; Boss char by OSL Sigma
; He's not cheap, the selfstate ctrls is just my style of bosses.
;-----------------------------------
; var usage list for this boss char
;-----------------------------------
; - Constants -
;   fvar(10) - Max HP
;   fvar(11) - Current HP
;   var(10) - Mana Capacity
;   var(11) - Current Mana
;   sysvar(4) - Difficulty Level
;   var(59) - AI Difficulty offset
; - Conditionals -
;   **Root**
;     var(40) - Is in death state animation (is not done)
;   **Helper**
;     var(50) - Helper's Type ID
; - Modifiers -
;   fvar(20) - Attack Power Scaler
;   fvar(21) - Armor Power Scaler
;   fvar(22) - Skill Damage Scaler
; - Display -
;   fvar(15) - Damage Trailer Scale

;Basic Attack Damage: 31%

;Skills (damage is increased by skill damage. All of them cannot be blocked):
;- Supression Strike - Costs 650 Mana
;--- Deals 130% of attack damage and 14% extra damage based on target's max hp

;- Divine Burst - Costs 1030 Mana
;--- Deals 127% of attack damage across the whole screen.

;- Void Nightmare - Costs 600 Mana
;--- Deals 175% of attack damage to the nearest enemy and petrifies it for 4 seconds, recovers when hit.

;- Death Blast - Costs 1285 Mana
;--- Deals 150% of attack damage across the whole screen and burn them, dealing 2% of attack damage
;    per 1/6 of a second for 5 seconds.

;- Soul Light - Costs 885 Mana
;--- Deals 104% of attack damage to the nearest enemy, and absorb 10% of their power bar as mana.
;    (Only 1/3 of that stolen)
;---------------------------------------------------------------------------
[Statedef -2]
;Settings!
;Base Stage Level?
[State optionBaseStage]
type=VarAdd
trigger1=!var(58)
sysvar(4)=10
ignorehitpause=1
[State optionAI]
type=VarSet
trigger1=1;Auto 0 - off, 1 - on
;DO NOT EDIT ANYTHING BELOW!















































































trigger2=AIlevel
var(59)=1
ignorehitpause=1
[State TimerCheck]
type=Null
trigger1=1||var(58):=var(58)+1
ignorehitpause=1
[State LevelChecker]
type=VarAdd
trigger1=var(58)=1
sysvar(4)=roundno-1
ignorehitpause=1
[State Win or Lose?]
type=VarAdd
triggerall=!ishelper
trigger1=winko||loseko
sysvar(3)=1
ignorehitpause=1
[State 0, PosSet]
type=PosSet
trigger1=pos x>240
x=240
ignorehitpause=1
[State 0, PosSet]
type=PosSet
trigger1=pos x<-240
x=-240
ignorehitpause=1
[State You win or lose, who knows?]
type=Explod
trigger1=!ishelper
trigger1=sysvar(3)=45
anim=40000+(winko*1000)
ID=40000
pos=160,120
postype=left
facing=1
bindtime=-1
removetime=-1
pausemovetime=65535
scale=0.47,0.47
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Results?]
type=StopSnd
triggerall=!ishelper
trigger1=sysvar(3)=48
channel=-1
ignorehitpause=1
[State Defeat]
type=PlaySnd
triggerall=!ishelper
trigger1=winko
trigger1=sysvar(3)=49
value=40000,170
ignorehitpause=1
[State Victory]
type=PlaySnd
triggerall=!ishelper
trigger1=loseko
trigger1=sysvar(3)=49
value=40000,180
ignorehitpause=1
[State Results? Go slow mo then]
type=Pause
trigger1=sysvar(3)>50
time=4
ignorehitpause=1
[State Owowowowowwwww...]
type=SelfState
trigger1=!ishelper
trigger1=var(36)>=7000+(2600*var(4))
trigger1=anim!=5300
value=5555
ignorehitpause=1
[State Only focus on the enemy]
type=ScreenBound
trigger1=1
value=0
ignorehitpause=1
[State Helper Stuff]
type=SelfState
trigger1=ishelper(90000)
value=90000
ignorehitpause=1
[State Mana BG]
type=Explod
trigger1=!ishelper
trigger1=var(10);No error please
anim=20000
ID=20100
pos=10,234
postype=left
facing=1
bindtime=-1
removetime=1
scale=150.0,.25
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Mana]
type=Explod
trigger1=!ishelper
trigger1=var(10);No error please
anim=21100
ID=20100
pos=10,234
postype=left
facing=1
bindtime=-1
removetime=1
scale=((var(11)*1.0)/(var(10)*1.0))*150.0,.25
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Health BG (root)]
type=Explod
trigger1=!ishelper
trigger1=fvar(10);No error please
anim=20000
ID=20000
pos=10,230
postype=left
facing=1
bindtime=-1
removetime=1
scale=150.0,.5
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Health (root)]
type=Explod
trigger1=!ishelper
trigger1=fvar(10);No error please
trigger1=fvar(15);this too.
trigger1=fvar(11)>0
anim=21000
ID=20000
pos=10,230
postype=left
facing=1
bindtime=-1
removetime=1
scale=(fvar(15)*300.0)*.5,.5
sprpriority=1
ontop=1
ownpal=1
ignorehitpause=1
[State Health (root)]
type=Explod
trigger1=!ishelper
trigger1=fvar(10);No error please
trigger1=fvar(11)>0
anim=21001
ID=20000
pos=10,230
postype=left
facing=1
bindtime=-1
removetime=1
scale=((fvar(11)/fvar(10))*300.0)*.5,.5
sprpriority=5
ontop=1
ownpal=1
ignorehitpause=1
[State Health BG (helpers)]
type=Explod
trigger1=ishelper
trigger1=fvar(10);No error please
anim=20000
ID=20000
pos=20*-facing,-68
postype=p1
facing=facing
bindtime=-1
removetime=1
scale=20.0,.25
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Health (helpers)]
type=Explod
trigger1=ishelper
trigger1=fvar(10);No error please
trigger1=fvar(15);this too.
trigger1=fvar(11)>0
anim=21000
ID=20000
pos=20*-facing,-68
postype=p1
facing=facing
bindtime=-1
removetime=1
scale=(fvar(15)*40.0)*.5,.25
sprpriority=1
ontop=1
ownpal=1
ignorehitpause=1
[State Health (helpers)]
type=Explod
trigger1=ishelper
trigger1=fvar(10);No error please
trigger1=fvar(11)>0
anim=21001
ID=20000
pos=20*-facing,-68
postype=p1
facing=facing
bindtime=-1
removetime=1
scale=((fvar(11)/fvar(10))*40.0)*.5,.25
sprpriority=5
ontop=1
ownpal=1
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)<=200
fvar(10)=ceil(7485+((46+(sysvar(4)*0.2811))*sysvar(4)))/1000000.000000
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[201,250]
fvar(10)=ceil(39948+((744+((sysvar(4)-201)*6))*(sysvar(4)-201)))/1000000.000000
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[251,300]
fvar(10)=ceil(91367+((1366+((sysvar(4)-251)*9))*(sysvar(4)-251)))/1000000.000000
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[301,350]
fvar(10)=ceil(180061+((4386+((sysvar(4)-301)*18.3))*(sysvar(4)-301)))/1000000.000000
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[351,400]
fvar(10)=ceil(439128+((2733+((sysvar(4)-351)*31.852))*(sysvar(4)-351)))/1000000.000000
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[401,450]
fvar(10)=ceil(572831+((13788+((sysvar(4)-401)*234.71))*(sysvar(4)-401)))/1000000.000000
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)>450
fvar(10)=ceil(1513338+((64189+((sysvar(4)-451)*0.37))*(sysvar(4)-451)))/1000000.000000
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=ishelper(10000)
trigger1=!fvar(10)
fvar(10)=root,fvar(10)*.0751
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=ishelper(10010)
trigger1=!fvar(10)
fvar(10)=root,fvar(10)*.0748
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=fvar(10)
trigger1=!fvar(11)
fvar(11)=fvar(10)
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=!fvar(15)
fvar(15)=fvar(11)/fvar(10)
ignorehitpause=1
[State HealthVar]
type=VarSet
trigger1=roundstate=2
trigger1=fvar(15)>(fvar(11)/fvar(10))
fvar(15)=fvar(15)-(((fvar(15)-(fvar(11)/fvar(10)))/43.27)+.000025)
ignorehitpause=1
[State ArmorVar]
type=VarSet
trigger1=!ishelper
fvar(21)=(1.024+(sysvar(4)*.0062))
ignorehitpause=1
[State ArmorVar]
type=VarSet
trigger1=ishelper
fvar(21)=(1+(root,sysvar(4)*.0054))
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[0,200]
fvar(20)=(.5+(sysvar(4)*.000686))
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[201,250]
fvar(20)=(1.131+((sysvar(4)-201)*.01293))
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[251,300]
fvar(20)=(2.184+((sysvar(4)-251)*.02317))
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[301,350]
fvar(20)=(8.488+((sysvar(4)-301)*.06114))
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[351,400]
fvar(20)=(13.132+((sysvar(4)-351)*.04892))
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)=[401,450]
fvar(20)=(21.222+(((sysvar(4)-401)*.08281)**1.6538))
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)>450
fvar(20)=(31.755+(((sysvar(4)-451)*0.00081)))
ignorehitpause=1
[State SkillDamageVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)<=350
fvar(22)=1.00
ignorehitpause=1
[State SkillDamageVar]
type=VarSet
trigger1=!ishelper
trigger1=sysvar(4)>200
fvar(22)=(1.05+((sysvar(4)-201)*(0.000004+(sysvar(4)/833162.5))))
ignorehitpause=1
[State 0, AttackMulSet]
type=AttackMulSet
trigger1=!ishelper
value=fvar(20)
ignorehitpause=1
[State AttackVar]
type=VarSet
trigger1=ishelper
fvar(20)=root,fvar(20)**1.02
ignorehitpause=1
[State ManaVar]
type=VarSet
trigger1=!ishelper
trigger1=!var(10)
var(11)=4000
ignorehitpause=1
[State ManaVar]
type=VarSet
trigger1=!ishelper
var(10)=8000
ignorehitpause=1
[State ManaVar]
type=VarAdd
trigger1=!ishelper
trigger1=var(11)<var(10)
trigger1=gametime%10=1
var(11)=1
ignorehitpause=1
[State 0, AttackMulSet]
type=AttackMulSet
trigger1=ishelper
trigger1=!ishelper(1310)
value=fvar(20)
ignorehitpause=1
[State 0, AttackMulSet]
type=AttackMulSet
trigger1=ishelper(1310)
value=root,fvar(20)
ignorehitpause=1
[State OW]
type=VarAdd
trigger1=numhelper(90000)
trigger1=!ishelper
fvar(11)=((helper(90000),gethitvar(damage)*ifelse(anim=5300,2,1))/fvar(21))/-1000000.000000
ignorehitpause=1
[State OW]
type=VarAdd
trigger1=ishelper
fvar(11)=(gethitvar(damage)/fvar(21))/-1000000.000000
ignorehitpause=1
[State 0, Helper]
type=Helper
triggerall=!ishelper
trigger1=numhelper(10000)<8
trigger1=gametime%32=17
trigger1=random<8+ifelse(sysvar(4)>430,43,sysvar(4)/10)
trigger2=!numhelper(90000)
helpertype=player
name="Lil Class Clown"
ID=10000
stateno=10000
pos=0,-floor(pos y)
postype=p1
facing=1
keyctrl=0
ownpal=1
;Im tiny
size.xscale=0.25
size.yscale=0.25
size.ground.front=6
size.ground.back=6
ignorehitpause=1
[State 0, Helper]
type=Helper
triggerall=!ishelper
trigger1=numhelper(10010)<8
trigger1=gametime%32=17
trigger1=random<8+ifelse(sysvar(4)>430,43,sysvar(4)/10)
trigger2=!numhelper(90000)
helpertype=player
name="Pet this cat, I dare you"
ID=10010
stateno=10010
pos=0,-floor(pos y)
postype=p1
facing=1
keyctrl=0
ownpal=1
;I am just a bit smaller, but wider...
size.xscale=0.505
size.yscale=0.505
size.ground.front=12
size.ground.back=11
ignorehitpause=1
[State 0, Helper]
type=Helper
trigger1=!numhelper(90000)
helpertype=player
name="Hit me"
ID=90000
stateno=90000
pos=0,0
postype=p1
facing=1
keyctrl=0
ownpal=1
;Cant See mee!
size.xscale=0
size.yscale=0
size.ground.front=0
size.ground.back=0
ignorehitpause=1
[State I can't be physically touched, that is what an armor helper is for.]
type=NotHitBy
trigger1=!ishelper
value=SCA
ignorehitpause=1
[State I dont want him to be insta-killed for balancing reasons.]
type=LifeSet
trigger1=!ishelper
value=ifelse(fvar(10)&&fvar(11)<=0,0,lifemax)
ignorehitpause=1
[State Can't (not in absolute ways only) kill me]
type=LifeSet
trigger1=ishelper
value=lifemax
ignorehitpause=1
[State Helper Stuff]
type=SelfState
triggerall=anim!=0
triggerall=!gethitvar(damage)
trigger1=ishelper(10000)
trigger2=ishelper(10010)
trigger3=ishelper(1310)
value=anim
ignorehitpause=1
[State VarAdds]
type=VarAdd
trigger1=!ishelper
trigger1=helper(90000),gethitvar(damage)
v=36
value=4+ceil((helper(90000),gethitvar(damage)/0.32)**.6368)
ignorehitpause=1
[State VarAdds]
type=VarAdd
trigger1=gametime%6=1&&var(36)
v=36
value=-1
ignorehitpause=1
[State Show Stuffies]
type=DisplayToClipboard
trigger1=!ishelper
text="var(36)[StunVar]=%i/%i,HP %.0f/%.0f,Mana:%i/%i\n"
params=var(36),7000+(2600*var(4)),fvar(11)*1000000,fvar(10)*1000000,var(11),var(10)
ignorehitpause=1
[State Show Stuffies]
type=DisplayToClipboard
trigger1=ishelper
text="HP %.0f/%.0f\n"
params=fvar(11)*1000000,fvar(10)*1000000
ignorehitpause=1
[State Show Stuffies]
type=AppendToClipboard
trigger1=1
text="Attack:%.0f,Armor:%.0f,Stage:%i,SkillDamageScale:x%.2f"
params=const(data.attack)*fvar(20),const(data.defence)*fvar(21),sysvar(4),fvar(22)
ignorehitpause=1
[State Palletes]
type=RemapPal
trigger1=sysvar(4)<=150
source=10000,0
dest=10000,0
ignorehitpause=1
[State Palletes]
type=RemapPal
trigger1=sysvar(4)<=150
source=10010,0
dest=10010,0
ignorehitpause=1
[State Palletes]
type=RemapPal
trigger1=sysvar(4)=[151,450]
source=10000,0
dest=10000,1
ignorehitpause=1
[State Palletes]
type=RemapPal
trigger1=sysvar(4)=[151,450]
source=10010,0
dest=10010,1
ignorehitpause=1
[State Palletes]
type=RemapPal
trigger1=sysvar(4)>450
source=10000,0
dest=10000,2
ignorehitpause=1
[State Palletes]
type=RemapPal
trigger1=sysvar(4)>450
source=10010,0
dest=10010,2
ignorehitpause=1
[State I have reasons]
type=SelfState
triggerall=!ishelper
triggerall=anim!=170
trigger1=(roundstate=4&&(losetime||drawgame))||(loseko&&!matchover)
value=170
ignorehitpause=1
[State I take a dance on your ass]
type=SelfState
triggerall=!ishelper
triggerall=anim!=181
trigger1=roundstate=4&&win
value=181
ignorehitpause=1
[State I'm not cheap, kay?]
type=SelfState
triggerall=!ishelper
trigger1=(anim=0)||(anim=181)||(anim=170&&!loseko)
trigger2=(anim=200)||(anim=[1000,1002])||(anim=1100)||(anim=1200)||(anim=1300)||(anim=1400)
value=anim
ignorehitpause=1
[State Self]
type=SelfState
triggerall=!ishelper
trigger1=(anim=[20,21])
value=20
ignorehitpause=1
[State Self]
type=SelfState
triggerall=!ishelper
trigger1=anim=5300
value=5555
ignorehitpause=1
[Data]
;Amount of life to start with
life=1000000
power=-1
;attack power (more is stronger)
attack=100
;defensive power (more is stronger)
defence=36
;Percentage to increase defense everytime player is knocked down
fall.defence_up=50
;Time which player lies down for, before getting up
liedown.time=60
;Number of points for juggling
airjuggle=15
;Default hit spark number for HitDefs
sparkno=2
;Default guard spark number
guard.sparkno=40
;1 to enable echo on KO
KO.echo=0
;Volume offset (negative for softer)
volume=255
;Variables with this index and above will not have their values
;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.
IntPersistIndex=60
FloatPersistIndex=40

[Size]
xscale=2.0        ;Horizontal scaling factor.
yscale=2.0        ;Vertical scaling factor.
ground.back=17     ;Player width (back, ground)
ground.front=37    ;Player width (front, ground)
air.back=12        ;Player width (back, air)
air.front=12       ;Player width (front, air)
height=50          ;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 =0.5      ;Walk forward
walk.back=-0.4     ;Walk backward
run.fwd =4.9, 0    ;Run forward (x, y)
run.back=-4.5,-3.8 ;Hop backward (x, y)
jump.neu=0,-8.4    ;Neutral jumping velocity (x, y)
jump.back=-2.55    ;Jump back Speed (x, y)
jump.fwd=2.5       ;Jump forward Speed (x, y)
runjump.back=-2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd=4,-8.1      ;.
airjump.neu=0,-8.1      ;.
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=.38         ;Vertical acceleration
stand.friction=.85  ;Friction coefficient when standing
crouch.friction=.82 ;Friction coefficient when crouching
stand.friction.threshold=2
crouch.friction.threshold=.05
air.gethit.groundlevel=25
air.gethit.groundrecover.ground.threshold=-20
air.gethit.groundrecover.groundlevel=10
air.gethit.airrecover.threshold=-1
air.gethit.airrecover.yaccel=.35
air.gethit.trip.groundlevel=15
down.bounce.offset=0, 20
down.bounce.yaccel=.4
down.bounce.groundlevel=12
down.friction.threshold=.05

[Quotes]
victory1="YOU DIED, GAME OVER"
;---------------------------------------------------------------------------
;Idle
[Statedef 0]
movetype=I
type=S
physics=S
[State Anim]
type=ChangeAnim
trigger1=anim!=0
value=0
ignorehitpause=1
[State Move it you idiot!]
type=ChangeState
trigger1=command="holdfwd"||command="holdback"
trigger1=ctrl;When I CAN move
value=20
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Walking
[Statedef 20]
movetype=I
type=S
physics=S
[State Anim]
type=ChangeAnim
triggerall=!var(59)
trigger1=anim!=ifelse(command="holdback",21,20)
value=ifelse(command="holdback",21,20)
ignorehitpause=1
[State Anim]
type=ChangeAnim
triggerall=var(59)
trigger1=anim!=ifelse(enemynear,movetype=A,21,20)
value=ifelse(enemynear,movetype=A,21,20)
ignorehitpause=1
[State Move]
type=VelSet
trigger1=!var(59)
x=ifelse(command="holdback",const(velocity.walk.back.x),const(velocity.walk.fwd.x))
ignorehitpause=1
[State Move]
type=VelSet
trigger1=var(59)
x=ifelse(enemynear,movetype=A,const(velocity.walk.back.x),const(velocity.walk.fwd.x))
ignorehitpause=1
[State HALT!]
type=ChangeState
trigger1=command!="holdfwd"&&command!="holdback"
trigger1=ctrl;When I CAN move
triggerall=!var(59)
value=0
ignorehitpause=1
[State HALT!]
type=ChangeState
trigger1=random<300&&gametime%30=1
triggerall=var(59)
value=0
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Blah Blah lock me here
[Statedef 120]
movetype=U
type=U
physics=U
hitdefpersist=1
[State You are nothing of that kind.]
type=Null
trigger1=1
ignorehitpause=1
;---------------------------------------------------------------------------
;"I am ded" for boss
[Statedef 5150]
movetype=U
type=U
physics=U
hitdefpersist=1
[State TF2 anyone?]
type=Null
trigger1=1
ignorehitpause=1
;Im dizzy...
[Statedef 5555]
anim=ifelse(anim=5300,-1,5300)
movetype=H
type=U
physics=U
ctrl=0
hitdefpersist=1
[State VarSets]
type=VarSet
trigger1=animelem=1;It wont repeat it over and over,
v=3
value=60*12
[State VarSets]
type=VarSet
trigger1=1
v=36
value=0
[State VarAdds]
type=VarAdd
trigger1=1
v=3
value=-1
[State VarAdds]
type=VarAdd
trigger1=var(3)=0
v=4;Times recovered.
value=1
[State Recover]
type=SelfState
trigger1=var(3)<0
value=0
ctrl=1
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Armor
[Statedef 90000]
movetype=I
type=S
physics=S
[State Anim]
type=ChangeAnim
trigger1=1
value=root,anim
elem=root,animelemno(0)
ignorehitpause=1
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=90000
ignorehitpause=1
[State Stay on me]
type=BindToRoot
trigger1=1
facing=1
pos=0,0
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
;---------------------------------------------------------------------------
;Lil' Donald Minion
[Statedef 10000]
movetype=I
type=S
physics=S
[State Anim]
type=ChangeAnim
trigger1=anim!=10000
value=10000
ignorehitpause=1
[State WE WON]
type=ChangeState
trigger1=root,anim=181
trigger1=random<66;Just like IRL
value=10005
ignorehitpause=1
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10003
ignorehitpause=1
[State Get Him!]
type=ChangeState
trigger1=random<64
trigger1=root,ctrl
value=10001
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10001]
movetype=I
type=S
physics=N
[State WE WON]
type=ChangeState
trigger1=root,anim=181
trigger1=random<181;Just like IRL
value=10005
ignorehitpause=1
[State Move]
type=VelAdd
trigger1=vel x<1.25
x=0.094
[State Anim]
type=ChangeAnim
trigger1=anim!=10001
value=10001
ignorehitpause=1
[State Oh, Wrong Way.]
type=Turn
trigger1=p2dist x<0
ignorehitpause=1
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10003
ignorehitpause=1
[State Attack!]
type=ChangeState
trigger1=p2bodydist x=[-10,35]
trigger1=random<20
value=10002
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10002]
movetype=A
type=S
physics=S
hitdefpersist=1
[State Anim]
type=ChangeAnim
trigger1=anim!=10002
value=10002
ignorehitpause=1
[State Hit]
type=HitDef
trigger1=animelem=2
attr=S,NA
damage=8,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=5,12
sparkno=0
guard.sparkno=40
sparkxy=0,0
hitsound=5,0
guardsound=6,0
ground.type=High
ground.slidetime=8
ground.hittime =8
guard.hittime =8
guard.ctrltime=8
ground.velocity=-4,0
airguard.velocity=-1.9,-.8
air.type=High
air.velocity=-1.4,-3
air.hittime=12
fall.recovertime=18
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10003
ignorehitpause=1
[State Done]
type=ChangeState
trigger1=!animtime
value=10000
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10003]
movetype=H
type=S
physics=S
hitdefpersist=1
[State Anim]
type=ChangeAnim
trigger1=gethitvar(damage)
value=10003
ignorehitpause=1
[State OW]
type=NotHitBy
trigger1=gethitvar(damage)
value=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time=2
ignorehitpause=1
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10003
ignorehitpause=1
[State Done]
type=ChangeState
trigger1=!animtime
value=10000
ignorehitpause=1
[State Dead]
type=ChangeState
trigger1=fvar(10)&&fvar(11)<=0
value=10004
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10004]
movetype=H
type=S
physics=N
hitdefpersist=1
[State Anim]
type=ChangeAnim
trigger1=anim!=10004
value=10004
ignorehitpause=1
[State Blast Off]
type=VelSet
trigger1=animelemtime(1)=2
x=-1.8
y=-8
ignorehitpause=1
[State Down we go]
type=Gravity
trigger1=animelemtime(1)>2
ignorehitpause=1
[State Death Cry]
type=PlaySnd
trigger1=animelemtime(1)=2
value=12000,1
ignorehitpause=1
[State Delete]
type=DestroySelf
trigger1=pos y>140 
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10005]
movetype=I
type=S
physics=S
[State Anim]
type=ChangeAnim
trigger1=anim!=10005
value=10005
ignorehitpause=1
[State I WON]
type=PlaySnd
trigger1=animelemtime(1)=2
value=12000,0
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
;---------------------------------------------------------------------------
;Kitty Girl Minion
[Statedef 10010]
movetype=I
type=S
physics=S
[State Anim]
type=ChangeAnim
trigger1=anim!=10010
value=10010
ignorehitpause=1
[State WE WON]
type=ChangeState
trigger1=root,anim=181
trigger1=random<66;Just like IRL
value=10015
ignorehitpause=1
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10013
ignorehitpause=1
[State Get Him!]
type=ChangeState
trigger1=random<64
trigger1=root,ctrl
value=10011
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10011]
movetype=I
type=S
physics=N
[State WE WON]
type=ChangeState
trigger1=root,anim=181
trigger1=random<181;Just like IRL
value=10015
ignorehitpause=1
[State Move] ;I am faster than ronald!
type=VelAdd
trigger1=vel x<2.6
x=0.272
[State Anim]
type=ChangeAnim
trigger1=anim!=10011
value=10011
ignorehitpause=1
[State Oh, Wrong Way.]
type=Turn
trigger1=p2dist x<0
ignorehitpause=1
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10013
ignorehitpause=1
[State Attack!]
type=ChangeState
trigger1=p2bodydist x=[-10,100]
trigger1=random<20
value=10012
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10012]
movetype=A
type=S
physics=S
hitdefpersist=1
[State Anim]
type=ChangeAnim
trigger1=anim!=10012
value=10012
ignorehitpause=1
[State Hit]
type=HitDef
trigger1=animelem=5
attr=S,NA
damage=14,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=4,12
sparkno=0
guard.sparkno=40
sparkxy=0,0
hitsound=5,3
guardsound=6,0
ground.type=High
ground.slidetime=15
ground.hittime=20
ground.velocity=-15,0
airguard.velocity=-1.9,-.8
air.type=High
air.velocity=-1.4,-3
air.hittime=12
fall.recovertime=18
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10013
ignorehitpause=1
[State Done]
type=ChangeState
trigger1=!animtime
value=10010
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10013]
movetype=H
type=S
physics=S
hitdefpersist=1
[State Anim]
type=ChangeAnim
trigger1=gethitvar(damage)
value=10013
ignorehitpause=1
[State OW]
type=NotHitBy
trigger1=gethitvar(damage)
value=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time=2
ignorehitpause=1
[State OW]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=1
stateno=10013
ignorehitpause=1
[State Done]
type=ChangeState
trigger1=!animtime
value=10010
ignorehitpause=1
[State Dead]
type=ChangeState
trigger1=fvar(10)&&fvar(11)<=0
value=10014
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10014]
movetype=H
type=S
physics=N
hitdefpersist=1
[State Anim]
type=ChangeAnim
trigger1=anim!=10014
value=10014
ignorehitpause=1
[State Blast Off]
type=VelSet
trigger1=animelemtime(1)=2
x=-1.8
y=-8
ignorehitpause=1
[State Down we go]
type=Gravity
trigger1=animelemtime(1)>2
ignorehitpause=1
[State Death Cry]
type=PlaySnd
trigger1=animelemtime(1)=2
value=12001,0
ignorehitpause=1
[State Delete]
type=DestroySelf
trigger1=pos y>140 
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
[Statedef 10015]
movetype=I
type=S
physics=S
[State Anim]
type=ChangeAnim
trigger1=anim!=10015
value=10015
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=5150
ignorehitpause=1
;---------------------------------------------------------------------------
;I died, but its not over yet.
[Statedef 170]
type=S
ctrl=0
anim=ifelse(anim=170,-1,170)
velset=0,0
[State Hit]
type=NotHitBy
trigger1=1
value=SCA
time=1
[State Lock]
type=SelfState
trigger1=!loseko
value=120
ignorehitpause=1
[State Waiting too long isn't my type.]
type=SelfState
trigger1=loseko
value=5150
ignorehitpause=1
;---------------------------------------------------------------------------
[Statedef 180]
type=S
[State Just one is all.]
type=ChangeState
trigger1=1
value=181
;---------------------------------------------------------------------------
;Win
[Statedef 181]
type=S
ctrl=0
anim=ifelse(anim=181,-1,181)
velset=0,0
[State SpecialAssertion]
type=AssertSpecial
trigger1=animelemtime(1)<500
flag=roundnotover
[State Sound]
type=PlaySnd
trigger1=animelemtime(1)=2
value=1,2
volume=200
[State Hit]
type=NotHitBy
trigger1=1
value=SCA
time=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
[Statedef 191]
type=S
ctrl=0
anim=0
velset=0,0
[State I do not want an intro dipshit.]
type=ChangeState
trigger1=1
value=0
;---------------------------------------------------------------------------
;Attack Basic
[Statedef 200]
type=S
movetype=A
physics=S
hitdefpersist=1
movehitpersist=1
juggle=1
velset=0,0
ctrl=0
anim=ifelse(anim=200,-1,200)
poweradd=6 
sprpriority=2
[State Sound]
type=PlaySnd
trigger1=animelemtime(4)=2
value=15,2
[State Hit]
type=HitDef
trigger1=animelem=5
attr=S,NA
damage=31,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=0,0
sparkno=0
guard.sparkno=40
sparkxy=-64,-44
hitsound=5,3
guardsound=6,0
ground.type=High
ground.slidetime=8
ground.hittime =8
guard.hittime =8
guard.ctrltime=8
ground.velocity=-8,-3
airguard.velocity=-5,-2
air.type=High
air.velocity=-7.5,-2.75
air.hittime=12
fall.recovertime=18
[State 0, VarAdd]
type=VarAdd
trigger1=movehit
var(11)=5
ignorehitpause=1
[State State End]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Supression Strike
[Statedef 1000]
type=A
movetype=A
physics=N
hitdefpersist=1
juggle=1
ctrl=0
anim=ifelse(anim=1000,-1,1000)
sprpriority=2
[State 0, VarAdd]
type=VarAdd
trigger1=animelem=1
var(11)=-650
ignorehitpause=1
[State 0, VelSet]
type=VelSet
trigger1=animelem=3
x=.8+abs(p2dist x/128.6)
y=-15
ignorehitpause=1
[State State End]
type=ChangeState
trigger1=pos y<-300
value=1001
ctrl=0
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Part 2
[Statedef 1001]
type=A
movetype=A
physics=N
hitdefpersist=1
juggle=1
ctrl=0
anim=ifelse(anim=1001,-1,1001)
sprpriority=2
[State Coming Down]
type=VelAdd
trigger1=1
y=0.85
ignorehitpause=1
[State Hit]
type=HitDef
trigger1=animelem=4
attr=S,NA
damage=1,0
animtype=Light
guardflag=
hitflag=MAF
priority=3,Hit
pausetime=8,0
sparkno=-1
guard.sparkno=-1
sparkxy=-64,-44
hitsound=-1
guardsound=-1
ground.type=High
ground.slidetime=8
ground.hittime =8
guard.hittime =8
guard.ctrltime=8
ground.velocity=-1,9
airguard.velocity=-1,9
air.type=High
air.velocity=-7.5,-2.75
air.hittime=12
fall.recovertime=18
[State State End]
type=ChangeState
trigger1=pos y>0
value=1002
ctrl=0
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Part 3
[Statedef 1002]
type=S
movetype=A
physics=S
movehitpersist=1
velset=0,0
juggle=1
ctrl=0
anim=ifelse(anim=1002,-1,1002)
sprpriority=2
[State 0, PosSet]
type=PosSet
trigger1=1
y=0
ignorehitpause=1
[State Slam!]
type=PlaySnd
trigger1=animelem=1
value=60002,0
ignorehitpause=1
[State Slam!]
type=EnvShake
trigger1=animelem=1
time=6
freq=150
ampl=-9
ignorehitpause=1
[State I just cracked the ground?]
type=Explod
trigger1=animelem=1
anim=92000
ID=90000
pos=12,0
postype=p1
facing=1
bindtime=1
removetime=-2
scale=0.735,0.43
sprpriority=-99
ontop=0
ownpal=1
ignorehitpause=1
[State Hit]
type=HitDef
trigger1=animelem=1
attr=S,NA
damage=floor(130*fvar(22)),0
animtype=Light
guardflag=
hitflag=MAF
priority=3,Hit
pausetime=0,0
sparkno=-1
guard.sparkno=-1
sparkxy=-64,-44
hitsound=-1
guardsound=-1
ground.type=trip
ground.slidetime=8
ground.hittime =8
guard.hittime =8
guard.ctrltime=8
ground.velocity=-1,-7
airguard.velocity=-1,-7
air.type=High
air.velocity=-1,-7
air.hittime=12
fall.recovertime=18
fall=1
[State Extra Damage]
type=TargetLifeAdd
trigger1=movehit
value=-ceil(enemynear,lifemax*.14)
kill=1
absolute=1
ignorehitpause=1
[State State End]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Divine Burst
[Statedef 1100]
type=S
movetype=A
physics=S
hitdefpersist=1
movehitpersist=1
velset=0,0
juggle=1
ctrl=0
anim=ifelse(anim=1100,-1,1100)
sprpriority=2
[State 0, VarAdd]
type=VarAdd
trigger1=animelem=1
var(11)=-1030
ignorehitpause=1
[State 0, PosSet]
type=PosSet
trigger1=1
y=0
ignorehitpause=1
[State INCOMING!]
type=PlaySnd
trigger1=animelem=3
value=60000,0
ignorehitpause=1
[State BOOOOOOOM!]
type=PlaySnd
trigger1=animelem=6
value=60000,1
ignorehitpause=1
[State BOOOOOOOM!]
type=EnvShake
trigger1=animelem=6
time=20
freq=160
ampl=-15
ignorehitpause=1
[State INCOMING!]
type=Explod
trigger1=animelem=3
anim=91003
ID=91000
pos=160,0
postype=left
facing=1
bindtime=1
removetime=-2
scale=1.2,99
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State INCOMING!]
type=Explod
trigger1=animelem=3
anim=91000
ID=91000
pos=floor(pos x*-facing),-8800
postype=p1
facing=1
bindtime=1
removetime=44
scale=3.2,2.5
vel=0,197.5
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Sword has landed!]
type=Explod
trigger1=animelem=6
anim=91001
ID=91000
pos=floor(pos x*-facing),0
postype=p1
facing=1
bindtime=1
removetime=-2
scale=3.2,2.5
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Sword has landed!]
type=Explod
trigger1=animelem=6
anim=91002
ID=91000
pos=floor(pos x*-facing),0
postype=p1
facing=1
bindtime=1
removetime=-2
scale=0.8,0.8
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Hit]
type=HitDef
trigger1=animelem=6
attr=S,NA
damage=floor(127*fvar(22)),0
animtype=Light
guardflag=
hitflag=MAF
priority=3,Hit
pausetime=0,0
sparkno=-1
guard.sparkno=-1
sparkxy=-64,-44
hitsound=-1
guardsound=-1
ground.type=trip
ground.slidetime=8
ground.hittime =8
guard.hittime =8
guard.ctrltime=8
ground.velocity=-1,-7
airguard.velocity=-1,-7
air.type=High
air.velocity=-1,-7
air.hittime=12
fall.recovertime=18
fall=1
[State State End]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Void Nightmare
[Statedef 1200]
type=S
movetype=A
physics=S
hitdefpersist=1
velset=0,0
juggle=1
ctrl=0
anim=ifelse(anim=1200,-1,1200)
sprpriority=2
[State 0, VarAdd]
type=VarAdd
trigger1=animelem=1
var(11)=-600
ignorehitpause=1
[State Shwoop]
type=PlaySnd
trigger1=animelem=3
value=60004,0
ignorehitpause=1
[State Shwoop]
type=Explod
trigger1=animelem=3
anim=90001
ID=92000
pos=0,-50
postype=p2
facing=1
bindtime=1
removetime=-2
scale=0.64,0.64
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Shwoop]
type=Explod
trigger1=animelem=3
anim=90003
ID=92000
pos=0,-50
postype=p2
facing=1
bindtime=1
removetime=-2
scale=0.43,0.43
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Shwoop]
type=Explod
trigger1=animelem=3
anim=90000
ID=92000
pos=0,-50
postype=p2
facing=1
bindtime=1
removetime=-2
scale=0.4,0.4
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State Shwoop]
type=Explod
trigger1=animelem=3
anim=90002
ID=92000
pos=0,-50
postype=p2
facing=1
bindtime=1
removetime=-2
scale=0.4,0.4
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State ]
type=Projectile
trigger1=animelem=3
attr=S,SP
projanim=1210
projpriority=2147483647
projsprpriority=2147483647
projremove=1
projremovetime=10
postype=p2
offset=0,-50
animtype=diagup
damage=175,0
guardflag=
hitflag=MAFD
pausetime=0,0
guard.pausetime=0,0
sparkno=-1
sparkxy=-1
hitsound=-1
guard.sparkno=-1
guardsound=-1
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-5
air.velocity=0,-5
fall=1
fall.recover=0
p2stateno=1201
[State State End]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;V.N. Custom State
[Statedef 1201]
type=S
movetype=H
physics=S
velset=0,0
juggle=1
ctrl=0
sprpriority=2
[State Frozen]
type=ChangeAnim
trigger1=1
value=anim
elem=animelemno(0)
ignorehitpause=1
[State Stone]
type=PalFX
trigger1=1
time=1
add=0,0,0
mul=256,256,256
invertall=0
color=0
ignorehitpause=1
[State Recover]
type=HitOverride
trigger1=1
attr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot=0
stateno=5000
time=2
ignorehitpause=1
[State Go Back]
type=SelfState
trigger1=time>240
value=5050
ctrl=0
ignorehitpause=1
;---------------------------------------------------------------------------
;Death Blast
[Statedef 1300]
type=S
movetype=A
physics=S
hitdefpersist=1
velset=0,0
juggle=1
ctrl=0
anim=ifelse(anim=1300,-1,1300)
sprpriority=2
[State 0, VarAdd]
type=VarAdd
trigger1=animelem=1
var(11)=-1285
ignorehitpause=1
[State Shwoop]
type=PlaySnd
trigger1=animelem=5
value=60003,0
ignorehitpause=1
[State Shwoop]
type=Explod
trigger1=animelem=5
anim=93000
ID=93000
pos=0,120
postype=left
facing=1
bindtime=1
removetime=-2
scale=2.0,10
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State 0, Helper]
type=Helper
trigger1=animelem=5
helpertype=player
name="Target"
ID=1310
stateno=1310
pos=160,0
postype=left
facing=1
keyctrl=0
ownpal=1
;Cant see me!
size.xscale=0
size.yscale=0
size.ground.front=0
size.ground.back=0
ignorehitpause=1
[State State End]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Death Blast Helper
[Statedef 1310]
type=S
movetype=A
hitdefpersist=1
movehitpersist=1
physics=S
anim=ifelse(anim=1310,-1,1310)
[State Target Get]
type=HitDef
trigger1=!numtarget
attr=S,NA
damage=150,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=0,0
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardsound=-1
ground.type=High
ground.slidetime=8
ground.hittime=8
guard.hittime=8
guard.ctrltime=8
ground.velocity=-8,-3
airguard.velocity=-5,-2
air.type=High
air.velocity=-7.5,-2.75
air.hittime=12
fall.recovertime=18
palfx.time=300
palfx.sinadd=40,30,3,10
palfx.color=0
palfx.mul=256,188,30
palfx.add=60,-25,0
ignorehitpause=1
[State Target Get]
type=ReversalDef
trigger1=numtarget
reversal.attr=,NP
sparkno=-1
hitsound=-1
ignorehitpause=1
[State TargetBurn]
type=TargetLifeAdd
trigger1=numtarget
trigger1=animelemtime(1)%10=2
value=-ceil((const(data.attack)*root,fvar(20))*.02)
kill=1
absolute=1
ignorehitpause=1
[State DestroySelf]
type=DestroySelf
trigger1=!animtime
ignorehitpause=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Soul Light
[Statedef 1400]
type=S
movetype=A
physics=S
hitdefpersist=1
velset=0,0
juggle=1
ctrl=0
anim=ifelse(anim=1400,-1,1400)
sprpriority=2
[State 0, VarAdd]
type=VarAdd
trigger1=animelem=1
var(11)=-885
ignorehitpause=1
[State Shwoop]
type=PlaySnd
trigger1=animelem=5
value=60001,0
ignorehitpause=1
[State Shwoop]
type=Explod
trigger1=animelem=5
anim=94000
ID=92000
pos=floor(enemynear,screenpos x),0
postype=left
facing=1
bindtime=1
removetime=-2
scale=1.2,0.95
vel=0,0
sprpriority=-1
ontop=1
ownpal=1
ignorehitpause=1
[State ]
type=Projectile
trigger1=animelemtime(5)=10
attr=S,SP
projanim=1410
projpriority=2147483647
projsprpriority=2147483647
projremove=1
projremovetime=10
postype=p2
offset=0,-50
animtype=diagup
damage=104,0
guardflag=
hitflag=MAFD
pausetime=0,0
guard.pausetime=0,0
sparkno=-1
sparkxy=-1
hitsound=-1
guard.sparkno=-1
guardsound=-1
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=0,-5
air.velocity=0,-5
fall=1
fall.recover=0
[State PowerSteal]
type=ReversalDef
trigger1=numtarget
reversal.attr=,NP
sparkno=-1
hitsound=-1
ignorehitpause=1
[State PowerSteal]
type=TargetPowerAdd
trigger1=animelemtime(5)=11
trigger1=numtarget
value=-(enemynear,powermax/10)
ignorehitpause=1
[State 0, VarAdd]
type=VarAdd
trigger1=animelemtime(5)=11
trigger1=numtarget
var(11)=(enemynear,powermax/10)/3
ignorehitpause=1
[State State End]
type=ChangeState
trigger1=!animtime
value=0
ctrl=1
[State Lock]
type=SelfState
trigger1=1
value=120
ignorehitpause=1
;---------------------------------------------------------------------------
;Looped B (Only when in own states, not under a custom)
[Statedef -3]
[State Meh(831)]
type=Null
trigger1=1
ignorehitpause=1