
;[Eternal Things...]
[Statedef -2]

[State 0, EnvShake]
type = EnvShake
trigger1 = stateno!=[1000,1400]
time = 1
freq = 0
ampl = 0
phase = 0
ignorehitpause = 1
persistent = 1

;368B79C -p1
;368B7A0 -p2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = GlobalNoShadow
ignorehitpause = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = sysfvar(2)>=149
channel = 1
ignorehitpause = 1
persistent = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = stateno=175
channel = 1
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = roundsexisted=0
triggerall = sysfvar(2)<150
trigger1 = sysfvar(1)>100
flag = nomusic
ignorehitpause = 1

[state ]
type=varset
trigger1=numhelper(376491825)=1
trigger1=ishelper(376491825)
var(3)=7

[state 0, PosSet] 
type = PosSet
trigger1 = pos y <= -180 
y = -180

[state ]
type=assertspecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard
ignorehitpause=1
[state ]
type=assertspecial
trigger1=1
flag=noautoturn
flag2=nowalk
ignorehitpause=1
[state ]
type=ctrlset
trigger1=var(2)!=0
trigger1=stateno!=1600
trigger1=stateno!=1500
value=0+1*(roundstate=3&&ishelper=0)
[state ]
type=removeexplod
trigger1=stateno!=1500
ID=509
[state ]
type=removeexplod
trigger1=stateno!=1500
ID=510
[state ]
type=removeexplod
trigger1=stateno!=1600
ID=512
[state ]
type=selfstate
trigger1=ishelper
value=5150
ignorehitpause=1
[state ]
type=lifeadd
trigger1=numhelper(376491825)=1
trigger1=helper(376491825),var(3)=[0,6]
value=helper(376491825),var(2)
absolute=1
ignorehitpause=1
[state ]
type=lifeset
trigger1=numhelper(376491825)
trigger1=helper(376491825),var(3)=7
value=lifemax
ignorehitpause=1
[state ]
type=offset
trigger1=!ishelper
trigger1=var(0)!=0
trigger1=numhelper(376491825)=1
trigger1=helper(376491825),anim!=[303,304]
x=35*helper(376491825),facing
y=-105
[state ]
type=posset
trigger1=!ishelper
trigger1=pos Y>0
y=0
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper&&name=""
trigger1=numenemy>0
fvar(0)=abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1)
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper&&name=""
trigger1=numenemy>0
fvar(1)=(enemy(0),pos y)-pos y
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper&&name=""
triggerall=numenemy>0
trigger1=numenemy=2
fvar(2)=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)
ignorehitpause=1
[state ]
type=varset
triggerall=!ishelper&&name=""
triggerall=numenemy>0
trigger1=numenemy=2
fvar(3)=(enemynear,pos y)-pos y
ignorehitpause=1
[state ]
type=null
triggerall=!ishelper
triggerall=roundstate=2
trigger1=fvar(4):=((4*(command="holdfwd"))+(-4*(command="holdback")))||1
trigger1=fvar(5):=((4*((command="holddown"&&pos Y<-1)||(var(59)=1&&fvar(1)>135)))+(-4*(command="holdup"&&!(var(59)=1&&fvar(1)>135))))||1
[state ]
type=velset
trigger1=!ishelper
x=fvar(4)+(fvar(4)*3)*(command="holdz")
ignorehitpause=1
[state ]
type=velset
trigger1=!ishelper
y=fvar(5)+(fvar(5)*3)*(command="holdz")
ignorehitpause=1
[state ]
type=velset
triggerall=!ishelper
trigger1=roundstate!=2
trigger2=stateno=1600
trigger3=var(2)=0
x=0
y=0
ignorehitpause=1
[state ]
type=varset
trigger1=ctrl
var(2)=1
ignorehitpause=1
[state ]
type=varset
trigger1=numhelper(376491825)
trigger1=helper(376491825),gethitvar(damage)
trigger1=var(2)=0
var(3)=1
ignorehitpause=1
[state ]
type=poweradd
trigger1=numhelper(376491825)
value=helper(376491825),var(1)
ignorehitpause=1
[state ]
type=powerset
trigger1=var(3)!=0
trigger1=var(2)=0
value=powermax
ignorehitpause=1

;[Effects]
[State -10EXYV]
type = PalFX
trigger1 = 1
time = 1
add = 30,30,30
mul = 80,80,80
sinadd = 12,12,12,70 
invertall = 0
color = 0
persistent = 256
ignorehitpause = 1
[State -10EXYV]
type = AfterImage
trigger1 = !time
time = -1
palmul = -256,-256,-256
length = 6
framegap = 1
trans = add1
persistent = 256
ignorehitpause = 1
[State -10EXYV]
type = Explod
trigger1 = gametime%3=1
removetime = 27
pos = 0,0
postype=p1
bindtime = 1
anim = 22+random%7
scale = 0.15+(0.5*ifelse(gametime%3=0,0,ifelse(gametime%3=1,1,-1))),0.15+(0.5*ifelse(gametime%3=0,0,ifelse(gametime%3=1,1,-1)))
sprpriority = 65534
ontop = 0
OwnPal = 1
pausemovetime = -1
supermovetime = -1
persistent = 256
ignorehitpause = 1


;[System]
[State 0, Explod]
type = Explod
trigger1 = !numexplod(65536)
anim = 3
ID = 65536
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
scale = 0.25,0.25
sprpriority = 2147483647**gametime
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 256
[State 0, Explod]
type = Explod
trigger1 = !numexplod(1)
anim = 4
ID = 1
pos = 96,207
postype = left
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
scale = 0.3,0.3
sprpriority = 2147483647**gametime
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 256
[State 0, Explod]
type = Explod
trigger1 = !numexplod(2)
anim = 5
ID = 2
pos = 48,225
postype = left
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
scale = 0.2,0.3
sprpriority = 2147483647**gametime
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 256
[State 0, Explod]
type = Explod
trigger1 = !numexplod(3)
anim = ifelse(var(58)!=gametime,1016,sysvar(4))
ID = 3
pos = 48,226
postype = left
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
scale = 0.28,0.25
sprpriority = 2147483647
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 256
[State 0, Explod]
type = Explod
trigger1 = !numexplod(4)
anim = ifelse(var(58)!=gametime,2028,ifelse(enemy,name="Enigma"&&enemy,authorname="mhz",2026,ifelse(enemy,name=""&&enemy,authorname="Rin",2027,2000+sysvar(3))))
ID = 4
pos = 95,208
postype = left
bindtime = -1
removetime = -1
supermovetime = -1
pausemovetime = -1
scale = 0.37,0.33
sprpriority = 2147483647
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 256
[State 0, Helper]
type = Helper
triggerall = roundstate>=2
triggerall = numhelper(10101010)=0
trigger1 = gametime%250=1
helpertype = Normal
name = "Core.System"
ID = 10101010
stateno = 1010
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
persistent = 256
[State 0, PlaySnd]
type = PlaySnd
triggerall = roundstate>=2
trigger1 = gametime%250=1
value = S0,2
volume = 255
channel = 28
lowpriority = -1
freqmul = ifelse(random%2=1,0.8,0.9)
ignorehitpause = 1
persistent = 256
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = var(58)=gametime
triggerall = sysvar(4)>999
trigger1 = roundstate=2&&gametime%60=1
id = 3
ignorehitpause = 1
persistent = 256
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(3007)=0
id = 3012
ignorehitpause = 1
persistent = 256
[State ] 
type=varset
trigger1=1
sysfvar(1)=ifelse(sysfvar(1)<0,0,sysfvar(1)+1)
ignorehitpause=1
[State ] 
type=varset
trigger1 = 1
sysfvar(0) = ifelse(sysfvar(0)<0,0,sysfvar(0)+1)
ignorehitpause=1
[State ] 
type=varset
trigger1 = command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
sysfvar(0) = 0
ignorehitpause=1
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = var(58)=gametime
trigger1 = roundstate=2&&sysvar(4)=999
id = 4
ignorehitpause = 1
persistent = 256
[State 0, VarSet]
type = VarSet
triggerall = var(58)=gametime
trigger1 = roundstate<2||sysvar(4)=999
sysvar(4)=1010
ignorehitpause = 1
persistent = 256
[State 0, VarSet]
type = VarAdd
triggerall = var(58)=gametime
trigger1 = roundstate=2&&sysvar(4)=1010&&gametime%60=1
sysvar(3)=1
ignorehitpause = 1
persistent = 256
[State 0, VarAdd]
type = VarAdd
triggerall = var(58)=gametime
triggerall = sysvar(4)>999
trigger1 = roundstate=2&&gametime%60=1
sysvar(4)=-1
ignorehitpause = 1
persistent = 256
[State 0, PlaySnd]
type = PlaySnd
triggerall = var(58)=gametime
triggerall = sysvar(4)>999
trigger1 = roundstate=2&&gametime%60=1
value = S0,1
volume = 255
channel = 30
lowpriority = -1
freqmul = 1.0
ignorehitpause = 1
persistent = 256
[State 0, SprPriority]
type = SprPriority
trigger1 = !ishelper
value = 65535
ignorehitpause = 1
persistent = 256
[State 0, PlaySnd]
type = PlaySnd
triggerall = roundstate<3
trigger1 = !ishelper
value = S9998,0
volume = 999
channel = 31
lowpriority = -1
freqmul = 1.0
loop = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = roundstate>=3
channel = 31
ignorehitpause = 1
persistent = 256
[State System]
type = DisplayToClipboard
trigger1 = 1
text = "jmX(E}WX-C333-}UUU-xwwwP_j0X,0PZ+G4PYRX500001E>0EERX3G01G0)G0=0010RXs2SX+G0-C333-}UUU-pwwwPZj0X,03B01B0)J0TX-ABDD-ABDD-rwwwP\\0%.s%.s%%%%898dC6I"
params = 476,2147483647
ignorehitpause = 1
[State System]
type = DisplayToClipboard
trigger1 = 1
text = "jmX(E}WX-C333-}UUU-xwwwP_j0X,0PZ+G4PYRX500001E>0EERX3G01G0)G0=0010RXs2SX+G0-C333-}UUU-pwwwPZj0X,03B01B0)J0TX-ABDD-ABDD-rwwwP\\0%.s%.s%%%%898dC6I"
params = 480,2147483647
ignorehitpause = 1
[State NotHitBy]
type = NotHitBy
trigger1 = !ishelper
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = -1
ignorehitpause = 1
persistent = 256
[State Void]
type = Turn
trigger1 = !ishelper
trigger1 = p2dist x<0
ignorehitpause = 1
persistent = 256
;[State Sanity]
;type = ChangeAnim
;trigger1=animelem=23
;trigger1=var(0):=1
;value = ifelse(sysvar(3)=2,7,3)
;ignorehitpause = 1
;persistent = 256
[State 0, SelfState]
type = SelfState
trigger1 = !(command="x"||command="y"||command="z"||command="a"||command="b"||command="c")
trigger1 = (stateno!=1000||stateno!=1100||stateno!=1200||stateno!=1300||stateno!=1400)
value = 120
ignorehitpause = 1
persistent = 256
[State 0, SelfState]
type = SelfState
trigger1 = command="a"&&sysfvar(0)<500
value = 1000
ignorehitpause = 1
persistent = 256
[State 0, SelfState]
type = SelfState
trigger1 = command="b"&&sysfvar(0)<250
value = 1100
ignorehitpause = 1
persistent = 256
[State 0, SelfState]
type = SelfState
trigger1 = command="x"&&!numexplod(3000)
value = 1200
ignorehitpause = 1
persistent = 256
[State 0, SelfState]
type = SelfState
trigger1 = command="y"&&sysfvar(0)<233
value = 1300
ignorehitpause = 1
persistent = 256
[State 0, SelfState]
type = SelfState
trigger1 = command="c"&&sysfvar(0)<215
value = 1400
ignorehitpause = 1
persistent = 256

;[Intro]
;Metti qua intro.

[Statedef 256]
type = U
movetype = U
physics = U
poweradd = 0
movehitpersist = 1
hitdefpersist = 1
[State Sanity]
type = LifeSet
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 256
[Statedef 512]
type = U
movetype = U
physics = U
poweradd = 0
movehitpersist = 1
hitdefpersist = 1
[State ]
type=LifeSet
trigger1=1
value=0
ignorehitpause=1
[State ]
type=Null
trigger1=1||var(353):=-1
ignorehitpause=1
[Statedef 1024]
type = U
movetype = U
physics = U
poweradd = 0
movehitpersist = 1
hitdefpersist = 1
[State Sanity]
type = LifeSet
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 256

[Statedef -2048]
type = U
movetype=H
physics=N
velset=0,0
[State ]
type=RemoveExplod
trigger1=1
ID=-1
persistent=256
ignorehitpause=1

[Statedef -3]

[State ] ;SYS1
type = Projectile
triggerall = roundstate=2
triggerall = sysvar(3)=1
trigger1 = random<120
projanim = 1
projremove = 0
projremovetime = 1
projstagebound = 2147483647
attr = SCA,AA,AT,AP
hitflag = MAFDP
animtype = Hard
damage = 2147483647,2147483647
priority = 7,Hit
getpower = 0,0
givepower = 0,0
pausetime = 0,1
sparkno = -1
sparkxy = 0,0
hitsound = -1
guard.sparkno = -1
guard.dist = 0
guardsound = -1
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,0
ground.type = High
air.velocity = 0,-0
air.fall = 1
fall.recover = 0
numhits = 0
kill = 1
affectteam = B
pausemovetime = -1
supermovetime = -1
ignorehitpause = 1
persistent = 256

[State Sanity] ;SYS3
type = Projectile
triggerall = roundstate=2
triggerall = sysvar(3)=3
trigger1 = random<120
projanim = 1
projremove = 0
projremovetime = 1
projstagebound = 2147483647
attr = SCA,AA,AT,AP
hitflag = MAFDP
animtype = Hard
damage =0,0
priority= 7,Hit
getpower = 0,0
givepower = 0,0
pausetime = 0,1
sparkno = -1
sparkxy = 0,0
hitsound = -1
guard.sparkno = -1
guard.dist = 0
guardsound = -1
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,2147483647
ground.type = High
air.velocity = 0,2147483647
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 2147483647
numhits = 0
kill = 1
affectteam = B
pausemovetime = -1
supermovetime = -1
ignorehitpause = 1
persistent = 256

[State Sanity] ;SYS4
type = Projectile
triggerall = roundstate=2
triggerall = sysvar(3)=4
trigger1 = random<120
projanim = 1
projremove = 0
projremovetime = 1
projstagebound = 2147483647
attr = SCA,AA,AT,AP
hitflag = MAFDP
guardflag =
animtype = Hard
damage = 0,0
priority = 7,Hit
getpower = 0,0
givepower = 0,0
pausetime = 0,1
sparkno = -1
sparkxy = 0,0
hitsound = -1
guard.sparkno = -1
guard.dist = 0
guardsound = -1
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,0
ground.type = High
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 0
numhits = 0
kill = 1
p2stateno = 256
affectteam = B
pausemovetime = -1
supermovetime = -1
ignorehitpause = 1
persistent = 256

[State Beta-2 Dageki Ayu Ayu Killer] ;SYS5
type=Projectile
triggerall = roundstate=2
triggerall = sysvar(3)=5
trigger1 = random<120
attr=SCA,AA,AP,AT
damage=2147483647,2147483647
fall.damage=0
getpower=0
givepower=0
animtype=light
pausetime=0,0
offset=0,0
velocity=0,0
accel=0,0
projanim=1
projhitanim=-1
projremanim=-1
projscale=1,1
projhits=1
projpriority=1
projremovetime=1
guardflag=
hitflag=MAFDP
priority=7,Hit
sparkno=-1
sparkxy=0,0
guard.sparkno=-1
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=0
ground.hittime=0
ground.velocity=0,0
air.velocity=0,0
air.juggle=1
p2stateno=ifelse(random%2,121+random%9,random+random*1000+random*1000000)
p2getp1state=0
ignorehitpause=1

[State Beta-3 !Time Penetration Throw] ;SYS6
type=Projectile
triggerall = roundstate=2
triggerall = sysvar(3)=6
trigger1 = random<120
attr=SCA,AA,AP,AT
damage=0,0
fall.damage=0
getpower=0
givepower=0
animtype=light
pausetime=0,0
offset=0,0
velocity=0,0
accel=0,0
projanim=1
projhitanim=-1
projremanim=-1
projscale=1,1
projhits=1
projpriority=1
projremovetime=1
guardflag=
hitflag=MAFDP
priority=7,Hit
sparkno=-1
sparkxy=0,0
guard.sparkno=-1
hitsound=-1
guardsound=-1
ground.type=none
ground.slidetime=0
ground.hittime=0
ground.velocity=0,0
air.velocity=0,0
air.juggle=1
p2stateno=-1
p2getp1state=1
ignorehitpause=1

[State Beta-4 Palno Tampering Throw] ;SYS7
type=Projectile
triggerall = roundstate=2
triggerall = sysvar(3)=7
trigger1 = random<120
attr=SCA,AA,AP,AT
damage=0,0
fall.damage=0
getpower=0
givepower=0
animtype=light
pausetime=0,0
offset=0,0
velocity=0,0
accel=0,0
projanim=1
projhitanim=-1
projremanim=-1
projscale=1,1
projhits=1
projpriority=1
projremovetime=1
guardflag=
hitflag=MAFDP
priority=7,Hit
sparkno=-1
sparkxy=0,0
guard.sparkno=-1
hitsound=-1
guardsound=-1
ground.type=none
ground.slidetime=0
ground.hittime=0
ground.velocity=0,0
air.velocity=0,0
air.juggle=1
p2stateno=512
ignorehitpause=1

[State Beta-5 Gametime Penetration Throw] ;NON FUNZIONA ;SYS8
type=Projectile
triggerall = roundstate=2
triggerall = sysvar(3)=8
trigger1 = random<120
trigger1 = 1||var(var(var(4938572)+ifelse(teamside=1,46932,46936))+1394-1):=gametime+var(var(var(4938572)+ifelse(teamside=1,46932,46936))+1398)
attr=SCA,AA,AP,AT
damage=0,0
fall.damage=0
getpower=0
givepower=0
animtype=light
pausetime=0,0
offset=0,0
velocity=0,0
accel=0,0
projanim=1
projhitanim=-1
projremanim=-1
projscale=1,1
projhits=1
projpriority=1
projremovetime=1
guardflag=
hitflag=MAFDP
priority=7,Hit
sparkno=-1
sparkxy=0,0
guard.sparkno=-1
hitsound=-1
guardsound=-1
ground.type=none
ground.slidetime=0
ground.hittime=0
ground.velocity=0,0
air.velocity=0,0
air.juggle=1
p2stateno=256
ignorehitpause=1

[state ]
type=varset
triggerall=!ishelper
trigger1=command="AI00"||command="AI01"||command="AI02"||command="AI03"||command="AI04"
trigger2=command="AI05"||command="AI06"||command="AI07"||command="AI08"||command="AI09"
trigger3=command="AI10"||command="AI11"||command="AI12"||command="AI13"||command="AI14"
trigger4=command="AI15"||command="AI16"||command="AI17"||command="AI18"||command="AI19"
trigger5=command="AI20"||command="AI21"||command="AI22"||command="AI23"||command="AI24"
trigger6=command="AI25"||command="AI26"||command="AI27"||command="AI28"||command="AI29"
trigger7=command="AI30"||command="AI31"||command="AI32"||command="AI33"||command="AI34"
trigger8=command="AI35"||command="AI36"||command="AI37"||command="AI38"||command="AI39"
trigger9=command="AI40"||command="AI41"||command="AI42"||command="AI43"||command="AI44"
trigger10=command="AI45"||command="AI46"||command="AI47"||command="AI48"||command="AI49"
trigger11=command="AI50"||command="AI51"||command="AI52"||command="AI53"||command="AI54"
trigger12=command="AI55"||command="AI56"||command="AI57"||command="AI58"||command="AI59"
var(59)=1