = 6

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

[State 3601]
type = Gravity
trigger1 = 1

[State 3601]
type = PosSet
trigger1 = Pos Y > 0
y = 1

[State 3601]
Type = ChangeState
Trigger1 = Vel Y > 0
Trigger1 = Pos Y > 0
Value = 3602

[StateDef 3602]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3601
sprpriority = 2

[State 3602, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,0

[State 3602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3603

[StateDef 3603]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3602
sprpriority = 2

[State 3603]
type = turn
triggerall = (P2Dist X < 0)
trigger1 = Anim = 3602
trigger2 = AnimElem = 1

[State 3603, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3603, end]
type = ChangeState
trigger1 = Time = 5
value = 3604

[StateDef 3604]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3603
sprpriority = 2

[State 3604]
type = HitOverride
trigger1 = Anim = 3603
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1
stateno = 3614

[State 3604]
type = nothitby
trigger1 = Anim = 3603
value = , NT, ST, HT
time = -1

[State 3604, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3604, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3605

[StateDef 3605]
type = A
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 3604
sprpriority = 2

[State 3605, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3605, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 3605]
type = PlaySnd
trigger1 = time%9 = 0
value = S100,13

[State 3605]
type = velset
trigger1 = time = 0
X = 2.5
Y = -6

[State 3605]
type = veladd
trigger1 = time > 10
Y = 0.4

[State 3605, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 3605]
type = Helper
trigger1 = AnimElem = 1
name = "Yukianesa"
ID = 3610
postype = p1
pos = 0, 0
Stateno = 3610
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 3605]
type = HitDef
trigger1 = time%9 = 0
attr = A, SA
hitflag = MAF
guardflag = MA
damage = 21,5
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 0, 0
sparkno = S8052*10**(random%4)
guard.sparkno= S9000
sparkxy	= -30+random%20,-58+random%20
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity	= -2.2,-5
guard.velocity = -2.2
air.velocity = -2.2,-5
airguard.velocity = -2.2,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 1
fall.recovertime = 49
air.fall = 1
getpower = 0, 0
givepower = 0, 0
yaccel = 0.4
envshake.time = 10
envshake.ampl = 3

[State 3605]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 3606

[StateDef 3606]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3601
sprpriority = 2

[State 3606, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3606, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,0

[State 3606, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3607

[StateDef 3607]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3602
sprpriority = 2

[State 3607, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3607]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3602
trigger1 = Time = 5
Value = 3611

[State 3607, end]
type = ChangeState
trigger1 = Time = 5
value = 3608

[StateDef 3608]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3606
sprpriority = 2

[State 3608, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
;ignorehitpause =
;persistent =

[State 3608, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3609

[StateDef 3609]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 3607
sprpriority = 2

[State 3609, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,2

[State 3609, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3
x = 7
y = 0
;ignorehitpause =
;persistent =

[State fadeout]
type=trans
trans=addalpha
alpha=ifelse(time>=93,32*(100-time),256),ifelse(time<=91,32*(time-85),256)
trigger1=time>=85

[State 3609, DestroySelf]
type = DestroySelf
trigger1 = pos x >= 360
trigger2 = time >= 100
;ignorehitpause =
;persistent =

[StateDef 3610]
Type = A
Movetype = I
Physics = N
Anim = 3608
Ctrl = 0
Sprpriority = 5

[State 3610]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3610]
type = BindtoParent
trigger1 = 1
pos = 0, 0
ignorehitpause = 1

[State 3610]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1

[State 3610]
type = AngleAdd
trigger1 = time > 0
value = -45

[State 3610]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 3610]
type = DestroySelf
trigger1 = Parent,Stateno != 3605

[StateDef 3611]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3602
sprpriority = 1
facep2 = 1

[State 3611]
type = nothitby
trigger1 = 1
value = SCA

[State 3611]
type = ScreenBound
trigger1 = 1
value = 1

[State 3611]
type = turn
trigger1 = (P2Dist X < 0)

[State 3611]
type = ChangeState
trigger1 = RoundState = 4
trigger1 = parent, stateno = [181,189]
value = 3612

[State 3611]
type = ChangeState
triggerall = RoundState = 4
trigger1 = parent, stateno = 170
trigger2 = parent, alive = 0
value = 3613

[StateDef 3612]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3609
sprpriority = 1
facep2 = 1

[State 3612, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover

[State 3612]
type = ScreenBound
trigger1 = 1
value = 1

[State 3612]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3613]
type = S
movetype = I
physics = S
velset = 0,0
anim = 3610
sprpriority = 0
facep2 = 1

[State 3613]
type = ScreenBound
trigger1 = 1
value = 1

[State 3613]
type = nothitby
trigger1 = 1
value = SCA

[StateDef 3614]
type = S
movetype = H
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 3605
sprpriority = 1

[State 3614]
type = velset
trigger1 = AnimElemTime(3) <= 0
X =  -0.8

[State 3614]
Type = ChangeState
Trigger1 = RoundState = 3 || RoundState = 4
trigger1 = Anim = 3605
trigger1 = Time = 21
Value = 3611

[State 3614]
Type = Changestate
trigger1 = Time = 21
value = 3609

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

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S410,2
channel = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 1
Name = "Hyper"
Stateno = 10400
ID = 10400
Pos = 0,-50
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 1
Name = "Hyper"
Stateno = 10401
ID = 10401
Pos = 0,-50
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 1
Name = "Hyper"
Stateno = 10402
ID = 10402
Pos = 0,-50
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000

[State 4000]
type = SuperPause
trigger1 = AnimElem = 1
time = 180
movetime = 180
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 4000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 999
PalBright = 0,0,0
PalContrast = 256,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 4
Trans = Add1
length = 9

[state ]
type=helper
trigger1=animelem=1
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,21

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4008
ID = 4008
Pos = -256, 10
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4008
ID = 4008
Pos = 0, 10
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4008
ID = 4008
Pos = 256, 10
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4008
ID = 4008
Pos = -256, 200
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4008
ID = 4008
Pos = 0, 200
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4008
ID = 4008
Pos = 256, 200
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Symbol
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4007
ID = 4007
Pos = 50, 120
PosType = left
RemoveTime = 76
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4000] ;Symbol
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4007
ID = 4007
Pos = 226, 120
PosType = left
RemoveTime = 76
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4000] ;Symbol
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 1
Anim = 4007
ID = 4007
Pos = 400, 120
PosType = left
RemoveTime = 76
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4008
ID = 4008
Pos = -256, 10
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4008
ID = 4008
Pos = 0, 10
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4008
ID = 4008
Pos = 256, 10
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4008
ID = 4008
Pos = -256, 200
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4008
ID = 4008
Pos = 0, 200
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Caution
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4008
ID = 4008
Pos = 256, 200
PosType = left
RemoveTime = 76
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4000] ;Symbol
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4007
ID = 4007
Pos = 50, 120
PosType = left
RemoveTime = 76
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4000] ;Symbol
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4007
ID = 4007
Pos = 226, 120
PosType = left
RemoveTime = 76
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4000] ;Symbol
Type = Explod
Trigger1 = time = 0
Trigger1 = TeamSide = 2
Anim = 4007
ID = 4007
Pos = 400, 120
PosType = left
RemoveTime = 76
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4000]
Type = Helper
Trigger1 = AnimElem = 3
Name = "Charge"
Stateno = 4003
ID = 4003
Pos = 0,0
PosType = P1
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4000]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
stateno = 4007
ID = 4007
name = "Particles"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,18
persistent = 0

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S410,13+Random%2
channel = 0
persistent = 0

[State 4000, PalFX]
type = PalFX
trigger1 = Time > 12
Time = 1
add = 0+((Time-12)*2),0+((Time-12)*2),0
mul = 256,256,256
invertall = 0
color = 256

[State 4000]
type = ChangeState
trigger1 = time = 180
value = 4001

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

[State 4001]
type = EnvShake
trigger1 = AnimElem = 5
time = 165
ampl = 4
freq = 127

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,17

[State 4001]
Type = Helper
Trigger1 = AnimElem = 5
Name = "Damage"
Stateno = 4004
ID = 4004
Pos = 0,0
PosType = P1
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0

[State 4001]
Type = Helper
Trigger1 = AnimElem = 5
Name = "Nova"
Stateno = 4005
ID = 4005
Pos = 0,0
PosType = P1
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0

[State 4001]
Type = Helper
Trigger1 = AnimElem = 5
Name = "Nova2"
Stateno = 4006
ID = 4006
Pos = 0,0
PosType = P1
OwnPal = 1
IgnoreHitPause = 1
Persistent = 0

[State 4001, PalFX]
type = PalFX
trigger1 = Time > 0
Time = 1
add = 336-(Time*1),336-(Time*1),0
mul = 256,256,256
invertall = 0
color = 256

[State 4001]
type = ChangeState
trigger1 = time = 193
value = 4002

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

[State 4002, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = C
movetype = I
physics = C

[State 4001, PalFX]
type = PalFX
trigger1 = Time > 0
Time = 1
add = 96-(Time*3),96-(Time*3),0
mul = 256,256,256
invertall = 0
color = 256

[State 4002]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4003]
type = A
physics = N
Velset = 0,0
anim = 4005
sprpriority = -1

[State 4003, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,-60

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

[state fadein]
type=trans
trans=addalpha
alpha=8*(time+1),256
trigger1=time<32

[State 4003, Trans]
type = Trans
trigger1 = time>31
trans = add

[State 4003]
type = angledraw
trigger1 = time = [0,180]
scale = 2 + (time-0)*0.02,2 + (time-0)*0.02

[State 4003, AngleAdd]
type = AngleAdd
trigger1 = time%2 = 1
value = 1

[State 4003]
Type = VarAdd
Trigger1 = Time >= 150
V = 40
Value = 16

[State 4003]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 4003]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 4003, DestroySelf]
type = DestroySelf
trigger1 = time = 180

[StateDef 4004]
type = A
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4003

[State 4004, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4004, Hit]
type = HitDef
trigger1 = Time%7 = 1
trigger1 = Time <= 157
attr = A, HP
damage = ceil(25*(root,fvar(14))),7
animtype = hard
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 0,5
givepower = 30
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -15,ceil(p2dist y+enemynear,const(size.mid.pos.y))
ground.type = high
ground.slidetime = 20
ground.hittime = 22
ground.velocity = 0,-5
guard.slidetime = 10
guard.hittime = 10
guard.velocity = -4
air.velocity = 0,-5
airguard.velocity = -4
fall = 1
Fall.Recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 4004, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[state hitsound]
type=playsnd
value=300,1
trigger1=movehit=1
persistent=4

[state guardsound]
type=playsnd
value=300,0
trigger1=moveguarded=1
persistent=4

[State 4004, DestroySelf]
type = DestroySelf
trigger1 = Root,Stateno != 4001

[StateDef 4005]
type = A
physics = N
Velset = 0,0
anim = 4004
sprpriority = -1

[State 4005, BindToParent]
type = BindToParent
trigger1 = 1
pos = 20,-60

[State 4005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state fadein]
type=trans
trans=addalpha
alpha=8*(time+1),256
trigger1=time<32

[State 4005, Trans]
type = Trans
trigger1 = time>31
trans = add

[State 4005]
type = angledraw
trigger1 = time = [0,180]
scale = 1.5 + (time-0)*0.02,1.5 + (time-0)*0.02

[State 4005, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 2

[State 4005]
Type = VarAdd
Trigger1 = Time >= 150
V = 40
Value = 16

[State 4005]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 4005]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 4005, DestroySelf]
type = DestroySelf
trigger1 = Root,Stateno != 4001

[StateDef 4006]
type = A
physics = N
Velset = 0,0
anim = 4006
sprpriority = -1

[State 4006, BindToParent]
type = BindToParent
trigger1 = 1
pos = 20,-60

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

[state fadein]
type=trans
trans=addalpha
alpha=8*(time+1),256
trigger1=time<32

[State 4006, Trans]
type = Trans
trigger1 = time>31
trans = add

[State 4006]
type = angledraw
trigger1 = time = [0,180]
scale = 3 + (time-0)*0.01,3 + (time-0)*0.01

[State 4006]
Type = VarAdd
Trigger1 = Time >= 150
V = 40
Value = 16

[State 4006]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 4006]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 4006, DestroySelf]
type = DestroySelf
trigger1 = Root,Stateno != 4001

[StateDef 4007]
Type = A
Physics = N
Movetype = I
Anim = 99999
Ctrl = 0
Velset = 0,0

[State 4007]
type = bindtoroot
trigger1= !(time%8)
pos = ceil(-193+(random/3.125)),ceil(82-(random/3.125))

[State 4007]
type = Explod
trigger1 = (time%6)=1
anim = 4009
pos = 0,20
sprpriority = ifelse(random<750,5,-1)
postype = p1
vel = ((rootdist x-7)/32.0), ((rootdist y-78)/32.0)
scale = ifelse(random<500,1,-1), ifelse(random<500,1,1)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4007]
type = removeexplod
trigger1 = time = 168

[State 4007]
type = destroyself
trigger1 = time = 168

[StateDef 4500]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 4500
sprpriority = 2

[State 4500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,2

[State 4500, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 15

[State 4500, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5200,0
channel = 0

[State 4500]
Type = Helper
Trigger1 = AnimElem = 1
Name = "Hyper"
Stateno = 10400
ID = 10450
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500, Helper]
Type = Helper
Trigger1 = AnimElem = 1
Name = "Hyper"
Stateno = 10450
ID = 10450
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500, Helper]
Type = Helper
Trigger1 = AnimElem = 1
Name = "Hyper"
Stateno = 10451
ID = 10451
Pos = 0,-40
PosType = P1
OwnPal = 1
SuperMoveTime = 999
PauseMoveTime = 999
IgnoreHitPause = 1
Persistent = 0

[State 4500]
type = SuperPause
trigger1 = AnimElem = 1
time = 92
movetime = 0
anim = -1
pos = 999,999
darken = 0
unhittable = 1

[State 4500]
type = PowerAdd
trigger1 = AnimElem = 1
value = -3000
ignorehitpause = 1

[state 4500]
type=helper
trigger1=animelem=1
stateno=20000
id=20100
name="ex_effect"
ownpal=1
supermovetime=2**30*2-1
pausemovetime=2**30*2-1
ignorehitpause=1
persistent=0

[State 4500, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HT
animtype = Heavy
damage = 0,0
guardflag = MA
pausetime = 0,0
sparkno = S8050*10**(random%4)
guard.sparkno = S9000
sparkxy = -10,-70
hitsound = S200,10
guardsound = S300,4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
p2stateno = 4505
kill = 0
envshake.time = 10
envshake.ampl = 4

[State 4500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 4500]
type = Changestate
trigger1= AnimElem = 4 >= 0 && movehit
value = 4501

[StateDef 4501]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4501

[State 4501, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 7001
id = 7001
postype = p1
pos = 0, 0
keyctrl = 0
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4501, PosSet]
type = Null
trigger1 = time = 0
x = 0
y = 0

[State 4501]
type = Changestate
trigger1= AnimTime = 0
value = 4502

[StateDef 4502]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4502

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4510
ID = 4510
Pos = -256, 10
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4510
ID = 4510
Pos = 0, 10
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4510
ID = 4510
Pos = 256, 10
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4510
ID = 4510
Pos = -256, 200
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4510
ID = 4510
Pos = 0, 200
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4510
ID = 4510
Pos = 256, 200
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4509
ID = 4509
Pos = 50, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4509
ID = 4509
Pos = 226, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4509
ID = 4509
Pos = 402, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4509
ID = 4509
Pos = 578, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 1
Anim = 4509
ID = 4509
Pos = 754, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4510
ID = 4510
Pos = -256, 10
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4510
ID = 4510
Pos = 0, 10
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4510
ID = 4510
Pos = 256, 10
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4510
ID = 4510
Pos = -256, 200
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4510
ID = 4510
Pos = 0, 200
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Caution
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4510
ID = 4510
Pos = 256, 200
PosType = left
RemoveTime = 136
Scale = 0.5,0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = 1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4509
ID = 4509
Pos = 50, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4509
ID = 4509
Pos = 226, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4509
ID = 4509
Pos = 402, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4509
ID = 4509
Pos = 578, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502] ;Symbol
Type = Explod
Trigger1 = time = 56
Trigger1 = TeamSide = 2
Anim = 4509
ID = 4509
Pos = 754, 120
PosType = left
RemoveTime = 136
Scale = 0.5, 0.5
SuperMove = 1
SuperMoveTime = 999999
PauseMoveTime = 999999
SprPriority = 999
OnTop = 1
OwnPal = 1
vel = -1, 0
persistent = 0

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = time = 56
trigger2 = time = 126
trigger3 = time = 196
value = S100,21

[State 4502, Dust]
type = Explod
trigger1 = time = 56
anim = 193
pos = -15,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 274
scale = 1,1
sprpriority = 3
removeongethit = 0
ignorehitpause = 1

[State 4502, Helper]
type = Helper
trigger1 = AnimElem = 17
ID = 4509
pos = 90,-60
postype = P1
stateno = 4509
helpertype = normal
name = "Giga_Flare"
keyctrl = 0
ownpal = 1
supermovetime = 1
persistent = 0

[State 4502, Helper]
type = Helper
trigger1 = Time > 56
trigger1 = !numhelper(4519)
helpertype = normal
stateno = 4519
ID = 4519
name = "Particles"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = time = 56
value = S100,24

[State 4502]
type = EnvShake
trigger1 = time = [56,330]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4502, PlaySnd]
type = PlaySnd
trigger1 = time = 270
value = S410,16

[State 4502]
type = Changestate
trigger1= Time = 330
value = 4503

[StateDef 4503]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4503

[State 4503, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,23

[State 4503, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = -14

[State 4503, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 4528
pos = 50,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 5
removeongethit = 1

[State 4503]
type = Changestate
trigger1= Time = 120
value = 4504

[StateDef 4504]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 99999

[State 4504, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 7000
id = 7000
postype = Left
pos = 0, 0
keyctrl = 0
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 4504, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,24

[State 4504, TargetState]
type = TargetState
trigger1 = time = 0
value = 4506

[State 4504]
type = AllPalFX
trigger1= Time = 270
time = 30
sinadd = 255,255,255,120

[State 4504, Explod]
type = Explod
trigger1 = time = 300
anim = 4505
ID = 4505
pos = 0,-20
postype = Back
removetime = 900
scale = 0.6,0.6
sprpriority = 9
ontop = 0

[State 4504, HitAdd]
type = HitAdd
Trigger1 = Time > 201
trigger1 = Time%1 = 0
value = 1

[State 4504, PlaySnd]
type = PlaySnd
trigger1 = Time = 120
value = S100,28

[State 4504, Explod]
type = Explod
trigger1 = Time = 120
trigger1 = TeamSide = 1
anim = 4523
ID = 4523
pos = 22,229
postype = Left
facing = 1
vfacing = 1
bindtime = 1
removetime = 1080
scale = 0.5,0.5
sprpriority = 10
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = Time = 120
trigger1 = TeamSide = 1
anim = 4524
ID = 4524
pos = 20,230
postype = Left
facing = 1
vfacing = 1
bindtime = 1
removetime = 1080
scale = 0.5,0.5
sprpriority = 11
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = Time = 120
trigger1 = TeamSide = 1
anim = 4525
ID = 4525
pos = 40,230
postype = Left
facing = 1
vfacing = 1
bindtime = 1
removetime = 660
scale = 0.5,0.5
sprpriority = 11
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = Time = 780
trigger1 = TeamSide = 1
anim = 4526
ID = 4526
pos = 40,230
postype = Left
facing = 1
vfacing = 1
bindtime = 1
removetime = 420
scale = 0.5,0.5
sprpriority = 11
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = Time = 120
trigger1 = TeamSide = 2
anim = 4523
ID = 4523
pos = 22,229
postype = Left
facing = 1
vfacing = 1
bindtime = 1
removetime = 1080
scale = 0.5,0.5
sprpriority = 10
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = Time = 120
trigger1 = TeamSide = 2
anim = 4524
ID = 4524
pos = 20,230
postype = Left
facing = -1
vfacing = 1
bindtime = 1
removetime = 1080
scale = 0.5,0.5
sprpriority = 11
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = Time = 120
trigger1 = TeamSide = 2
anim = 4525
ID = 4525
pos = 40,230
postype = Left
facing = -1
vfacing = 1
bindtime = 1
removetime = 660
scale = 0.5,0.5
sprpriority = 11
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = Time = 780
trigger1 = TeamSide = 2
anim = 4526
ID = 4526
pos = 40,230
postype = Left
facing = -1
vfacing = 1
bindtime = 1
removetime = 420
scale = 0.5,0.5
sprpriority = 11
removeongethit = 0
ignorehitpause = 1

[State 4504, Explod]
type = Explod
trigger1 = time = 360
anim = 192
ID = 192
pos = 150,100
postype = Back
removetime = 421
scale = 0.1,0.1
sprpriority = 10
ontop = 1
vel = 0.5

[State 4504, Helper]
type = Helper
trigger1 = time = 780
ID = 4511
pos = 0,0
postype = Back
stateno = 4511
helpertype = normal
name = "Explosion"
keyctrl = 0
ownpal = 1
supermovetime = 1
persistent = 0

[State 4504]
Type = Helper
Triggerall = Time < 1150
Trigger1 = Time >= 780 && time%6
Trigger1 = (Random <= 200)
Name = "Debris"
StateNo = 4512
ID = 4512
Pos = 0,0
PosType = Front
OwnPal = 1

[State 4504, Helper]
type = Helper
trigger1 = time = 300
ID = 4513
pos = -50,-60
postype = Back
stateno = 4513
helpertype = normal
name = "Patchy_UFO"
keyctrl = 0
ownpal = 1
supermovetime = 1
persistent = 0
size.xscale = 0.5
size.yscale = 0.5

[State 4504, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 780
value = -ceil(589*fvar(14))
kill = 1

[State 4504]
type = EnvShake
trigger1 = time = [0,300]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4504]
type = envcolor
trigger1 = time = 720
value = 250,250,250
time = 10

[State 4504]
type = AllPalFX
trigger1= Time = 780
time = 60
sinadd = 255,255,255,120

[State 4504]
type = AllPalFX
trigger1= Time = 1157
time = 60
sinadd = 255,255,255,120

[State 4504]
type = EnvShake
trigger1 = time = [780,1200]
trigger1 = time%10 = 0
time = 10
ampl = 8
freq = 200

[State 4504, PlaySnd]
type = PlaySnd
trigger1 = time = 780
value = S100,22

[State 4504, TargetState]
type = TargetState
trigger1 = time = 300
value = 4507

[State 4504, TargetState]
type = TargetState
trigger1 = time = 1200
value = 4508

[State 4504, end]
type = changestate
trigger1= Time = 1200 && winko
value = 184

[State 4504]
type = Changestate
trigger1= Time = 1200
value = 4516

[StateDef 4505]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4505, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4504

[State 4505, VelSet]
type = VelSet
trigger1 = time = 0
x = -20
y = -4

[State 4505, VelSet]
type = VelSet
trigger1 = time = 60
x = 0
y = 0

[State 4505, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 4505, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[StateDef 4506]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4506, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4507

[State 4506, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = -100

[State 4506, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 4506, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 10

[State 4506, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[StateDef 4507]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4507, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4504

[State 4507, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[StateDef 4508]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4508, PalFX]
type = PalFX
trigger1 = Time = 0
time = 120
add = 0,0,0
mul = 128,128,128
sinadd = 96,96,96,4

[State 4508, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = -500

[State 4508, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4508, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4506

[State 4508] ;Gravity
type = VelAdd
Trigger1 = time > 30
y = .4

[State 4508, ChangeState]
type = ChangeState
trigger1 = !alive
value = 4518

[State 4508] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

[StateDef 4509]
type = A
physics = N
ctrl = 0
velset = 0,0
Anim = 192
sprpriority = 10

[State 4509, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 4509, Trans]
type = Trans
trigger1 = 1
trans = add

[State 4509]
type = angledraw
trigger1 = time = [0,330]
scale = 0.1 + (time-0)*0.01,0.1 + (time-0)*0.01

[State 4509, PosAdd]
type = PosAdd
trigger1 = time%2 = 1
x = 1

[State 4509, VelSet]
type = VelSet
trigger1 = Root,Stateno = 4503
x = 25

[State 4509, ChangeState]
type = ChangeState
trigger1 = Root,Stateno = 4504
value = 4510

[StateDef 4510]
type = A
physics = N
ctrl = 0
velset = 0,0
anim = 192

[State 4510, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 4510, Trans]
type = Trans
trigger1 =  1
trans = add

[State 4510, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 2.5,2.5

[State 4510, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(facing = 1,-240,240)
y = -100

[State 4510, PosAdd]
type = PosAdd
trigger1 = time >= 0
trigger1 = time < 240
x = 1

[State 4510, DestroySelf]
type = DestroySelf
trigger1 = Root,Stateno = 4504 && time = 300

[StateDef 4511]
type = A
physics = N
ctrl = 0
velset = 0,0
anim = 4508
sprpriority = 11

[State 4511, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow

[State 4511, Trans]
type = Trans
trigger1 =  1
trans = add

[State 4511, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(facing = 1,200,-200)
y = -135

[State 4511]
Type = VarAdd
Trigger1 = Time >= 400
V = 40
Value = 16

[State 4511]
Type = VarSet
Trigger1 = Var(40) >= 256
V = 40
Value = 256

[State 4511]
Type = PalFx
Trigger1 = Var(40) > 0
Time = 1
Add = 0,0,0
Mul = 256-Var(40),256-Var(40),256-Var(40)

[State 4511]
type = angledraw
trigger1 = time = [0,420]
scale = 0.5 + (time-0)*0.01,0.5 + (time-0)*0.01

[State 4511, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 1

[State 4511, DestroySelf]
type = DestroySelf
trigger1 = time = 420

[StateDef 4512]
Type = A
Physics = N
Anim = 4511+Random%6
SprPriority = 9+Random%4

[State 4512]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 4512]
Type = VarRandom
Trigger1 = Time = 0
V = 0
Range = -200,0

[State 4512]
Type = PosSet
Trigger1 = Time = 0
Y = Var(0)

[State 4512]
Type = VarRandom
Trigger1 = Time = 0
V = 1
Range = 0,20

[State 4512]
Type = VarRandom
Trigger1 = Time = 0 && Pos Y <= -60
V = 2
Range = 0,20

[State 4512]
Type = VarRandom
Trigger1 = Time = 0 && Pos Y > -60
V = 2
Range = 10,30

[State 4512]
Type = VelSet
Trigger1 = Time = 0
X = -15+Var(1)*0.5
Y = -4+Var(2)*0.5

[State 4512]
Type = VarRandom
Trigger1 = Time = 0
V = 3
Range = 0,3

[State 4512]
Type = AngleSet
Trigger1 = Time = 0
Value = Random%359

[State 4512]
Type = AngleAdd
Trigger1 = Time >= 1
Value = IfElse(Var(3) = 0, 1, IfElse(Var(3) = 1, -1, IfElse(Var(3) = 2, 2, -2)))

[State 4512]
Type = AngleDraw
Trigger1 = Anim = 4511
Scale = 0.35,0.6

[State 4512]
Type = AngleDraw
Trigger1 = Anim = 4512
Scale = 0.65,0.4

[State 4512]
Type = AngleDraw
Trigger1 = Anim = 4513
Scale = 0.3,0.4

[State 4512]
Type = AngleDraw
Trigger1 = Anim = 4514
Scale = 0.4,0.4

[State 4512]
Type = AngleDraw
Trigger1 = Anim = 4515
Scale = 0.4,0.5

[State 4512]
Type = AngleDraw
Trigger1 = Anim = 4516
Scale = 0.3,0.3

[State 4512]
Type = DestroySelf
Trigger1 = Time >= 100
Trigger2 = FrontEdgeBodyDist <= -100

[StateDef 4513]
Type = A
Physics = N
Anim = 4517
SprPriority = 10

[State 4513, VelSet]
type = VelSet
trigger1 = time
x = 1

[State 4513, ChangeState]
type = ChangeState
trigger1 = time = 160
value = 4514

[StateDef 4514]
Type = A
Physics = N
Anim = 4517
SprPriority = 10
velset = 0,0

[State 4514, Explod]
type = Explod
trigger1 = time = 50
anim = IfElse(Facing=1,4518,4519)
ID = 4518
pos = 25,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 60
scale = 0.75,0.75
sprpriority = 10

[State 4514, Explod]
type = Explod
trigger1 = time = 110
anim = 4520
ID = 4520
pos = 50,-50
postype = p1
vfacing = 1
bindtime = -1
removetime = 50
scale = 0.5,0.5
sprpriority = 10
ownpal = 1

[State 4514, PlaySnd]
type = PlaySnd
trigger1 = time = 110
value = S100,25

[State 4514, ChangeState]
type = ChangeState
trigger1 = time = 160
value = 4515

[StateDef 4515]
Type = A
Physics = N
Anim = 4517
SprPriority = 10

[State 4515, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 4515, AngleAdd]
type = AngleAdd
trigger1 = Time <= 15
trigger1 = time%1 = 0
value = 3

[State 4515, VelSet]
type = VelSet
trigger1 = time = 25
x = -25

[State 4515, PlaySnd]
type = PlaySnd
trigger1 = time = 25
value = S0,2

[State 4515, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[StateDef 4516]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4521

[State 4516, Helper]
type = Helper
trigger1 = Time = [0,60]
trigger1 = !NumHelper(8100)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 4516, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 4517

[StateDef 4517]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4522

[State 4517, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 4518]
type = U
movetype = H
physics = N

[State 4518, PosSet]
type = PosSet
trigger1 = time = 0
y = 9999
x = 9999

[State 4518, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4518, SelfState]
type = SelfState
trigger1 = life = 0
value = 5150

[StateDef 4519]
type = A
physics = N
movetype = I
anim = 99999
ctrl = 0
velset = 0,0

[State 4519, BindtoRoot]
type = BindtoRoot
trigger1 = !(time%8)
pos = ceil(-153+(random/3.125)),ceil(82-(random/3.125))

[State 4519, Explod]
type = Explod
trigger1 = (time%8) = 1
anim = 4527
sprpriority = ifelse(random < 750,5,-1)
postype = p1
vel = ((rootdist x+80)/32.0), ((rootdist y-58)/32.0)
scale = ifelse(random < 500,.5,-.5), ifelse(random < 500,.5,-.5)
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4519, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Stateno != 4502

[State 4519, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 4502

[statedef 4599]
type=s
movetype=h
physics=n
velset=0,0
ctrl=0

[state invincible]
type=hitby
value=
time=-1
trigger1=1
ignorehitpause=1

[state camera]
type=screenbound
value=0
trigger1=1
ignorehitpause=1

[state remove explods]
type=removeexplod
trigger1=!time
ignorehitpause=1

[state shut up]
type=stopsnd
channel=-1
trigger1=!time
ignorehitpause=1

[state fadeout]
type=trans
trans=addalpha
alpha=240-time*16,256
trigger1=time<16
ignorehitpause=1

[state invisible]
type=assertspecial
flag=invisible
trigger1=time>15
ignorehitpause=1

[state pos]
type=posset
x=0
y=0
trigger1=time=16
ignorehitpause=1

[statedef 4598]
type=l
movetype=i
physics=n
anim=5110
velset=0,0
ctrl=0

[state pos]
type=posset
y=0
x=0
trigger1=!time
ignorehitpause=1

[state fadein]
type=trans
trans=addalpha
alpha=8*time,256
trigger1=time<32
ignorehitpause=1

[state wakeup]
type=selfstate
value=5120
trigger1=time>=120

[Statedef 4900]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4900
sprpriority = 3

[State 4900, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 4900, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4900, 2]
type = PosSet
trigger1 = time = 0
y = (239-ScreenPos Y)-150

[State 4900, 2]
type = PalFx
trigger1 = Time <= 25
time = 1
add = -250+(Time)*10,-250+(Time)*10,-250+(Time)*10

[State 4900, 3]
type = PalFx
trigger1 = Time >= 40
time = 1
add = -(Time-40)*6,-(Time-40)*6,-(Time-40)*6

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4900
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4900
scale = .565+time/500.0,.565+time/500.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4900
scale = .615+(time-25)/750.0,.615+(time-25)/750.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4900
scale = .635+(time-40)/400.0,.635+(time-40)/400.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4901
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4901
scale = .505+time/250.0,.505+time/250.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4901
scale = .605+(time-25)/375.0,.605+(time-25)/375.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4901
scale = .645+(time-40)/200.0,.645+(time-40)/200.0

[State 4900, 4]
type = Explod
trigger1 = time = 1
anim = 4901
ID = 4902
removetime = 80
ignorehitpause = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 4900, 4]
type = ModifyExplod
trigger1 = time < 25
ID = 4902
scale = .395+time/125.0,.395+time/125.0

[State 4900, 4]
type = ModifyExplod
trigger1 = time = [25,40]
ID = 4902
scale = .595+(time-25)/187.5,.595+(time-25)/187.5

[State 4900, 4]
type = ModifyExplod
trigger1 = time > 40
ID = 4902
scale = .655+(time-40)/100.0,.655+(time-40)/100.0

[State 4900, 9]
type = DestroySelf
trigger1 = time = 80

[Statedef 7000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0
ownpal = 1
sprpriority = 7

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7000]
type = Explod
trigger1 = !NumExplod(10700)
anim = 10700
id = 10700
postype = back
pos = 0, 0
bindtime = -1
removetime = 99999
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = PlaySnd
trigger1 = (Parent,Stateno != [4504, 4599])
trigger2 = (Parent,Stateno =4516) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4521)
value = S0,12
persistent = 0
volume = 255

[State 7000]
type = Explod
triggerall = !NumExplod(10800)
trigger1 = (Parent,Stateno != [4504, 4599])
trigger2 = (Parent,Stateno =4516) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4521)
anim = 10800
id = 10800
postype = back
pos = 0, 0
bindtime = -1
scale = 1,1
sprpriority = -5
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 7000]
type = RemoveExplod
trigger1 = (Parent,Stateno != [4504, 4599])
trigger2 = (Parent,Stateno =4516) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4521)
ID = 10700

[State 7000]
type = DestroySelf
trigger1 = (Parent,Stateno != [4504,4599])
trigger2 = (Parent,Stateno =4516) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4521)

[Statedef 7001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0
ownpal = 1
sprpriority = 7

[State 7001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = TimerFreeze
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7001]
type = DestroySelf
trigger1 = (Parent,Stateno != [4501,4599])
trigger2 = (Parent,Stateno =4516) &&(Parent,time = 1)
trigger3 = (Parent,Anim = 4521)

[Statedef 7050]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999
ownpal = 1

[State 7050]
Type = VarSet
Trigger1 = Time = 0 || Time = 11
var(5) = 0

[State 7050]
Type = VarAdd
Trigger1 = time <= 10
Trigger2 = time >= 70
var(5) = 1

[State 7050]
Type = ModifyExplod
Trigger1 = Time < 10
Scale = .5,0+(Var(5)*.05)

[State 7050]
Type = ModifyExplod
Trigger1 = Time = [10,69]
Scale = .5,.5

[State 7050]
Type = ModifyExplod
Trigger1 = Time >= 70
Scale = .5,.5-(Var(5)*.05)

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10600
pos = 0,90
postype = back
sprpriority = -4
ownpal = 0
supermove = 1
persistent = 0
Removetime = 80
bindtime = -1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = Explod
trigger1 = Time = 0
anim = 10500
pos = 0,90
postype = back
sprpriority = -3
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 80
supermove = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 7050]
type = DestroySelf
trigger1 = Time = 85

[StateDef 8100]
type = A
velSet = 0,0
anim = 99999

[State 8100, VarSet]
type = VarSet
trigger1 = !Time
var(0) = Parent,var(43)

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8100, Turn]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, DestroySelf]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])

[StateDef 10400]
Type = A
MoveType = I
Physics = N
Anim = IfElse(IsHelper(10400),10400,10452)
SprPriority = 999

[State 10400]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.3

[State 10400]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.16

[State 10400]
Type = VarAdd
Trigger1 = Time = [5,8]
FV = 1
Value = 0.1

[State 10400]
Type = VarAdd
Trigger1 = Time > 8
FV = 1
Value = 0.02

[State 10400]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10400]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10400]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10400]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10400]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1), 0.75*FVar(1)

[State 10400]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10401]
Type = A
MoveType = I
Physics = N
Anim = 10401
SprPriority = 999

[State 10401]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10401]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10401]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10401]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10401]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10401]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10401]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10401]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1), 0.75*FVar(1)

[State 10401]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10402]
Type = A
MoveType = I
Physics = N
Anim = 10402
SprPriority = 999

[State 10402]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10402]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10402]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10402]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10402]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10402]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1), 0.75*FVar(1)

[State 10402]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10450]
Type = A
MoveType = I
Physics = N
Anim = 10451
SprPriority = 999

[State 10450]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10450]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10450]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10450]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10450]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10450]
Type = AngleSet
Trigger1 = Time = 0
Value = 20

[State 10450]
Type = AngleAdd
Trigger1 = Time > 0
Value = 10

[State 10450]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1), 0.75*FVar(1)

[State 10450]
Type = DestroySelf
Trigger1 = Time = 32

[StateDef 10451]
Type = A
MoveType = I
Physics = N
Anim = 10451
SprPriority = 999

[State 10451]
Type = Trans
Trigger1 = 1
Trans = Add

[State 10451]
Type = AssertSpecial
Trigger1 = 1
Flag = NoShadow

[State 10451]
Type = VarSet
Trigger1 = Time = 0
FV = 1
Value = 0.5

[State 10451]
Type = VarAdd
Trigger1 = Time = [1,4]
FV = 1
Value = 0.1

[State 10451]
Type = VarAdd
Trigger1 = Time > 4
FV = 1
Value = 0.01

[State 10451]
Type = AngleDraw
Trigger1 = 1
Scale = 0.75*FVar(1), 0.75*FVar(1)

[State 10451]
Type = DestroySelf
Trigger1 = Time = 32

[statedef 850]
type=u
movetype=i
physics=u
ctrl=!(var(31):=-1)
sprpriority=2

[state type]
type=statetypeset
statetype=s
physics=s
trigger1=!time
trigger1=statetype!=a
trigger1=command!="holddown"

[state type]
type=statetypeset
statetype=c
physics=c
trigger1=!time
trigger1=statetype!=a
trigger1=command="holddown"

[state type]
type=statetypeset
physics=a
trigger1=!time
trigger1=statetype=a

[state anim]
type=changeanim
value=ifelse(statetype=a,852,850+(statetype=c))
trigger1=!time

[state vel]
type=velset
x=0
y=0
trigger1=!time
trigger1=statetype!=a

[state success]
type=changestate
value=851
trigger1=numhelper(17000)
trigger1=helper(17000),stateno=17110
trigger2=time>=128
trigger3=time>4
trigger3=command!="hold_a"||power<=0

[state power]
type=poweradd
value=-8-(time%8=5)
trigger1=time>4
ignorehitpause=1

[statedef 851]
type=u
movetype=i
physics=n
anim=helper(17000),anim-16247
sprpriority=2
ctrl=0
facep2=(var(31):=var(31)-2)>=0

[state anim]
type=changeanim
value=853
trigger1=!time
trigger1=numhelper(17000)
trigger1=anim=855
trigger1=statetype!=a

[state type]
type=statetypeset
physics=a
triggerall=statetype=a
trigger1=!time
trigger1=var(31)<0
trigger2=time=17-4*!var(30)
trigger2=var(30)+(var(31)>=0)

[state invul]
type=hitby
value=
time=16-4*!var(30)
triggerall=!time
trigger1=var(30)
trigger2=var(31)>=0
ignorehitpause=1

[state vel]
type=velset
x=(statetype=a)*(vel x)
y=(statetype=a)*(-3+(vel y+3)*!var(30))
trigger1=!time

[state pause]
type=superpause
anim=-1
sound=-1,-1
darken=0
p2defmul=1
time=15-4*!var(30)
movetime=15-4*!var(30)
endcmdbuftime=15-4*!var(30)
pausebg=0
triggerall=!time
trigger1=var(30)
trigger2=var(31)>=0
ignorehitpause=1

[state type]
type=posfreeze
value=1
triggerall=time<17-4*!var(30)
triggerall=statetype=a
trigger1=var(30)
trigger2=var(31)>=0

[state type]
type=ctrlset
value=1
trigger1=time=15
trigger1=var(30)
trigger1=!(helper(17000),var(8)+var(36))

[state type]
type=explod
anim=99999
id=851
removetime=3
removeongethit=1
trigger1=!time
trigger1=var(30)

[state anim]
type=changeanim
value=44
elem=1
trigger1=time=16-4*!var(30)
trigger1=statetype=a

[state type]
type=changestate
value=helper(17000),var(8)+!helper(17000),var(8)*var(36)
triggerall=time>15-4*!var(30)
triggerall=var(31)>=0
trigger1=helper(17000),var(8)*(1-var(31)*(helper(17000),var(8)!=850)*(helper(17000),var(8)<1000))
trigger2=var(36)*(1-var(31)*(var(36)!=850)*(var(36)<1000))

[state end]
type=changestate
value=51*(statetype=a)+11*(statetype=c)
ctrl=1
trigger1=time>24-5*var(30)

[Statedef 860]
type    = S
movetype= H
physics = N
velset = 0,0

[state back]
type=changestate
value=150
trigger1=command="holdback"

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 860

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 861]
type    = S
movetype= H
physics = S
anim = 860

[state back]
type=changestate
value=151
trigger1=command="holdback"
trigger1=1||(var(34):=var(34)-time)||(var(35):=var(35)-time)

[State 151, 2]
type = VelSet
trigger1 = Time = var(34)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = var(35)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 862]
type    = C
movetype= H
physics = N
velset = 0,0

[state back]
type=changestate
value=152
trigger1=command="holdback"

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 861

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 863]
type    = C
movetype= H
physics = C
anim = 861

[state back]
type=changestate
value=153
trigger1=command="holdback"
trigger1=1||(var(34):=var(34)-time)||(var(35):=var(35)-time)

[State 153, 2]
type = VelSet
trigger1 = Time = var(34)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = var(35)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 864]
type    = A
movetype= H
physics = N
velset = 0,0

[state back]
type=changestate
value=154
trigger1=command="holdback"

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 862

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 865]
type    = A
movetype= H
physics = N
anim = 862

[state back]
type=changestate
value=155
trigger1=command="holdback"
trigger1=1||(var(34):=var(34)-time)||(var(35):=var(35)-time)

[State 155, 2]
type = VelAdd
trigger1=1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = var(35)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%4
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%4
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+random%3
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+random%3
persistent = 0
channel = 0

[State -2, Striker Bars]
type = Helper
trigger1 = roundstate=2
trigger1 = numhelper(10900)=0
trigger1 = var(33)!=4444
id = 10900
name = "strikerbars"
stateno = 10900
ownpal = 1
postype = left
pos = 160
ignorehitpause = 1

[state Right.]
type=helper
id=17000
stateno=17000
name="Paint the man, cut the lines"
ownpal=1
pausemovetime=99999999
supermovetime=99999999
trigger1=var(36):=0
trigger2=!numhelper(17000)
ignorehitpause=1

[state Everyone]
type=assertspecial
flag=nowalk
trigger1=numexplod(851)

[state listening?]
type=hitoverride
attr=sa,ap
stateno=851
triggerall=var(30)=[0,1]
triggerall=helper(17000),stateno=17800
triggerall=helper(17000),anim=17100
trigger1=ctrl
trigger2=stateno=[850,851]

[state Here's]
type=hitoverride
attr=c,ap
stateno=851
triggerall=var(30)=[0,1]
triggerall=helper(17000),stateno=17800
triggerall=helper(17000),anim=17101
trigger1=ctrl
trigger2=stateno=[850,851]

[state the]
type=hitoverride
attr=sca,ap
stateno=851
triggerall=var(30)=[0,1]
triggerall=helper(17000),stateno=17800
triggerall=helper(17000),anim=17102
trigger1=ctrl
trigger2=stateno=[850,851]

[state campaign]
type=reversaldef
reversal.attr=sca,aa,ap
hitflag=mafdp
sparkno=-1
hitsound=-1,-1
numhits=0
p1stateno=851
trigger1=stateno=[860,865]
trigger1=helper(17000),stateno=17800

[state intro.]
type=reversaldef
reversal.attr=
trigger1=stateno=[860,865]
trigger1=helper(17000),stateno!=17800

[State striker var]
type=null
triggerall=var(33)!=4444
trigger1=var(33)>=1
trigger1=0&&var(33):=var(33)-1
trigger2=!var(33)
trigger2=!numhelper(3501)
trigger2=!numhelper(3601)
trigger2=0&&var(33):=-2

[state dtc]
type=displaytoclipboard
text="%d %d"
params=var(31),life
trigger1=1
ignorehitpause=1

[State -2]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .8**fvar(12)))
ignorehitpause=1

[State -2]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, 1, .9**fvar(12)))
ignorehitpause=1

[State -2, VarSet]
type = VarSet
trigger1 = StateType != A || StateNo = 5210
var(18) = 0

[state airjump]
type=null
trigger1=statetype=a
trigger1=var(18)>=0
trigger1=command!="holdup"
trigger1=var(18):=-var(18)-1

[State -2]
type = RemoveExplod
trigger1= numexplod(601)
trigger1 = Stateno != 600
ID = 601

[State -2, VarSet]
Type     = VarSet
Trigger1 = Var(12) > 0
Trigger1 = StateType != A
V        = 12
Value    = 0
IgnoreHitPause = 1

[state stats]
type=null
trigger1=roundstate>2
trigger1=!numexplod(4321)
trigger1=0&&var(32):=var(32)+floor(life*100./lifemax)*1000+floor((1-enemy,life*1./enemy,lifemax)*100.)
trigger2=enemy,gethitvar(hitcount)>var(32)/1000000
trigger2=var(32):=var(32)%1000000+enemy,gethitvar(hitcount)*1000000
ignorehitpause=1

[state stats]
type=explod
id=4321
anim=99999
trigger1=roundstate>2
trigger1=!numexplod(4321)
ignorehitpause=1

[State -2, VarSet]
type = Varset
trigger1 = numenemy
fvar(13) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(13) = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(14) = ifelse(fvar(13) = 0, 1, ifelse(fvar(13) = 1, 1, .96875**fvar(13)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(14)
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*life/lifemax <= 30
v = 24
value = 1

[State -2, Helper]
type = Helper
trigger1 = Var(24) = 1
persistent = 0
id = 7050
name = "Face"
pos = 0,0
postype = P1
stateno = 7050
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State -2, 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]
type = explod
triggerall = NumExplod(160) = 0
Triggerall = statetype = S
Trigger1 = anim = 120
Trigger2 = anim = 130
Trigger3 = anim = 140
Trigger4 = anim = 150
anim = 160
id = 160
postype = p1
pos = 15,-50
sprpriority = 2
ownpal = 1
bindtime = -1
supermove = 0
removetime = -1
scale = 1,1

[state -2, 1]
type = RemoveExplod
triggerall = NumExplod(160) > 0
Trigger1 = anim != 120
Trigger1 = anim != 130
Trigger1 = anim != 140
Trigger1 = anim != 150
id = 160

[State -2, AfterImageTime]
type = afterimagetime
trigger1 = stateno != [2000,4599]
time = 0

[State -2, Explod]
type = Explod
triggerall = (time%4)=0
triggerall = time >= 4
trigger1 = Stateno = 100
trigger2 = Stateno = 105
trigger3 = Stateno = 111
trigger4 = Stateno = 116
anim = 6102
postype = p1
pos = 40*ifelse(Stateno=100||Stateno=111,-1,1),-50
random = 0,80
ID = 6102
ownpal = 1
removetime = 9
sprpriority = 2
bindtime = 1

[State -1, parry]
type=selfstate
value=851
ctrl=0
trigger1=var(30)!=2
trigger1=var(31)>1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(15) = 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(15) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(16) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(16) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(17) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(17) = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 0, 0
