;(_2)残りライフ攻撃力アップ
;(_3) 6C & 4C ヒット補正
;(_4) 空中Bヘルパーヒット回数＆＆消滅用
;(_5) 血刃を放つ、断て判定発生
;(_6) 236236ヘルパー返事
;(_7) 236236無敵開始
;(_8) impactヒット判定
;(_9) impact終了判定
;(_10) オリジナル包めヒット判定
;(_11) ダメージ声ランダム
;(_12) tran用&&イントロランダム
;(_13) KO
;(_14) 勝ちカットイン相手判別
;(_15) 勝ちカットインランダム

;(_20) チャンスメイク用
;(_21) チャンスメイク用

;channel1 = かけ声
;channel2 = ブロ専用
;channel3 = ダメージ系専用
;channel4 = 立ち強専用(220)
;channel5 = しゃがみ強専用(420)
;channel6 = 空中強専用(620)
;channel7 = ガード専用

[Data]
life = 980
power = 5000
attack = 100
defence = 100
fall.defence_up = 25
liedown.time = 100
airjuggle = 10
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 12     ;Player width (back, ground)
ground.front = 12    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 10       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 150    ;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, -110   ;Approximate position of head
mid.pos = -5, -80    ;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  = 1.5
walk.back = -1.5
run.fwd  = 15, 0
run.back = -15,0
jump.neu = 0,-14
jump.back = -2
jump.fwd = 2
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .65
stand.friction = .85
crouch.friction = .82

;===============================High jump
[Statedef 49]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 4000, 4]
type = null;PlaySnd
trigger1 = time = 0
value = 1,3

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, 0, ifelse(sysvar(1)=1, 4.5, -4.5))
y = -18

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 48
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 48]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 100,00]
type = Afterimage
trigger1 = Time%10 = 1 || Time%10 = 6
trans = add1
TimeGap = 1
FrameGap = 2
time = 5
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = time = 5
x = const(velocity.run.fwd.x)

[State 100, 1]
type = Veladd
trigger1 = time > 5
trigger1 = vel x > 1
x = -1

[State 100, 1]
type = VelSet
trigger1 = animelemtime(5) = 2
x = 0

[State 100, 1]
type = playerpush
trigger1 = animelemtime(2) >= 0 && animelemtime(5) < 0
value = 0

[State 100, 1]
type = sprpriority
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
value = -1

[State 100, 1]
type = sprpriority
trigger1 = animelemtime(3) >= 0
value = 1

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 195, 1]
type = Explod
trigger1 = time = 5
anim = 101
id = 101
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 100, 4]
type = removeexplod
trigger1 = animtime = 0
value = 101

[State 100,00]
type = Afterimage
trigger1 = time = 4
trans = add1
TimeGap = 2
FrameGap = 2
time = 12
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1
ctrl = 0

[State 105, 1]
type = nothitby
trigger1 = time <= 3
value = ,NA,SA,HA,NP,SP,HP

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)

[State 100, 1]
type = Veladd
trigger1 = time > 0
trigger1 = vel x < -1
x = 1

[State 100, 1]
type = VelSet
trigger1 = animelemtime(2) = 3
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 102
id = 102
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 100, 4]
type = removeexplod
trigger1 = animtime = 0
value = 102

[State 100,00]
type = Afterimage
trigger1 = time = 1
trans = add1
TimeGap = 2
FrameGap = 2
time = 15
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 100, 4]
type = ChangeState
triggerall = var(51) = 1
triggerall = life > 500
trigger1 = animtime = 0
trigger1 = p2movetype != A
trigger1 = p2bodydist x > 100
value = 195

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 106]
type    = A
movetype= I
physics = N
anim = 106
ctrl = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 4]
type = velset
trigger1 = animelemtime(9) = 0
y = -3

[State 5201, 4]
type = velset
trigger1 = animelemtime(9) = 0
trigger1 = command = "holdfwd"
x = 3
y = -1

[State 5201, 4]
type = velset
trigger1 = animelemtime(9) = 0
trigger1 = command = "holdback"
x = -3
y = -1

[State 5201, 4]
type = posadd
trigger1 = animtime = 0
trigger1 = vel x = 0
y = -50

[State 5201, 4]
type = posadd
trigger1 = animtime = 0
trigger1 = vel x > 0
x = 40
y = -10

[State 5201, 4]
type = posadd
trigger1 = animtime = 0
trigger1 = vel x < 0
x = -40
y = -10

[State 195, 1]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 107
id = 107
pos = 0,0
vel = 0,-.5
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 108
id = 108
pos = 0,0
vel = 0,-.5
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 5201, 4]
type = changestate
trigger1 = animtime = 0
value = 109

[Statedef 109]
type    = A
movetype= I
physics = N
anim = 109
ctrl = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 200, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 100, 4]
type = removeexplod
trigger1 = 1
ID = 107

[State 100, 4]
type = removeexplod
trigger1 = 1
ID = 108

[State 100, 4]
type = veladd
trigger1 = animelemtime(2)>=0 && animelemtime(8)<0
trigger1 = vel x = 0
y = .3

[State 100, 4]
type = veladd
trigger1 = animelemtime(2)>=0 && animelemtime(8)<0
trigger1 = vel x != 0
trigger1 = vel x > 1 || vel x < 1
x = ifelse(vel x > 1,-.1,.1)

[State 100, 4]
type = nothitby
trigger1 = time <= 10
value = ,NA,SA,HA,NP,SP,HP

[State 100, 4]
type = veladd
trigger1 = time = 0
trigger1 = vel x > 1
x = -.1

[State 100, 4]
type = veladd
trigger1 = time = 0
trigger1 = vel x < -1
x = .1

[State 100, 4]
type = statetypeset
trigger1 = animelem = 8
physics = A

[Statedef 5201]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5201, 4]
type = changestate
trigger1 = 1
value = 106

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5210
ctrl = 0

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 5210
id = 5210
pos = 0,0
postype = p1
sprpriority = -1
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = time != 0
trigger1 = !numexplod(5210)
value = 5211

[Statedef 5211]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 5211
ctrl = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 5210, 5] ;Land on ground
type = posset
trigger1 = 1
y = 0

[State 5210, 5]
type = posadd
trigger1 = time = 0
x = ifelse(command="holdfwd",150,ifelse(command="holdback",-100,0))

[State 5210, 5]
type = turn
trigger1 = time = 0
trigger1 = command="holdfwd"

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 6
value = 11, 4
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 100
flag = roundnotover
flag2 = intro

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

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

[State 180, 1]
type = ChangeState
triggerall = time = 0
triggerall = roundno != 1
trigger1 = enemy,name = "AL AZIF" && enemy,authorname = "YU-TOHARU"
trigger2 = P4name = "AL AZIF" && enemy,authorname = "YU-TOHARU"
value = 183;対アル専用ラウンド１以外

[State 180, 1]
type = ChangeState
triggerall = roundno != 1
trigger1 = palno = 5
trigger1 = random > 800
trigger1 = Time = 0
value = 184;でっかい専用

[State 180, 1]
type = ChangeState
triggerall = roundno != 1
trigger1 = palno = 8
trigger1 = random > 800
trigger1 = Time = 0
value = 185;ばらりん専用

[State 3000,00]
type = varset
trigger1 = time = 0
var(12) = 0

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 12
range = 0,1

[State 180, 1]
type = ChangeState
triggerall = roundno = 1
trigger1 = var(12) = 1
trigger1 = Time = 0
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(12) = 0
trigger1 = Time = 0
value = 181;原作1

[State 180, 1]
type = ChangeState
trigger1 = var(12) = 1
trigger1 = Time = 0
value = 182;原作2
;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(11) = 0
value = 181, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 201
flag = roundnotover

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

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 182, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 221
flag = roundnotover

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

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 183, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 451
flag = roundnotover

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

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 184, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(9) = 0
value = 189, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 201
flag = roundnotover

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

[Statedef 185]
type = S
ctrl = 0
anim = 185
velset = 0,0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 185, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(9) = 0
value = 189, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 581
flag = roundnotover

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

[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 1000, 3]
type = Varset
trigger1 = time = 0
var(12) = 0

[State 1000, 3]
type = Varset
triggerall = time = 0
trigger1 = enemy,name = "marisa"
trigger2 = enemy,name = "kirisame marisa"
trigger3 = enemy,name = "patchouli"
v = 12
value = 1

[State 1000, 3]
type = Varset
triggerall = time = 0
trigger1 = enemy,name = "kuromaru"
trigger2 = enemy,name = "SLIME"
trigger3 = enemy,name = "Abe"
v = 12
value = 2

[State 1000, 3]
type = Varset
triggerall = time = 0
trigger1 = enemy,name = "Lilith"
trigger2 = enemy,name = "Lilith Aensland"
trigger3 = enemy,name = "Morrigan"
trigger4 = enemy,name = "Morrigan Aensland"
v = 12
value = 3

[State 1000, 3]
type = Varset
triggerall = time = 0
trigger1 = enemy,name = "touko"
trigger2 = enemy,name = "Yumi Fukuzawa"
trigger3 = enemy,name = "Sachiko Ogasawara"
trigger4 = enemy,name = "Yoshino Shimazu"
trigger5 = enemy,name = "Shimako Todo"
v = 12
value = 4

[State 1000, 3]
type = VarRandom
triggerall = var(12) < 1
trigger1 = time = 1
v = 12
range = 5,6

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 2
value = 186, var(12)
channel = 1
ignorehitpause = 1
persistent = 0

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

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

[Statedef 192]
type = S
ctrl = 0
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
trigger1 = facing = 1
value = 192
elem = 1

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
trigger1 = facing = -1
value = 193
elem = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = 1
trigger1 = animelemtime(10) = 0
value = 199, 0
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = -1
trigger1 = animelemtime(11) = 0
value = 199, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = 1
trigger1 = animelemtime(15) = 0
value = 199, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = -1
trigger1 = animelemtime(19) = 0
value = 199, 3
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = 1
trigger1 = animelemtime(34) = 0
value = 199, 4
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = -1
trigger1 = animelemtime(42) = 0
value = 199, 5
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = 1
trigger1 = animelemtime(38) = 0
value = 199, 6
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = -1
trigger1 = animelemtime(117) = 0
value = 199, 7
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = 1
trigger1 = animelemtime(158) = 25
value = 199, 8
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = facing = -1
trigger1 = time = 1950
value = 199, 9
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 1350
value = 410, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

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

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = time >= 2600
value = 199
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 180, 2]
type = ChangeState
triggerall = Time = 0
trigger1 = enemy,authorname = "sakuraka"
trigger1 = p2name = "another blood" || p4name = "another blood"
value = 192

[State 3000,00]
type = varset
trigger1 = time = 0
var(12) = 0

[State 1000, 3]
type = VarRandom
trigger1 = time = 0
v = 12
range = 0,2

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191
elem = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelem = 2
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

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

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = 191, ifelse(var(12)=0,0,ifelse(var(12)=1,1,2))
channel = 1
ignorehitpause = 1
persistent = 0

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = var(12) = 0
trigger1 = Time > 200
trigger2 = var(12) = 1
trigger2 = Time > 250
trigger3 = var(12) = 2
trigger3 = Time > 350
value = 199

[Statedef 199]
type = S
ctrl = 0
anim = 199
velset = 0,0

[State 3000,00]
type = varset
trigger1 = time = 0
var(12) = 0

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

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 195, ifelse(random<400,0,1)
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = enemy,name = "yagami"
trigger2 = enemy,name = "iori"
trigger3 = enemy,name = "iori yagami"
trigger4 = enemy,name = "iori yagami"
trigger5 = enemy,name = "yagami iori"
trigger6 = enemy,name = "yagami iori"
trigger7 = enemy,name = "yagami_iori"
trigger8 = enemy,name = "iori_yagami"
value = 195, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

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

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 10
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 200, 0
channel = 1
lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30+var(2), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 10
sparkno = S10000
sparkxy = -10, -80
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
guard.velocity = -3
guard.hittime  = 10
airguard.velocity = -3,-.5
air.type = Low
air.velocity = -4,-1
air.hittime = 12

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 20
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 9
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
attr = S, NA
damage = 20+var(2), 0
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = ifelse(animelemtime(7)<0,5,10), 12
sparkno = S10001
sparkxy = -20, ifelse(animelemtime(7)<0,-65,-55)
hitsound = S210, 2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 12
airguard.velocity = -4,-1
air.velocity = -5,-2
air.hittime = 12

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 211
id = 211
pos = 0,0
vel = 0,.5
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

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

[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 30
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 220, 0
channel = 4
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 9
value = 410, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(15) = 0
value = 220, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 10+var(2), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 15+ifelse(p2movetype = A,5,0)
sparkno = S10002
sparkxy = -10, -50
hitsound = S200, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 12+ifelse(p2movetype = A,8,0)
ground.hittime  = 12+ifelse(p2movetype = A,3,0)
ground.velocity = -8
guard.velocity = -6
guard.hittime  = 15
airguard.velocity = -4,-2
air.velocity = -4,-3
air.hittime = 10

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
trigger3 = AnimElem = 15
attr = S, NA
damage = 20+var(2), 0
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = ifelse(animelemtime(15)<0,3,5), ifelse(animelemtime(15)<0,1,8)
sparkno = S10002
sparkxy = -10, ifelse(animelemtime(14)<0,-70,ifelse(animelemtime(15)>=0,-150,-100))
guardsound = 6, 0
ground.type = Low
ground.slidetime = ifelse(animelemtime(15)<0,3,20)
ground.hittime  = ifelse(animelemtime(15)<0,3,15)
ground.velocity = ifelse(animelemtime(15)<0,-1,-3),ifelse(animelemtime(15)<0,-5,-3)
guard.velocity = ifelse(animelemtime(15)<0,-2,-8)
guard.hittime  = ifelse(animelemtime(15)<0,8,12)
airguard.velocity = ifelse(animelemtime(15)<0,-1,-3),ifelse(animelemtime(15)<0,-1,-4)
air.velocity = ifelse(animelemtime(15)<0,-1,-2),ifelse(animelemtime(15)<0,-10,-8)
fall = 1
fall.damage = 10
fall.recovertime = 30
yaccel = .45
ground.cornerpush.veloff = 0

[State -3, 123]
type = helper
trigger1 = time = 6
helpertype = normal
name = "afterimage"
stateno = 2201
id = 2201
pos = 0,-7
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(9) = 0
helpertype = normal
name = "afterimage"
stateno = 2202
id = 2202
pos = 0,-7
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(16) = 0
helpertype = normal
name = "afterimage"
stateno = 2203
id = 2203
pos = 0,-7
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 210, 5]
type = ChangeState
triggerall = var(51) = 1
trigger1 = AnimTime = 0
trigger1 = p2movetype = A
trigger1 = enemy,vel x > 0
trigger1 = p2bodydist x = [81,120]
value = 1300

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

[Statedef 2201]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 221
sprpriority = -1

[State 1000, 7]
type = BindToRoot
trigger1 = 1
pos = 0,-7

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != 220

[Statedef 2202]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 222
sprpriority = -1

[State 1000, 7]
type = BindToRoot
trigger1 = 1
pos = 0,-7

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != 220

[Statedef 2203]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 223
sprpriority = -1

[State 1000, 7]
type = BindToRoot
trigger1 = animelemtime(4) < 0
pos = 0,-7

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
ignorehitpause = 1

[State 100,***]
type = velset
trigger1 = animelem = 4
x = .3
y = -1.5

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != 220

[Statedef 215]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 20
ctrl = 0
velset = 1,-4
anim = 215
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 410, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 21
value = 215, 0
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = veladd
trigger1 = 1
y = .1

[State 200, 1]
type = velset
trigger1 = animelemtime(6) = 0
x = ceil(vel x/2)
y = ceil(vel y/2)

[State 200, 1]
type = velset
trigger1 = animelemtime(7) = 0
x = 1.5
y = 5

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 35+var(2), 0
animtype = Med
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 15, 18
sparkno = S10002
sparkxy = -20, -20-(ifelse(p2statetype=A,20,0))
hitsound = S210, 2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -5
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.velocity = -3,5
air.hittime = 12
air.fall = 1

[State 1201,end]
type = playerpush
trigger1 = movehit
value = 0

[State 1201,end]
type = changestate
trigger1 = vel y > 0
trigger1 = pos Y > 0
value = 52

[Statedef 221]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "blood_upper"
stateno = 235
id = 235
pos = 180,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 210, 5]
type = ChangeState
triggerall = var(51) = 1
triggerall = life > 500
trigger1 = AnimTime = 0
trigger1 = var(11) = 4
value = 195

[State 210, 5]
type = ChangeState
triggerall = var(51) = 1
trigger1 = AnimTime = 0
trigger1 = p2movetype = H
trigger1 = p2statetype = A
trigger1 = p2bodydist x < 180
trigger1 = FrontEdgeDist < 150
value = 221

[State 1201,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "blood_upper"
stateno = 235
id = 235
pos = 80,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 210, 5]
type = ChangeState
triggerall = var(51) = 1
trigger1 = AnimTime = 0
trigger1 = p2movetype = H
trigger1 = p2statetype = A
trigger1 = p2bodydist x < 100
value = 222

[State 210, 5]
type = ChangeState
triggerall = var(51) = 1
trigger1 = AnimTime = 0
trigger1 = p2movetype = H
trigger1 = p2statetype = A
trigger1 = p2bodydist x < 180
trigger2 = AnimTime = 0
trigger2 = enemy,vel x < 0
trigger2 = enemy,vel Y < 0
trigger2 = FrontEdgeDist > 100
value = 221

[State 1201,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 235]
type    = S
movetype= A
physics = N
poweradd = 50
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 3

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 10
value = 220, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = posadd
trigger1 = FrontEdgeDist < 0
trigger1 = time = 0
x = (FrontEdgeDist)+20

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
ignorehitpause = 1

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 9999]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 50+root,var(2)-(root,var(3)*5), 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0, 5
sparkno = -1
guard.sparkno = -1
hitsound = S220, 2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-25
guard.velocity = -5
guard.hittime  = 10
air.velocity = -1,-15
fall = 1
fall.damage = 50-(root,var(3)*10)
fall.recover = 0
yaccel = .6
ground.cornerpush.veloff = 0

[State -3, 123]
type = helper
trigger1 = time = 2
helpertype = normal
name = "afterimage"
stateno = 236
id = 236
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 210, 3]
type = parentvaradd
trigger1 = movehit
var(3) = 1
persistent = 0
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 236]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 236
sprpriority = -1

[State 1000, 7]
type = BindToparent
trigger1 = 1
pos = 0,0

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 10
ctrl = 0
anim = 400
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
channel = 1
lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 25+var(2), 0
animtype = Light
guardflag = L
hitflag = MAF
priority = 2, Hit
pausetime = 8, 10
sparkno = S10000
sparkxy = -15, -40
hitsound = S200, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
guard.velocity = -3
guard.hittime  = 10
airguard.velocity = -3,-1
air.velocity = -4,-1.5
air.hittime = 12

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 20
ctrl = 0
anim = 410
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 410, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 6
value = 410, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(4) = 2
trigger3 = animelemtime(5) = 1
attr = C, NA
damage = 15+var(2), 0
animtype = Med
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12, 15
sparkno = S10001
sparkxy = -10, ifelse(animelemtime(4) <=1,-30,ifelse(animelemtime(5) >=1,-50,-40))
hitsound = S410, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -10
guard.velocity = -5
guard.hittime  = 10
airguard.velocity = -2,-3
air.velocity = -2,-3.5
air.hittime = 10

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 30
ctrl = 0
anim = 420
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 5
value = 420, 0
channel = 5
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 10
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 50+var(2), 0
animtype = Back
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 0, 10
sparkno = S10002
sparkxy = -10, -30
guardsound = 6, 0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
guard.velocity = -6
guard.hittime  = 5
airguard.velocity = -3,-2
air.velocity = -2.5,-1
air.hittime = 5
fall = 1
fall.recover = 0
fall.yvelocity = 0
down.velocity = -4,0
ground.cornerpush.veloff = 0

[State -3, 123]
type = helper
trigger1 = time = 4
helpertype = normal
name = "afterimage"
stateno = 421
id = 421
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 400, 4]
type = ChangeState
triggerall = var(51) = 1
trigger1 = AnimTime = 0
trigger1 = p2stateno = 40
trigger2 = enemy,vel x > 0
trigger2 = p2statetype = A
trigger2 = p2bodydist x = [81,120]
value = 1310

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 421]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 421
sprpriority = -1

[State 1000, 7]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0
trigger2 = root,stateno != 420

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 10
ctrl = 0
anim = 600
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
channel = 1
lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20+var(2), 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 2, Hit
pausetime = 8, 10
sparkno = S10000
sparkxy = -10, -75
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
guard.velocity = -1
guard.hittime  = 12
airguard.velocity = -2,-.5
air.velocity = -2,-1
air.hittime = 12

[State 600, 3]
type = statetypeset
trigger1 = animelem = 3
movetype = I

[State 600, 3]
type = CtrlSet
trigger1 = animelem = 5
value = 1

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 20
ctrl = 0
anim = 610
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 5
value = 210, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 410, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "blood_kama"
stateno = 615
id = 615
pos = 80,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = varadd
trigger1 = animelemtime(3) = 0
var(3) = 1

[State 600, 3]
type = statetypeset
trigger1 = animelem = 4
movetype = I

[State 600, 3]
type = changestate
trigger1 = animelemtime(4) >= 15
trigger1 = command = "y" || command = "c"
value = 620

[State 600, 3]
type = changestate
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = animelemtime(5) > 0
trigger1 = time = 30 + var(11) || time = 35
trigger1 = p2bodydist X = [51,100]
value = 610

[State 600, 3]
type = changestate
triggerall = var(51) = 1
triggerall = p2statetype = A
triggerall = animelemtime(5) > 0
trigger1 = time = 30 + var(11) || time = 35
trigger1 = p2bodydist X > 100
value = 1420

[State 600, 3]
type = changestate
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = animelemtime(5) > 0
trigger1 = time = 30 + var(11) || time = 35
trigger1 = p2bodydist X > 100
value = ifelse(var(11)<=2,610,ifelse(random<400,1400,1410))

[State 600, 3]
type = changestate
triggerall = var(51) = 1
triggerall = vel Y > 0
trigger1 = time = 28 + var(11) || time >= 32
trigger1 = p2bodydist X < 50
value = 620

[State 600, 3]
type = CtrlSet
triggerall = var(51) != 1
trigger1 = animelem = 5
value = 1

[Statedef 615]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 3,3
anim = 615
sprpriority = 3

[State 100,***]
type = varset
trigger1 = time = 0
var(4) = 0

[State 100,***]
type = velset
trigger1 = pos Y > -20
y = 0

[State 100,***]
type = posset
trigger1 = pos Y > -20
y = -20

[State 100,***]
type = velset
trigger1 = time = 10
x = 0
y = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 100,***]
type = playerpush
trigger1 = 1
value = 0

[State 100,***]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 200, 1]
type = HitDef
trigger1 = time%10 = 0 && var(4) < 3
attr = A, SP
damage = 15+root,var(2)-(root,var(3)), 0
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = S10001
sparkxy = -20,0
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 10-root,var(3)
ground.hittime  = 10-root,var(3)
ground.velocity = -3
guard.velocity = -1
guard.hittime  = 8
air.velocity = -2,-2
ground.cornerpush.veloff = 0

[State 100,***]
type = varadd
trigger1 = movehit
var(4) = 1

[State 100,***]
type = movehitreset
trigger1 = movehit
ignorehitpause = 1

[State 1201,end]
type = changestate
trigger1 = time >= 40
trigger2 = var(4) = 3
value = 616

[Statedef 616]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = -1

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 100,***]
type = playerpush
trigger1 = 1
value = 0

[State 100,***]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 100,***]
type = velset
trigger1 = var(4) > 100
y = .005

[State 3000,00]
type = varset
trigger1 = time = 0
var(4) = 0

[State 3000,00]
type = varadd
trigger1 = var(4) < 255
var(4) = 15

[State 3000,00]
type = varset
trigger1 = var(4) = 255
var(4) = 256

[state a]
type = Trans
trigger1 = var(4) < 256
trans = addalpha
alpha = 256-var(4), var(4)

[State 1201,end]
type = Destroyself
trigger1 = var(4) = 256

[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 30
ctrl = 0
anim = 620
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 620, 0
channel = 6
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = statetypeset
trigger1 = animelemtime(4) = 3
physics = N

[State 600, 3]
type = velset
trigger1 = animelemtime(4) = 3
y = -2.5

[State 600, 3]
type = statetypeset
trigger1 = animelem = 6
physics = A

[State 600, 3]
type = veladd
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(7) < 3
y = -.2

[State 630, 2]
type = HitDef
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(6) = 0
trigger3 = animelemtime(7) = 0
attr = A, NA
damage = 20+var(2)
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,12
sparkno = S10002
sparkxy = -5,-35
hitsound   = S210,2
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8
guard.velocity = -5
guard.hittime  = 15
guard.slidetime = 15
air.velocity = -1.5,-4

[State 600, 3]
type = statetypeset
trigger1 = animelem = 10
movetype = I

[State 600, 3]
type = ctrlset
trigger1 = animelem = 10
value = 1

[Statedef 800]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = 800, 0
channel = 1
lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 802
guard.dist = 0
fall = 1

[State 1000, 7]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2stateno != 40
triggerall = !movehit
trigger1 = AnimTime = 0
trigger1 = p2bodydist x < 40
trigger1 = var(11)=1
value = 1320

[State 1000, 7]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2stateno != 40
triggerall = !movehit
trigger1 = AnimTime = 0
trigger1 = p2bodydist x < 50
trigger1 = var(11)=2
value = 1310

[State 1000, 7]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2stateno != 40
triggerall = !movehit
trigger1 = AnimTime = 0
trigger1 = p2bodydist x < 60
trigger1 = var(11)=3
value = 1300

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

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
poweradd = 50

[State 810, holdfwd - Turn Target 6]
type = turn
trigger1 = time = 0
trigger1 = command = "holdback"

[State 810, holdfwd - Turn Target 6]
type = TargetFacing
trigger1 = time = 0
trigger1 = command = "holdback"
value = -1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(9) = 0
value = 800, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 410, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 25, 0

[State 810, Bind 1]
type = nothitby
trigger1 = animelemtime(11) < 0
value = SCA

[State 810, Bind 1]
type = playerpush
trigger1 = animelemtime(11) < 0
value = 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = time = 20
value = -20
kill = 0

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = time = 40
value = -80

[State 810, Throw 11]
type = TargetState
trigger1 = time = 40
value = 803

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

[Statedef 802]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 802

[State 810, State End]
type = selfState
trigger1 = time > 40
value = 5100

[Statedef 803]
type    = A
movetype= H
physics = N
velset = 1.5,-15

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,21

[State 820, 1]
type = posadd
Trigger1 = Time = 0
y = -60

[State 2027, 5]
type = Angleset
trigger1 = time = 0
value = 0.0

[State 2027, 5]
type = AngleAdd
trigger1 = time = [15,30]
value = -10

[State 1027, Pos]
type = Angledraw
trigger1 = time = [15,30]

[State 820, 1]
type = posadd
Trigger1 = Time = 31
y = 60

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 31
value = 804

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 803

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .6

[State 821, 4] ;Hit ground
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -20

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

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(9) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(4) = 1
attr = S, SP
damage = 5+var(2), 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 0, 0
sparkno = S10001
sparkxy = -10,-120
hitsound = S200, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-10
guard.velocity = -3
guard.hittime  = 10
air.velocity = -1.5,-8
air.fall = 1
yaccel = .6
ground.cornerpush.veloff = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(9) = 0
helpertype = normal
name = "blood_blade"
stateno = 1001
id = 1000
pos = 30,-90
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(12) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(4) = 1
trigger3 = animelemtime(7) = 1
attr = S, SP
damage = 5+var(2), 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 0, 0
sparkno = S10001
sparkxy = -5,-120
hitsound = S200, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-10
guard.velocity = -3
guard.hittime  = 10
air.velocity = -1.5,-8
air.fall = 1
yaccel = .6
ground.cornerpush.veloff = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(12) = 0
helpertype = normal
name = "blood_blade"
stateno = 1002
id = 1000
pos = 30,-90
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 50
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(30) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(31) = 0
value = 1000, 2
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(4) = 1
trigger3 = animelemtime(7) = 1
trigger4 = animelemtime(10) = 1
trigger5 = animelemtime(13) = 1
trigger6 = animelemtime(16) = 1
trigger7 = animelemtime(19) = 1
trigger8 = animelemtime(22) = 1
trigger9 = animelemtime(25) = 1
attr = S, SP
damage = 5+var(2), 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 0, 0
sparkno = S10001
sparkxy = -5,-120
hitsound = S200, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-10
guard.velocity = -3
guard.hittime  = 10
air.velocity = -1.5,-8
air.fall = 1
yaccel = .6
ground.cornerpush.veloff = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(30) = 0
helpertype = normal
name = "blood_blade"
stateno = 1004
id = 1000
pos = 30,-90
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1001]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 3,0
anim = 1001
ctrl = 0
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA
stateno = 1003
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = ,NT,ST,HT

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50+root,var(2), 0
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10001
sparkxy = -15, 0
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-3
air.hittime = 10
getpower = 100
givepower = 50

[State 210, 3]
type = AttackDist
trigger1 = 1
value = 50

[State 1000, 7]
type = ChangeState
trigger1 = movecontact
value = 1003

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100

[Statedef 1002]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 5.5,0
anim = 1001
ctrl = 0
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA
stateno = 1003
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = ,NT,ST,HT

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 52+root,var(2), 0
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10001
sparkxy = -15, 0
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-3
air.hittime = 10
getpower = 100
givepower = 50

[State 210, 3]
type = AttackDist
trigger1 = 1
value = 60

[State 1000, 7]
type = ChangeState
trigger1 = movecontact
value = 1003

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100

[Statedef 1003]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 1002
ctrl = 0

[State 1201,end]
type = posadd
trigger1 = time = 0
trigger1 = prevstateno = 3150
x = 20

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 1004]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 4,0
anim = 1001
ctrl = 0
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA
stateno = 1003
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = ,NT,ST,HT

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 50+root,var(2), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 12
sparkno = S10001
sparkxy = -15, 0
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-3
air.hittime = 10
getpower = 100
givepower = 50

[State 210, 3]
type = AttackDist
trigger1 = 1
value = 70

[State 1000, 7]
type = ChangeState
trigger1 = movecontact
value = 1050

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100

[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 3

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 15+root,var(2), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10002
sparkxy = -20, 10
guard.sparkno = -1
hitsound = S210, 2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 12
airguard.velocity = -2,-2
air.velocity = -3,-3
air.hittime = 10
getpower = 10
givepower = 5

[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 1051

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 1051]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 1051
ctrl = 0
sprpriority = 3

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2000, Override]
type = posadd
trigger1 = time = 0
x = 105
y = 15

[State 100,***]
type = posadd
trigger1 = FrontEdgeDist < 0
trigger1 = time = 0
x = ceil((FrontEdgeDist)/2)

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 15+root,var(2), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10002
sparkxy = -20, 40
guard.sparkno = -1
hitsound = S210, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 12
airguard.velocity = -2,-2
air.velocity = -3,-3
air.hittime = 10
getpower = 10
givepower = 5

[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 1052

[Statedef 1052]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 1052
ctrl = 0
sprpriority = 3

[State 2000, Override]
type = posadd
trigger1 = time = 0
x = -60
y = 80

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 15+root,var(2), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10002
sparkxy = -20, -60
guard.sparkno = -1
hitsound = S210, 2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.velocity = -3,-3
air.hittime = 10
getpower = 10
givepower = 5

[State 195, 1]
type = Explod
trigger1 = animtime = 0
anim = 211
id = 211
pos = -55,-140
vel = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 1100, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = S, SP
damage = 10+var(2), 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 0, 10
sparkno = S10001
sparkxy = -10,-120
hitsound = S200, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-10
guard.velocity = -3
guard.hittime  = 10
air.velocity = -1.5,-8
air.fall = 1
yaccel = .6
ground.cornerpush.veloff = 0

[State 100,***]
type = movehitreset
trigger1 = animelemtime(6) < 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = animelem = 7
attr = S, SP
damage = 25+(var(2)*3), 0
animtype = Diagup
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 5, 15
sparkno = S10002
sparkxy = -20,-80
hitsound = S410, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -5
guard.hittime  = 12
air.velocity = -3,-3
air.fall = 1
ground.cornerpush.veloff = 0
p1sprpriority = 1
p2facing = 1
kill = 0
getpower = 50
givepower = 25

[State 100,***]
type = varset
trigger1 = animelemtime(6) > 0
trigger1 = animelemtime(7) <= 2
trigger1 = movehit
var(5) = 1

[State 100,***]
type = varset
trigger1 = time = 0
trigger2 = animtime = 0
var(5) = 0

[State 100,***]
type = changeanim
trigger1 = animelemtime(7) = 2
trigger1 = !movehit
value = 1100
elem = 9

[State 200, 1]
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 1
attr = S, ST
damage = 0, 0
animtype = Diagup
hitflag = MAF
priority = 1, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
p1sprpriority = 1
p2facing = 1
ground.type = Low
fall = 1
p2stateno = 1101
numhits = 0
getpower = 50
givepower = 25
fall = 1

[State 1000, 7]
type = ChangeState
triggerall = var(51) = 1
triggerall = power > 2000
triggerall = p2movetype = H
trigger1 = p2stateno = 1102
trigger1 = AnimTime = 0
trigger1 = p2bodydist x > 0
value = 3000

[State 1000, 7]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2stateno != 40
triggerall = !movehit
trigger1 = AnimTime = 0
trigger1 = p2bodydist x < 50
trigger1 = var(11)=1
value = 1320

[State 1000, 7]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2stateno != 40
triggerall = !movehit
trigger1 = AnimTime = 0
trigger1 = p2bodydist x < 50
trigger1 = var(11)=2
value = ifelse(random<400,1310,1300)

[State 1000, 7]
type = ChangeState
triggerall = var(51) = 1
triggerall = p2statetype != A
triggerall = !movehit
trigger1 = AnimTime = 0
trigger1 = p2bodydist x < 30
trigger1 = var(11)=3
value = 1120

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1101]
type    = A
movetype= H
physics = N
velset = -10,0
ctrl = 0
sprpriority = -1

[State 1201,end]
type = playerpush
trigger1 = 1
value = 0

[State 1201,end]
type = changeanim
trigger1 = time = 0
value = 5035

[State 1201,end]
type = changestate
trigger1 = BackEdgeDist < 10
trigger2 = frontEdgeDist < 10
value = 1102

[Statedef 1102]
type    = A
movetype= H
physics = N
velset = 5,-15
ctrl = 0
sprpriority = -1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = F7, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 5110, 7]
type = lifeadd
trigger1 = time = 0
value = -50

[State 5110, 7]
type = GameMakeAnim
trigger1 = time = 0
value = 70
pos = -20,-70
under = 1

[State 1201,end]
type = playerpush
trigger1 = 1
value = 0

[State 1201,end]
type = veladd
trigger1 = 1
y = 1

[State 1201,end]
type = changeanim
trigger1 = time = 0
value = 5050

[State 1201,end]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos Y > 0
value = 5100

[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 50
velset = 0,0
anim = 1110
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1100, 2
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = animelemtime(1) = 1
trigger2 = animelemtime(4) = 1
trigger3 = animelemtime(7) = 1
attr = S, SP
damage = 5+var(2), 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 1, Hit
pausetime = 0, 0
sparkno = S10001
sparkxy = -10,-120
hitsound = S200, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-10
guard.velocity = -3
guard.hittime  = 10
air.velocity = -1.5,-8
air.fall = 1
yaccel = .6
ground.cornerpush.veloff = 0

[State 100,***]
type = movehitreset
trigger1 = animelemtime(10) < 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = animelem = 13
attr = S, SP
damage = 50+var(2), 0
animtype = hard
guardflag = H
hitflag = MAF
priority = 5, Hit
pausetime = 10, 8
sparkno = S10002
sparkxy = -20,-80
hitsound = S210, 2
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
guard.velocity = -5
guard.hittime  = 12
air.velocity = -5,3
ground.cornerpush.veloff = 0
getpower = 50
givepower = 25

[State -3, 123]
type = helper
trigger1 = animelemtime(14) = 0
helpertype = normal
name = "blood_wave"
stateno = 1115
id = 1115
pos = 100,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1115]
type    = C
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 1115
ctrl = 0
sprpriority = 3

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 4
value = 410, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = posadd
trigger1 = FrontEdgeDist < 0
trigger1 = time = 0
x = (FrontEdgeDist)-50

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(9) = 0
attr = C, SP
damage = 15+root,var(2), 0
animtype = diagup
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
guardsound = 6, 0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
guard.velocity = -4
guard.hittime  = 8
airguard.velocity = -3,-3
air.velocity = -2.5,-8
air.hittime = 8
fall = 1
down.velocity = -4,0
ground.cornerpush.veloff = 0
getpower = 10
givepower = 5

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1120
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = 200, 0
channel = 1
lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1121
p2stateno = 1122
guard.dist = 0
fall = 1

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

[Statedef 1121]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1121

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 1100, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(40) = 0
value = 1100, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(2) = 0
value = 200, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(40) = 0
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 35
trigger2 = time = 50
trigger3 = time = 65
trigger4 = time = 80
trigger5 = time = 95
trigger6 = time = 110
value = 1100, 3

[State 810, Bind 1]
type = sprpriority
trigger1 = time < 20
value = -2

[State 810, Bind 1]
type = sprpriority
trigger1 = time = 20
value = -1

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 0, 0

[State 800, 2]
type = playerpush
Trigger1 = animelemtime(44)<0
value = 0

[State 800, 2]
type = nothitby
Trigger1 = animelemtime(44)<0
value = SCA

[State 195, 1]
type = Explod
trigger1 = time = 20
anim = 1125
id = 1125
pos = 60,0
vel = 0,0
postype = p1
sprpriority = -2
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1
removetime = 999

[State 700,***]
type = RemoveExplod
trigger1 = animelemtime(39) = 3
id = 1125

[State 195, 1]
type = Explod
trigger1 = animelemtime(40) = 0
anim = 1126
id = 1126
pos = 60,0
vel = 0,0
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 195, 1]
type = targetstate
trigger1 = animelemtime(40) = 0
value = 1123

[State 195, 1]
type = poweradd
trigger1 = animelemtime(40) = 0
value = 100

[State 200, 1]
type = hitadd
trigger1 = animelemtime(40) = 0
value = 1

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

[Statedef 1122]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = -1

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,21

[State 810, Bind 1]
type = sprpriority
trigger1 = time >= 20
value = -3

[State 800, 2]
type = velset
Trigger1 = Time < 20
x = -2.8

[State 800, 2]
type = velset
Trigger1 = Time >= 20
x = 0


[State 800, 2]
type = changeanim2
trigger1 = Time = 0
value = 1122

[Statedef 1123]
type    = A
movetype= H
physics = N
velset = -8,-2.5
ctrl = 0
poweradd = 50

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,22

[State 800, 2]
type = veladd
trigger1 = 1
y = .25

[State 800, 2]
type = lifeadd
trigger1 = time = 0
value = -150

[State 800, 2]
type = changeanim2
trigger1 = Time = 0
value = 1123

[State 800, 2]
type = changestate
trigger1 = vel y > 0
trigger1 = pos Y > 0
value = 1124

[Statedef 1124]
type    = L
movetype= H
ctrl = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = F7, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 106, 3]
type = MakeDust
trigger1 = 1
pos = 0,-5

[State 800, 2]
type = changeanim2
trigger1 = Time = 0
value = 1124

[State 800, 2]
type = velset
trigger1 = time = 0
y = 0

[State 800, 2]
type = posset
trigger1 = 1
y = 0

[State 800, 2]
type = veladd
trigger1 = time > 0
trigger1 = vel x < -1
x = .25

[State 800, 2]
type = selfstate
trigger1 = animtime = 0
value = 5100

[Statedef 1200]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1200
sprpriority = 2
poweradd = 100

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1200, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 800, 2]
type = velset
Trigger1 = time = 5
x = -4

[State 800, 2]
type = velset
Trigger1 = Animelem = 7
x = 0

[State 100,***]
type = AssertSpecial
Trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1205
id = 1205
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 100,***]
type = posadd
Trigger1 = Time = 30
Trigger2 = Time = 70
x = 132
ignorehitpause = 1

[State 100,***]
type = posadd
Trigger1 = Time = 50
Trigger2 = Time = 90
x = -132
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = Time > 100
id = 1205

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "blood_funsin"
stateno = 1206
id = 1206
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = normal
name = "blood_funsin"
stateno = 1207
id = 1207
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = normal
name = "blood_funsin"
stateno = 1208
id = 1208
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 800, 2]
type = ChangeState
Trigger1 = Time > 100
value = 1201

[Statedef 1210]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1200
sprpriority = 2
poweradd = 100

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1200, 2
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 800, 2]
type = velset
Trigger1 = time = 5
x = 4

[State 800, 2]
type = velset
Trigger1 = Animelem = 7
x = 0

[State 100,***]
type = AssertSpecial
Trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1205
id = 1205
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = time > 23
value = 0

[State 100,***]
type = posadd
Trigger1 = Time = 30
Trigger2 = Time = 70
x = -60
ignorehitpause = 1

[State 100,***]
type = posadd
Trigger1 = Time = 50
Trigger2 = Time = 90
x = 60
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = Time > 100
id = 1205

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "blood_funsin"
stateno = 1206
id = 1206
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = normal
name = "blood_funsin"
stateno = 1207
id = 1207
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = normal
name = "blood_funsin"
stateno = 1208
id = 1208
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 800, 2]
type = ChangeState
Trigger1 = Time > 100
value = 1201

[Statedef 1220]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1200
sprpriority = 2
poweradd = 100

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1200, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 800, 2]
type = velset
Trigger1 = time = 5
x = 8

[State 800, 2]
type = velset
Trigger1 = Animelem = 7
x = 0

[State 100,***]
type = AssertSpecial
Trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1205
id = 1205
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = time > 23
value = 0

[State 100,***]
type = posadd
Trigger1 = Time = 30
Trigger2 = Time = 70
x = -192
ignorehitpause = 1

[State 100,***]
type = posadd
Trigger1 = Time = 50
Trigger2 = Time = 90
x = 192
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = Time > 100
id = 1205

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "blood_funsin"
stateno = 1206
id = 1206
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = normal
name = "blood_funsin"
stateno = 1207
id = 1207
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = normal
name = "blood_funsin"
stateno = 1208
id = 1208
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 800, 2]
type = ChangeState
Trigger1 = Time > 100
value = 1201

[Statedef 1230]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1200
sprpriority = 2
poweradd = 100

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1200, 2
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 100,***]
type = AssertSpecial
Trigger1 = Time = [23,100]
flag = invisible
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1205
id = 1205
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
shadow = 30,30,30
ignorehitpause = 1
removeongethit = 1
removetime = 999

[State 210, 3]
type = ScreenBound
trigger1 = time > 23
value = 0

[State 100,***]
type = posadd
Trigger1 = Time = 30
Trigger2 = Time = 70
x = -72
ignorehitpause = 1

[State 100,***]
type = posadd
Trigger1 = Time = 50
Trigger2 = Time = 90
x = 72
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = Time > 100
id = 1205

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 1
helpertype = normal
name = "blood_funsin"
stateno = 1206
id = 1206
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 3
helpertype = normal
name = "blood_funsin"
stateno = 1207
id = 1207
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 123]
type = helper
trigger1 = animelemtime(1) = 5
helpertype = normal
name = "blood_funsin"
stateno = 1208
id = 1208
pos = 0,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 800, 2]
type = ChangeState
Trigger1 = Time > 100
value = 1201

[Statedef 1201]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1201
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1200, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 700,***]
type = RemoveExplod
Trigger1 = Time = 0
id = 1205

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

[Statedef 1206]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1209
sprpriority = 2

[State 800, 2]
type = velset
triggerall = root,stateno = 1200
Trigger1 = time = 0
x = 0

[State 800, 2]
type = velset
triggerall = root,stateno = 1210 || root,stateno = 1230
Trigger1 = time = 0
x = 7

[State 800, 2]
type = velset
triggerall = root,stateno = 1220
Trigger1 = time = 0
x = -4

[State 800, 2]
type = velset
Trigger1 = animelem = 7
x = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
Trigger1 = time > 100
value = 1202

[Statedef 1207]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1209
sprpriority = 2

[State 800, 2]
type = velset
triggerall = root,stateno = 1200
Trigger1 = time = 0
x = 4

[State 800, 2]
type = velset
triggerall = root,stateno = 1210 || root,stateno = 1220
Trigger1 = time = 0
x = 0

[State 800, 2]
type = velset
triggerall = root,stateno = 1230
Trigger1 = time = 0
x = 3.5

[State 800, 2]
type = velset
Trigger1 = animelem = 7
x = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
Trigger1 = time > 100
value = 1202

[Statedef 1208]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1209
sprpriority = 2

[State 800, 2]
type = velset
triggerall = root,stateno = 1200
Trigger1 = time = 0
x = 8

[State 800, 2]
type = velset
triggerall = root,stateno = 1210 || root,stateno = 1230
Trigger1 = time = 0
x = -4

[State 800, 2]
type = velset
triggerall = root,stateno = 1220
Trigger1 = time = 0
x = 3.5

[State 800, 2]
type = velset
Trigger1 = animelem = 7
x = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
Trigger1 = time > 100
value = 1202

[Statedef 1202]
type    = C
movetype= A
physics = N
ctrl = 0
anim = 1202
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
trigger1 = prevstateno = 1206
value = 220, 2
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = noshadow
ignorehitpause = 1

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 9999]
type = nothitby
trigger1 = 1
value = SCA

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = C, SA
damage = 50+var(2), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 1, Hit
pausetime = 0, 25
sparkno = S10002
sparkxy = -10, -50
guard.sparkno = -1
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 25
guard.hittime  = 15
ground.velocity = -5
guard.velocity = -5
guard.hittime  = 12
airguard.velocity = -2,-3
air.velocity = -2,-4
air.hittime = 12
getpower = 10
givepower = 5

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 195, 1]
type = Explod
trigger1 = animtime = 0
anim = 107
id = 107
pos = 0,0
vel = 0,-.5
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animtime = 0
anim = 108
id = 108
pos = 0,0
vel = 0,-.5
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 1300]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1300
sprpriority = 2
poweradd = 50

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 620, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = statetypeset
Trigger1 = animelem = 3
movetype= I

[State 9999]
type = HitOverride
trigger1 = animelemtime(2)>=0&&animelemtime(3)<0
attr = SCA,AA,AP
time = 1
stateno = 1302

[State 9999]
type = HitOverride
trigger1 = animelemtime(3)=0
attr = SCA
time = 1

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

[Statedef 1310]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1310
sprpriority = 2
poweradd = 50

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 620, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = statetypeset
Trigger1 = animelem = 3
movetype= I

[State 9999]
type = HitOverride
trigger1 = animelemtime(2)>=0&&animelemtime(3)<0
attr = SCA, AA,AP
time = 1
stateno = 1301

[State 9999]
type = HitOverride
trigger1 = animelemtime(3)=0
attr = SCA
time = 1

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

[Statedef 1320]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1320
sprpriority = 2
poweradd = 50

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 400, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 620, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = statetypeset
Trigger1 = animelem = 3
movetype= I

[State 9999]
type = HitOverride
trigger1 = animelemtime(2)>=0&&animelemtime(3)<0
attr = SCA, AA,AP
time = 1
stateno = 1322

[State 9999]
type = HitOverride
trigger1 = animelemtime(3)=0
attr = SCA
time = 1

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

[Statedef 1301]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1301
sprpriority = 2

[State 9999]
type = HitOverride
Trigger1 = Time = 0
attr = SCA
time = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = MAFD
priority = 7, hit
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p2stateno = 1399
guard.dist = 0
fall = 1
id = 1310

[State 800, 2]
type = ChangeState
trigger1 = movehit
Trigger1 = animtime = 0
value = 1302

[Statedef 1322]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1301
sprpriority = 2

[State 9999]
type = HitOverride
Trigger1 = Time = 0
attr = SCA
time = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = MAFD
priority = 7, hit
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p2stateno = 1399
guard.dist = 0
fall = 1
id = 1320

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 1302

[Statedef 1399]
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 800, 2]
type = posset
Trigger1 = 1
y = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[Statedef 1303]
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,21

[State 800, 2]
type = posset
Trigger1 = 1
y = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 800, 2]
type = changeanim2
Trigger1 = 1
value = 1303

[Statedef 1304]
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,22

[State 800, 2]
type = velset
Trigger1 = 1
x = 0
y = 0

[State 800, 2]
type = posset
Trigger1 = 1
y = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 800, 2]
type = changeanim2
Trigger1 = 1
value = 1304

[Statedef 1311]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1311
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 10
value = 420, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 1

[State 800, 2]
type = targetState
Trigger1 = time = 0
value = 1303
id = 1310

[State 800,***]
type = TargetBind
trigger1 = 1
pos = 50,0
ID = 1310

[State 5110, 7]
type = Envcolor
trigger1 = 1
value = 255,0,0
time = 1
under = 1

[State 200, 1]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 10001
pos = 50,-20
random = 5,5
postype = p1
sprpriority = 3
vfacing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State 195, 1]
type = Explod
trigger1 = time = 5
anim = 10001
pos = 50,-30
random = 5,5
postype = p1
sprpriority = 3
vfacing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State 195, 1]
type = Explod
trigger1 = time = 10
anim = 10001
pos = 60,-30
random = 5,5
postype = p1
sprpriority = 3
vfacing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State 195, 1]
type = Explod
trigger1 = time = 15
anim = 10001
pos = 55,-10
random = 5,5
postype = p1
sprpriority = 3
vfacing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 1312

[Statedef 1312]
type    = A
movetype= A
physics = N
velset = 1,-4
ctrl = 0
anim = 215
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 20
value = 410, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 1

[State 800, 2]
type = targetState
Trigger1 = animelemtime(7)=0
value = 1304
id = 1310

[State 5110, 7]
type = Envcolor
trigger1 = 1
value = 255,0,0
time = 1
under = 1

[State 200, 1]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = veladd
trigger1 = 1
y = .1

[State 200, 1]
type = velset
trigger1 = animelemtime(6) = 0
x = ceil(vel x/2)
y = ceil(vel y/2)

[State 200, 1]
type = velset
trigger1 = animelemtime(7) = 0
x = 1.5
y = 5

[State 200, 1]
type = hitadd
trigger1 = animelemtime(7) = 0
value = 1

[State 200, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 195, 1]
type = Explod
Trigger1 = animelemtime(7)=0
anim = 10002
pos = 80,-20
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State 800, 2]
type = ChangeState
Trigger1 = pos Y > 0
trigger1 = vel y > 0
value = 1305

[Statedef 1321]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1321
sprpriority = 3

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 6
value = 410, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 30
value = 220, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 50
value = 1100, 3
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 70
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 1

[State 800, 2]
type = targetState
Trigger1 = time = 0
value = 1304
id = 1320

[State 800, 2]
type = targetState
Trigger1 = animelemtime(7)=0
value = 1303
id = 1320

[State 800, 2]
type = targetState
Trigger1 = animelemtime(9)=0
value = 1304
id = 1320

[State 800,***]
type = TargetBind
trigger1 = 1
pos = 50,0
ID = 1320

[State 5110, 7]
type = Envcolor
trigger1 = 1
value = 255,0,0
time = 1
under = 1

[State 200, 1]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = nothitby
trigger1 = 1
value = SCA

[State 195, 1]
type = Explod
trigger1 = animelemtime(3)=0
anim = 10002
pos = 80,-20
random = 5,5
postype = p1
sprpriority = 4
vfacing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State 195, 1]
type = Explod
trigger1 = animelemtime(6)=0
anim = 10002
pos = 70,-70
random = 5,5
postype = p1
sprpriority = 4
vfacing = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 1325
id = 1325
pos = -50,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 1326
id = 1326
pos = 65,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = hitadd
trigger1 = animelemtime(6) = 0
trigger2 = animelemtime(11) = 0
value = 1

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 1305

[Statedef 1302]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1302
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1300, 0
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 320,240

[State 600, 4]
type = Pause
trigger1 = time = 0
time = 60
movetime = 60

[State 5110, 7]
type = Envcolor
trigger1 = time = 0
value = 255,0,0
time = 60
under = 1

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA
time = 1

[State 800, 2]
type = ChangeState
trigger1 = prevstateno = 1301
trigger1 = p2stateno = 1399
Trigger1 = animtime = 0
value = 1311

[State 800, 2]
type = ChangeState
trigger1 = prevstateno = 1322
trigger1 = p2stateno = 1399
Trigger1 = animtime = 0
value = 1321

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 1305

[Statedef 1305]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1305
sprpriority = 2
poweradd = 50

[State 600, 4]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 15
value = 1300, 1
channel = 1
ignorehitpause = 1
persistent = 0

[State 5110, 7]
type = Envcolor
trigger1 = time = 0
value = 255,0,0
time = 15
under = 1

[State 630, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = ifelse(prevstateno=1312,140+(var(2)*2),ifelse(prevstateno=1321,170+(var(2)*3),125+var(2)))
animtype = diagup
hitflag = MAF
priority = 7, Hit
pausetime = 0,0
sparkno = -1
hitsound   = S220,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -.5,ifelse(prevstateno=1302,-15,ifelse(prevstateno=1312,-17.5,-20))
air.velocity = -.5,-15
fall = 1
fall.recover = 0
air.juggle = 0
ground.cornerpush.veloff = 0
yaccel = .65

[State 800, 2]
type = posset
Trigger1 = 1
y = 0

[State 200, 1]
type = nothitby
trigger1 = time<=20
value = SCA

[State 800, 2]
type = ChangeState
triggerall = var(51) = 1
triggerall = power > 1000
Trigger1 = animtime = 0
value = ifelse(var(11)<=2&&p2bodydist x >20,3100,3000)

[State 800, 2]
type = ChangeState
triggerall = var(51) = 1
triggerall = roundstate = 2
triggerall = prevstateno = 1321
Trigger1 = animtime = 0
value = ifelse(var(11)<=2,222,1110)

[State 800, 2]
type = ChangeState
triggerall = var(51) = 1
triggerall = roundstate = 2
triggerall = prevstateno = 1312
Trigger1 = animtime = 0
value = ifelse(var(11)<=2,1020,40321)

[State 800, 2]
type = ChangeState
triggerall = var(51) = 1
triggerall = roundstate = 2
Trigger1 = animtime = 0
value = ifelse(var(11)<=2,1000,1100)

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

[Statedef 1400]
type    = A
movetype= A
physics = N
poweradd= 50
velset = ceil(vel x/5),ceil(vel y/5)
anim = 1400
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = posset
trigger1 = animelemtime(6) < 0
trigger1 = pos Y > -5
y = -5

[State 200, 1]
type = velset
trigger1 = animelemtime(6) = 0
x = -3
y = -5

[State 200, 1]
type = statetypeset
trigger1 = animelemtime(6) = 0
physics = A

[State -3, 123]
type = helper
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "blood_blade"
stateno = 1401
id = 1000
pos = 30,-90
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 200, 1]
type = ctrlset
trigger1 = animelem = 8
value = 1

[Statedef 1410]
type    = A
movetype= A
physics = N
poweradd= 50
velset = ceil(vel x/5),ceil(vel y/5)
anim = 1400
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = posset
trigger1 = animelemtime(6) < 0
trigger1 = pos Y > -5
y = -5

[State 200, 1]
type = velset
trigger1 = animelemtime(6) = 0
x = -3.5
y = -5.5

[State 200, 1]
type = statetypeset
trigger1 = animelemtime(6) = 0
physics = A

[State -3, 123]
type = helper
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "blood_blade"
stateno = 1402
id = 1000
pos = 30,-90
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 200, 1]
type = ctrlset
trigger1 = animelem = 8
value = 1

[Statedef 1420]
type    = A
movetype= A
physics = N
poweradd= 50
velset = ceil(vel x/5),ceil(vel y/5)
anim = 1400
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1000, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = posset
trigger1 = animelemtime(6) < 0
trigger1 = pos Y > -5
y = -5

[State 200, 1]
type = velset
trigger1 = animelemtime(6) = 0
x = -4
y = -6

[State 200, 1]
type = statetypeset
trigger1 = animelemtime(6) = 0
physics = A

[State -3, 123]
type = helper
trigger1 = animelemtime(6) = 0
helpertype = normal
name = "blood_blade"
stateno = 1403
id = 1000
pos = 30,-90
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 200, 1]
type = ctrlset
trigger1 = animelem = 8
value = 1

[Statedef 1401]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 3,1.5
anim = 1401
ctrl = 0
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA
stateno = 1003
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = ,NT,ST,HT

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 60+root,var(2), 0
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10001
sparkxy = -15, 0
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-3
air.hittime = 10
getpower = 100
givepower = 50

[State 1000, 7]
type = ChangeState
trigger1 = movecontact
trigger2 = pos Y > 0
value = 1003

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100

[Statedef 1402]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 5,3.5
anim = 1401
ctrl = 0
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA
stateno = 1003
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = ,NT,ST,HT

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 65+root,var(2), 0
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10001
sparkxy = -15, 0
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-3
air.hittime = 10
getpower = 100
givepower = 50

[State 1000, 7]
type = ChangeState
trigger1 = movecontact
trigger2 = pos Y > 0
value = 1003

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100

[Statedef 1403]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 6,.5
anim = 1001
ctrl = 0
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA
stateno = 1003
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = ,NT,ST,HT

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 70+root,var(2), 0
animtype = Med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 15
sparkno = S10001
sparkxy = -15, 0
hitsound = S200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
guard.velocity = -4
guard.hittime  = 10
airguard.velocity = -2,-2
air.type = Low
air.velocity = -3,-3
air.hittime = 10
getpower = 100
givepower = 50

[State 1000, 7]
type = ChangeState
trigger1 = movecontact
trigger2 = pos Y > 0
value = 1003

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100

[Statedef 1500]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1500, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = ChangeState
Trigger1 = time > 80
value = 1501

[Statedef 1510]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1500, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = ChangeState
Trigger1 = time > 80
value = 1501

[Statedef 1520]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1500
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1500, 0
channel = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = ChangeState
Trigger1 = time > 80
value = 1501

[Statedef 1501]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1501
sprpriority = -1
poweradd = 100

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = varset
Trigger1 = time = 0
var(10) = 0

[State 800, 2]
type = sprpriority
Trigger1 = animelemtime(8) = 0
value = 2

[State 800, 2]
type = nothitby
Trigger1 = animelemtime(8) < 0
value = ,AA,AP

[State 800, 2]
type = nothitby
Trigger1 = var(10) = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = animelemtime(8) < 0
Trigger2 = var(10) = 1
value = 0

[State 800, 2]
type = turn
Trigger1 = animelemtime(8) = 0
trigger1 = p2bodydist x < -5

[State 800, 2]
type = velset
Trigger1 = time = 0
x = ifelse(prevstateno = 1500,6,ifelse(prevstateno = 1510,-6,0))

[State 800, 2]
type = veladd
Trigger1 = time < 18
x = ifelse(prevstateno = 1500,-.1,ifelse(prevstateno = 1510,.1,0))

[State 800, 2]
type = velset
Trigger1 = animelem = 7
x = 0

[State 195, 1]
type = Explod
Trigger1 = animelemtime(8) = 0
anim = 101
id = 101
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = 1500, 1
channel = 1
ignorehitpause = 1
persistent = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "blood_target"
stateno = 1550
id = 1550
pos = 10,20
postype = P2
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 800, 2]
type = ChangeState
Trigger1 = animelemtime(10) >= 0
trigger1 = var(10) = 1
value = 1503

[State 210, 3]
type = AttackDist
trigger1 = 1
value = 0

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

[Statedef 1503]
type    = A
movetype= I
physics = N
anim = 1202
ctrl = 0
sprpriority = 2

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 1502

[Statedef 1502]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 2

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = Changeanim
Trigger1 = time = 0
value = 620
elem = 5

[state a]
type = posset
Trigger1 = time = 0
x = helper(1550),pos x
y = helper(1550),pos y

[State 800, 2]
type = playerpush
Trigger1 = animelemtime(10) < 0
value = 0

[State 800, 2]
type = nothitby
Trigger1 = animelemtime(10) < 0
value = SCA

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = 1500, 2
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = statetypeset
trigger1 = animelemtime(5) = 0
physics = N

[State 600, 3]
type = velset
trigger1 = animelemtime(5) = 0
y = -5

[State 600, 3]
type = statetypeset
trigger1 = animelem = 10
physics = A

[State 600, 3]
type = statetypeset
trigger1 = animelem = 10
movetype = I

[Statedef 1550]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1550
sprpriority = 3

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 100,***]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 210, 3]
type = AttackDist
trigger1 = !movehit
value = 0

[State 200, 1]
type = HitDef
trigger1 = !movehit
attr = A, ST
damage = 0, 0
animtype = Diagup
hitflag = MAF
priority = 1, Hit
pausetime = 0, 0
sparkno = -1
guard.sparkno = -1
p1sprpriority = 1
ground.type = Low
fall = 1
p1stateno = 1560
p2stateno = 1570
numhits = 0
fall = 1
ID = 1500

[State 600, 4]
type = Pause
trigger1 = time = 0
time = 10
movetime = 10

[State 800, 2]
type = ChangeState
trigger1 = animtime = 0
Trigger1 = !movehit
trigger2 = root,stateno != 1501
value = 1551

[Statedef 1560]
type    = A
movetype= I
physics = N
velset = 0,-2
ctrl = 0
sprpriority = 3

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 1100, 3
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = parentvarset
trigger1 = time = 0
v = 10
value = 1

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 100,***]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 1201,end]
type = changeanim
trigger1 = 1
value = 1550
elem = 7

[State 5110, 7]
type = Envcolor
trigger1 = 1
value = 255,0,0
time = 1
under = 1

[State 800, 2]
type = targetState
trigger1 = root,stateno = 1502
value = 803

[State 800, 2]
type = targetlifeadd
trigger1 = root,stateno = 1502
value = -50

[State 800, 2]
type = ChangeState
trigger1 = root,stateno = 1502
trigger2 = root,movetype = H
value = 1551

[State 800, 2]
type = targetState
trigger1 = root,movetype = H
value = 5100

[Statedef 1570]
movetype= H
physics = N
velset = 0,-2
ctrl = 0
sprpriority = -1

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,21

[State 3000,00]
type = lifeadd
trigger1 = time%10 = 1 || time%10 = 6
value = ifelse(life > 2 ,-3,0)

[State 1000, 7]
type = Changeanim2
trigger1 = time = 0
value = 3104

[Statedef 1551]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 220, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1201,end]
type = changeanim
trigger1 = time = 0
value = 1326
elem = 7

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3000
sprpriority = 2

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 5
value = 210, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 1000,***]
type = superpause
trigger1 = time = 0
sound = S3000,0
anim = -1
time = 50
movetime = 50
poweradd = -1000

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 4000
id = 4000
pos = -300,-110
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
scale = .5,.5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 4001
id = 4001
pos = -10,-200
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
scale = .5,.5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State 195, 1]
type = Explod
trigger1 = time = 10
anim = 4002
id = 4002
pos = -10,-110
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State -3, 1]
type = helper
trigger1 = time = 20
name = "cutin"
helpertype = normal
stateno = 9999
id = 9999
ontop = 1
facing = 1
keyctrl = 0
postype = p1
size.xscale = .5
size.yscale = .5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99

[State 700,***]
type = RemoveExplod
Trigger1 = animtime = 0
id = 4000

[State 700,***]
type = RemoveExplod
Trigger1 = animtime = 0
id = 4001

[State 700,***]
type = RemoveExplod
Trigger1 = animtime = 0
id = 4002

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 3001

[Statedef 3001]
type    = A
movetype= A
physics = N
velset = 1.5,0
ctrl = 0
anim = 3001
sprpriority = 2

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(101)
anim = 101
id = 101
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = MAFD
priority = 7, Hit
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3002
p2stateno = 3005
guard.dist = 0
fall = 1
ID = 3000

[State 100,00]
type = Afterimage
trigger1 = Time%10 = 1 || Time%10 = 6
trans = add1
TimeGap = 1
FrameGap = 2
time = 5
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 800, 2]
type = ChangeState
Trigger1 = time > 150
value = 0
ctrl = 1

[Statedef 3002]
type    = A
movetype= A
physics = N
velset = 12,0
ctrl = 0
anim = 3002
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 200, 1
;lowpriority = 1
ignorehitpause = 1

[State 800,***]
type = TargetBind
trigger1 = 1
pos = -20,-50
ID = 3000

[State 106, 3]
type = MakeDust
trigger1 = 1
pos = -50,-5

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = !numexplod(107)
anim = 107
id = 107
pos = 0,-50
vel = 0,-.5
scale = .75,.5
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 100,00]
type = Afterimage
trigger1 = time = 0
trans = add1
TimeGap = 3
FrameGap = 1
time = 999
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 100,***]
type = changestate
trigger1 = FrontEdgeDist < 20
trigger2 = time > 1000
value = 3003

[Statedef 3003]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3003
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3000, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 220, 1
;lowpriority = 1
ignorehitpause = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3000, 2
;lowpriority = 1
ignorehitpause = 1

[State 100,00]
type = Afterimage
trigger1 = time = 0
trans = add1
TimeGap = 1
FrameGap = 1
time = 1
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 100,***]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 1000, 3]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 50
phase = 150

[State 800,***]
type = TargetBind
trigger1 = time < 10
pos = 40,-60
ID = 3000

[State 800,***]
type = Targetlifeadd
trigger1 = time = 10
value = -(65+var(2))*3

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(101)
anim = 101
id = 101
pos = -50,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(3050)
anim = 3050
id = 3050
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
removetime = 29

[State 800,***]
type = Targetstate
trigger1 = time = 10
value = 3006
ID = 3000

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 5120, 4]
type = HitAdd
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
trigger4 = time = 7
trigger5 = time = 9
trigger6 = time = 11
trigger7 = time = 13
trigger8 = time = 15
value = 1

[State 100,***]
type = changestate
trigger1 = time >= 20
value = 3010

[Statedef 3010]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 106
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 220, 2
;lowpriority = 1
ignorehitpause = 1

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 107
id = 107
pos = 0,0
vel = 0,-.5
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(9) = 0
anim = 108
id = 108
pos = 0,0
vel = 0,-.5
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 5201, 4]
type = posadd
trigger1 = animtime = 0
x = -120

[State 5201, 4]
type = changestate
trigger1 = animtime = 0
value = 3011

[Statedef 3011]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3011
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 220, 2
;lowpriority = 1
ignorehitpause = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(9) = 0
value = 620, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 5201, 4]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3005]
movetype= H
physics = N
ctrl = 0
sprpriority = 2

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,21

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 800, 2]
type = Changeanim2
Trigger1 = time = 0
value = 3005

[Statedef 3006]
type    = A
movetype= H
physics = N
velset = -.2,-20

[State 810, Bind 1]
type = playsnd
trigger1 = time = 5
value = S4218,23

[State 820, 1]
type = posadd
Trigger1 = Time = 0
y = -60

[State 2027, 5]
type = Angleset
trigger1 = time = 0
value = 0.0

[State 2027, 5]
type = AngleAdd
trigger1 = time = [15,30]
value = -10

[State 1027, Pos]
type = Angledraw
trigger1 = time = [15,30]

[State 820, 1]
type = posadd
Trigger1 = Time = 31
y = 60

[State 800, 2]
type = nothitby
Trigger1 = vel Y < 0
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = vel Y < 0
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 31
value = 804

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 803

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .6

[State 821, 4] ;Hit ground
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50

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

[Statedef 9999]
type    = A
movetype= I
physics = N
anim = 9999
ctrl = 0
sprpriority = -999

[State 9400, 3]
type = Posadd
trigger1 = time = 0
trigger1 = ScreenPos Y != 8
y = (8-ScreenPos Y)
IgnoreHitPause = 1

[State 9400, 3]
type = PosSet
trigger1 = time = 0
x = ScreenPos X - BackEdgeDist
IgnoreHitPause = 1

[State 1100, 1]
type = posadd
trigger1 = time = 0
trigger1 = facing = 1
x = (-200 - ScreenPos X)

[State 1100, 1]
type = posadd
trigger1 = time = 0
trigger1 = facing = -1
x = (ScreenPos X - 530)

[State 1100, 1]
type = velset
trigger1 = time < 15
x = 15

[State 1100, 1]
type = velset
trigger1 = time = 15
x = 0

[State 123]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1100, 1]
type = velset
trigger1 = time = 30
x = 5

[State 1100, 1]
type = veladd
trigger1 = time > 30
x = .1

[State 3000,00]
type = varset
trigger1 = time = 0
var(12) = 0

[State 3000,00]
type = varadd
trigger1 = time >= 30
var(12) = 8

[state a]
type = Trans
trigger1 = time >= 30
trans = addalpha
alpha = 256-var(12), var(12)

[State 1201,end]
type = Destroyself
trigger1 = var(12) >= 256

[Statedef 3100]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3100
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3100, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 69
value = 210, 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = varset
Trigger1 = time = 0
var(6) = 0

[State 800, 2]
type = varset
Trigger1 = time = 0
var(7) = 0

[State 800, 2]
type = nothitby
Trigger1 = time <= 70
value = SCA

[State 800, 2]
type = nothitby
Trigger1 = var(7) = 1
value = SCA

[State 1000,***]
type = superpause
trigger1 = time = 0
sound = S3000,0
anim = -1
time = 70
movetime = 70
poweradd = -1000

[State 100,***]
type = AssertSpecial
trigger1 = animelemtime(4) < 0
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 100,***]
type = sprpriority
trigger1 = animelemtime(4) = 0
value = 1

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 4000
id = 4000
pos = -300,-110
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
scale = .5,.5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 4001
id = 4001
pos = -5,-200
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
scale = .5,.5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State 195, 1]
type = Explod
trigger1 = time = 10
anim = 4002
id = 4002
pos = 0,-110
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State -3, 1]
type = helper
trigger1 = time = 20
name = "cutin"
helpertype = normal
stateno = 9999
id = 9999
ontop = 1
facing = 1
keyctrl = 0
postype = p1
size.xscale = .5
size.yscale = .5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99

[State -3, 123]
type = helper
trigger1 = animelemtime(4) = 0
trigger1 = !numhelper(3150)
helpertype = normal
name = "blood_mizuchi"
stateno = 3150
id = 3150
pos = 15,-85
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 101
id = 101
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 800, 2]
type = ChangeState
trigger1 = animelemtime(4) > 0
Trigger1 = !numhelper(3150)
value = 0
ctrl = 1

[State 800, 2]
type = ChangeState
trigger1 = var(6) = 1
value = 3101

[Statedef 3101]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3101
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 40
value = 3100, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = varset
Trigger1 = time = 0
var(7) = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
trigger1 = var(6) = 2
value = 3102

[Statedef 3102]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3102
sprpriority = 2

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = globalnoshadow
flag2 = nokoslow
flag3 = timerfreeze
ignorehitpause = 1

[State 800, 2]
type = ChangeState
trigger1 = var(6) = 3
value = 3103

[Statedef 3103]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3103
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 620, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = nothitby
Trigger1 = animelemtime(15) < 0
value = SCA

[State 195, 1]
type = Explod
trigger1 = time = 1
trigger2 = time = 5
anim = 1126
pos = 15,-15
random = 10,10
scale = 1.5,1.5
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 3
trigger2 = time = 7
anim = 1126
pos = -25,-25
random = 10,10
scale = .75,.75
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 9
anim = 1126
pos = 0,-100
random = 10,10
scale = 2,2
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 800, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3150]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 2,0
anim = 3150
ctrl = 0
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA
stateno = 3150
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = ,NT,ST,HT

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 195, 1]
type = Explod
trigger1 = !numexplod(3149)
anim = 3149
id = 3149
pos = -20,0
vel = 1.5,0
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = movecontact
trigger2 = FrontEdgeDist < -100
id = 3149

[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = A, SP
damage = 100+var(2), 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 0, 15
sparkno = -1
guard.sparkno = -1
hitsound = S210, 2
guardsound = S220, 1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -8
guard.hittime  = 15
air.velocity = 0,0
air.fall = 1
ground.cornerpush.veloff = 0

[State 1000, 3]
type = ParentVarSet
trigger1 = movehit
V = 7
value = 1

[State 1000, 7]
type = ChangeState
trigger1 = movehit
value = 3160

[State 1000, 7]
type = ChangeState
trigger1 = moveguarded
trigger2 = root,stateno != 3100
value = 1003

[State 1201,end]
type = Destroyself
trigger1 = FrontEdgeDist < -100

[Statedef 3160]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 5,0
anim = 3149
ctrl = 0
sprpriority = -1

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nojugglecheck
flag3 = noshadow
ignorehitpause = 1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
time = -1

[State 195, 1]
type = Explod
trigger1 = !numexplod(3150)
anim = 3150
id = 3150
pos = 5,0
scale = .75,.75
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, HT
hitflag = MAFD+
priority = 7, Hit
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p2stateno = 3104
guard.dist = 0
fall = 1
ID = 3100
numhits = 0

[State 1000, 7]
type = ChangeState
trigger1 = movehit
value = 3165

[State 1000, 7]
type = ChangeState
trigger1 = !movehit
Trigger1 = Time > 3
value = 1003

[Statedef 3165]
type    = A
movetype= A
physics = N
juggle  = 0
velset = .75,0
anim = 3149
ctrl = 0
sprpriority = 1

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nojugglecheck
flag3 = noshadow
ignorehitpause = 1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
time = -1

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(3165)
anim = 3150
id = 3165
pos = 5,0
scale = .75,.75
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = 1
id = 3150

[State 5120, 4]
type = HitAdd
trigger1 = time = 1
value = 1

[State 1000, 7]
type = ChangeState
trigger1 = time >= 20
value = 3170

[Statedef 3170]
type    = A
movetype= A
physics = N
juggle  = 0
velset = .5,0
anim = 3149
ctrl = 0
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nojugglecheck
flag3 = noshadow
ignorehitpause = 1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
time = -1

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(3170)
anim = 3150
id = 3170
pos = 5,0
scale = .5,.5
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = 1
id = 3165

[State 5120, 4]
type = HitAdd
trigger1 = time = 1
value = 1

[State 1000, 7]
type = ChangeState
trigger1 = time >= 20
value = 3175

[Statedef 3175]
type    = A
movetype= A
physics = N
juggle  = 0
velset = .25,0
anim = 3149
ctrl = 0
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nojugglecheck
flag3 = noshadow
ignorehitpause = 1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
time = -1

[State 195, 1]
type = Explod
trigger1 = time = 0
trigger1 = !numexplod(3175)
anim = 3150
id = 3175
pos = 5,0
scale = .25,.25
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
Trigger1 = 1
id = 3170

[State 1000, 3]
type = ParentVarSet
trigger1 = time >= 20
V = 6
value = 1

[State 1000, 7]
type = targetState
trigger1 = time >= 20
value = 3105
ID = 3100

[State 5120, 4]
type = HitAdd
trigger1 = time = 1
value = 1

[State 1000, 7]
type = ChangeState
trigger1 = time >= 20
value = 3180

[Statedef 3180]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,-1
anim = 3149
ctrl = 0
sprpriority = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 210, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = nojugglecheck
flag3 = noshadow
ignorehitpause = 1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
time = -1

[State 3000,00]
type = velset
trigger1 = time = 60
y = 0

[State 195, 1]
type = Explod
trigger1 = time = 50
anim = 1125
id = 1125
pos = 10,90
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
ignorehitpause = 1
removetime = 10

[State 5110, 7]
type = Envcolor
trigger1 = time = 60
value = 255,0,0
time = 3

[State 1000, 7]
type = ChangeState
trigger1 = time = 60
value = 3151

[Statedef 3151]
physics = N
anim = 3151
ctrl = 0
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 25
value = 220, 2
;lowpriority = 1
ignorehitpause = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 50
trigger2 = time = 75
value = 220, 2
volume = -50
;lowpriority = 1
ignorehitpause = 1

[State 700,***]
type = RemoveExplod
trigger1 = 1
id = 1125

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 3]
type = posadd
trigger1 = time = 0
y = 30

[State 100,00]
type = Afterimage
trigger1 = time = 0
trans = add1
TimeGap = 3
FrameGap = 3
time = 100
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,100

[State 1000, 3]
type = ParentVarSet
trigger1 = time >= 100
V = 6
value = 2

[State 3000,00]
type = varset
trigger1 = time = 100
var(12) = 0

[State 3000,00]
type = varadd
trigger1 = time > 100
var(12) = 2

[State 3000,00]
type = allPalfx
trigger1 = time > 100
trigger1 = var(12) != 256
add = var(12),0,0
mul = 256,256-var(12),256-var(12)
time = 1

[State -3, 123]
type = helper
trigger1 = time = 100
trigger1 = !numhelper(3152)
helpertype = normal
name = "blood_dragon"
stateno = 3152
id = 3152
pos = -(BackEdgeBodyDist)-100,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State 5120, 4]
type = HitAdd
trigger1 = gametime%10 = 1
value = 1

[State 1000, 7]
type = ChangeState
trigger1 = var(12) = 256
value = 3190

[Statedef 3190]
physics = N
anim = 1126
ctrl = 0
sprpriority = 2

[State 5120, 4]
type = HitAdd
trigger1 = gametime%10 = 1
value = 23

[State 100,***]
type = targetstate
trigger1 = time = 0
value = 3106
ID = 3100

[State 100,***]
type = targetlifeadd
trigger1 = time = 0
value = -(135+(root,var(2)*5))
ID = 3100

[State 1000, 3]
type = ParentVarSet
trigger1 = time = 0
V = 6
value = 3

[State 195, 1]
type = Explod
trigger1 = time = 1
anim = 1126
pos = 55,55
scale = .75,.75
random = 10,10
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 3
anim = 1126
pos = -35,-5
scale = .75,.75
random = 10,10
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 5
anim = 1126
pos = 10,10
scale = 1.25,1.25
random = 10,10
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 195, 1]
type = Explod
trigger1 = time = 7
anim = 1126
pos = 10,120
scale = 1.5,1.5
random = 10,10
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
ignorehitpause = 1

[State 1000, 3]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 50
phase = 150

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 3152]
type    = A
movetype= A
physics = N
anim = 3152
velset = 2,0
ctrl = 0
sprpriority = 2

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 100,***]
type = veladd
trigger1 = 1
x = .05

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3100, 2
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = Parent,Var(12) = 256
value = 3100, 3
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 1201,end]
type = Destroyself
trigger1 = Parent,Var(12) = 256

[Statedef 3104]
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,21

[State 810, Bind 1]
type = playsnd
trigger1 = time = 40
value = S4218,22

[State 1000, 7]
type = posadd
triggerall = pos Y != 0
trigger1 = pos Y <= -50
y = 5

[State 1000, 7]
type = posadd
triggerall = pos Y != 0
trigger1 = pos Y < -50
trigger1 = pos Y > -25
y = 3

[State 1000, 7]
type = posadd
trigger1 = pos Y < 0
y = 1

[State 3000,00]
type = Palfx
trigger1 = time = 0
add = 100,0,0
sinadd = 10, 10, 10
time = -1

[State 3000,00]
type = Palfx
trigger1 = time = 20
add = 170,0,0
sinadd = 5, 5, 5
time = -1

[State 3000,00]
type = Palfx
trigger1 = time = 40
add = 240,0,0
sinadd = 0, 0, 0
time = -1

[State 3000,00]
type = lifeadd
trigger1 = 1
value = ifelse(life > 2 ,-1,0)

[State 1000, 7]
type = Changeanim2
trigger1 = time = 0
value = 3104

[Statedef 3105]
movetype= H
physics = N
velset = 0,-1
ctrl = 0
sprpriority = -1

[State 3000,00]
type = Palfx
trigger1 = 1
add = 240,0,0
sinadd = 0, 0, 0
time = -1

[State 3000,00]
type = velset
trigger1 = time = 60
y = 0

[State 210, 3]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,100

[State 1000, 7]
type = Changeanim2
trigger1 = time = 0
value = 3105

[Statedef 3106]
type    = A
movetype= H
physics = N
velset = -5,-10

[State 3000,00]
type = Palfx
trigger1 = 1
add = 240,0,0
sinadd = 0, 0, 0
time = 1

[State 810, Bind 1]
type = playsnd
trigger1 = time = 0
value = S4218,23

[State 820, 1]
type = posadd
Trigger1 = Time = 0
y = -60

[State 2027, 5]
type = Angleset
trigger1 = time = 0
value = 0.0

[State 2027, 5]
type = AngleAdd
trigger1 = time = [15,30]
value = 12

[State 1027, Pos]
type = Angledraw
trigger1 = time = [15,30]

[State 820, 1]
type = posadd
Trigger1 = Time = 31
y = 60

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 31
value = 804

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 803

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 821, 1]
type = nothitby
Trigger1 = vel y < 0
value = SCA

[State 821, 1]
type = playerpush
Trigger1 = vel y < 0
value = 0

[State 821, 4] ;Hit ground
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50

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

[Statedef 3200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3200
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3200, 0
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 800, 2]
type = varset
Trigger1 = time = 0
var(8) = 0

[State 800, 2]
type = varset
Trigger1 = time = 0
var(9) = 0

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 1000,***]
type = superpause
trigger1 = animelemtime(3) = 0
sound = S3000,0
anim = -1
time = 50
movetime = 50
poweradd = -1000

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State -3, 1]
type = helper
trigger1 = time = 0
name = "blood_power"
helpertype = normal
stateno = 3210
id = 3210
ontop = 1
pos = 40,-100
facing = 1
keyctrl = 0
postype = p1
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99

[State 195, 1]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 4000
id = 4000
pos = -300,-110
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
scale = .5,.5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 4001
id = 4001
pos = -5,-200
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
scale = .5,.5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State 195, 1]
type = Explod
trigger1 = animelemtime(3) = 10
anim = 4002
id = 4002
pos = 0,-110
postype = p1
sprpriority = -1
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99
removeongethit = 1

[State -3, 1]
type = helper
trigger1 = animelemtime(3) = 20
name = "cutin"
helpertype = normal
stateno = 9999
id = 9999
ontop = 1
facing = 1
keyctrl = 0
postype = p1
size.xscale = .5
size.yscale = .5
ignorehitpause = 1
supermovetime = 99
pausemovetime = 99

[State 700,***]
type = RemoveExplod
Trigger1 = animtime = 0
id = 4000

[State 700,***]
type = RemoveExplod
Trigger1 = animtime = 0
id = 4001

[State 700,***]
type = RemoveExplod
Trigger1 = animtime = 0
id = 4002

[State 800, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 3201

[Statedef 3201]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3201
sprpriority = 2

[State 800, 2]
type = nothitby
Trigger1 = animelemtime(7) < 0
trigger2 = var(8) = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = animelemtime(7) < 0
trigger2 = var(8) = 1
value = 0

[State 195, 1]
type = Explod
trigger1 = animelemtime(4) = 0
anim = 101
id = 101
pos = 0,0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 15

[State -3, 123]
type = helper
trigger1 = animelemtime(5) = 0
trigger1 = !numhelper(3250)
helpertype = normal
name = "blood_gazer"
stateno = 3250
id = 3250
pos = ceil(p2bodydist x) + 20,0
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1
pausemovetime = 22

[State -3, 1]
type = helper
trigger1 = var(8) = 1
trigger1 = !numhelper(3251)
name = "robo"
helpertype = normal
stateno = 3251
id = 3251
ontop = 1
facing = 1
keyctrl = 0
postype = p1
size.xscale = .5
size.yscale = .5
ignorehitpause = 1
supermovetime = 100
pausemovetime = 100

[State 800, 2]
type = ChangeState
Trigger1 = var(8) = 1
trigger1 = animelemtime(7) >= 0
value = 3202

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = 800, 0
channel = 1
lowpriority = 1
ignorehitpause = 1
persistent = 0

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

[Statedef 3202]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3202
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3200, 1
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 800, 2]
type = nothitby
Trigger1 = 1
value = SCA

[State 800, 2]
type = playerpush
Trigger1 = 1
value = 0

[State 800, 2]
type = changeanim
Trigger1 = time = 48
Trigger2 = time = 156
value = 3209

[State 800, 2]
type = changeanim
Trigger1 = time = 120
value = 3202

[State 800, 2]
type = ChangeState
Trigger1 = var(9) = 1
value = 3203

[Statedef 3203]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3203
sprpriority = 2

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = 3200, 2
channel = 1
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3200, 5
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, 123]
type = helper
trigger1 = animelemtime(3) = 0
helpertype = normal
name = "blood_papiyon"
stateno = 3220
id = 3220
pos = 45,-80
postype = P1
facing = 1
keyctrl = 0
ontop = 1
ownpal = 1

[State -3, 1]
type = helper
trigger1 = animelemtime(3) > 0
Trigger1 = !numhelper(3220)
Trigger1 = !numhelper(3254)
name = "white_spark"
helpertype = normal
stateno = 3254
id = 3254
ontop = 1
facing = 1
keyctrl = 0
postype = p1
size.xscale = .1
size.yscale = .1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

[State 123]
type = nothitby
trigger1 = 1
value = SCA

[State 123]
type = playerpush
trigger1 = 1
value = 0

[State 800, 2]
type = ChangeState
trigger1 = animelemtime(3) > 0
trigger1 = time > 200
Trigger1 = !numhelper(3220)
value = 0
ctrl = 1

[Statedef 3210]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3210
sprpriority = 3

[State 100,00]
type = Afterimage
trigger1 = time%10 = 0
trigger1 = time < 220
trans = add1
TimeGap = 5
FrameGap = 1
time = 9
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 3000,00]
type = varset
trigger1 = time = 0
var(12) = 0

[State 3000,00]
type = varadd
trigger1 = time >= 230
var(12) = 8

[state a]
type = Trans
trigger1 = time >= 230
trans = addalpha
alpha = 256-var(12), var(12)

[State 1201,end]
type = Destroyself
trigger1 = var(12) >= 256

[Statedef 3220]
type    = A
movetype= I
physics = N
velset = 1,-2
ctrl = 0
anim = 3220
sprpriority = 5

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 1201,end]
type = veladd
trigger1 = time < 10
y = .1

[State 1201,end]
type = velset
trigger1 = time = 10
x = .5
y = -.25

[State 1201,end]
type = veladd
trigger1 = time > 10
x = -.01

[State 1201,end]
type = changestate
trigger1 = time > 30
value = 3221

[Statedef 3221]
type    = A
movetype= I
physics = N
velset = -.5,-.25
ctrl = 0
anim = 3221
sprpriority = 5

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 1201,end]
type = veladd
trigger1 = time > 5
x = .01

[State 1201,end]
type = changestate
trigger1 = time > 30
value = 3222

[Statedef 3222]
type    = A
movetype= I
physics = N
velset = .5,-.25
ctrl = 0
anim = 3222
sprpriority = 5

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 1201,end]
type = veladd
trigger1 = time > 20
y = .05

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 3250]
type    = C
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3250
sprpriority = 3

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP,NA,SA,HA,NT,ST,HT
time = -1

[State 2000, Override]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = playerpush
trigger1 = 1
value = 0

[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = C, HP
damage = 0, 0
animtype = Hard
guardflag = L
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 150
sparkno = -1
guard.sparkno = -1
hitsound = S220, 2
guardsound = S220, 1
ground.type = Low
ground.slidetime = 999
ground.hittime  = 999
ground.velocity = 0
guard.velocity = 0
guard.hittime  = 20
air.velocity = 0,0
ground.cornerpush.veloff = 0
kill = 0

[State 100,00]
type = Afterimage
trigger1 = time = 0
trans = add1
TimeGap = 3
FrameGap = 1
time = 10
;PalBright = 10,10,10
PalContrast = 200,100,100
PalAdd = 25,0,0
PalMul = 1,1,1

[State 1000, 3]
type = ParentVarSet
trigger1 = movehit
V = 8
value = 1

[State 1201,end]
type = Destroyself
trigger1 = animtime = 0

[Statedef 3251]
type    = A
movetype= I
physics = N
anim = 3251
ctrl = 0
sprpriority = -999

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3200, 3
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 80
value = 3200, 6
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 9400, 3]
type = Posadd
trigger1 = time = 0
trigger1 = ScreenPos Y != 1
y = (1-ScreenPos Y)
IgnoreHitPause = 1

[State 9400, 3]
type = PosSet
trigger1 = time = 0
x = ScreenPos X - BackEdgeDist
IgnoreHitPause = 1

[State 1100, 1]
type = posadd
trigger1 = time = 0
trigger1 = facing = 1
x = (-200 - ScreenPos X)

[State 1100, 1]
type = posadd
trigger1 = time = 0
trigger1 = facing = -1
x = (ScreenPos X - 520)

[State 1100, 1]
type = velset
trigger1 = time = 0
x = 20

[State 1100, 1]
type = velset
trigger1 = time = 9
x = 0

[State 1100, 1]
type = velset
trigger1 = time = 75
x = -5

[State 123]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = timerfreeze
flag3 = nokoslow
ignorehitpause = 1

[State 3000,00]
type = varset
trigger1 = time = 0
var(12) = 0

[State 3000,00]
type = varadd
trigger1 = time >= 130
var(12) = 12

[state a]
type = Trans
trigger1 = time >= 130
trans = addalpha
alpha = 256-var(12), var(12)

[State -3, 1]
type = helper
trigger1 = var(12) >= 200
trigger1 = !numhelper(3252)
name = "robo_hand"
helpertype = normal
stateno = 3252
id = 3252
ontop = 1
facing = 1
keyctrl = 0
postype = p1
size.xscale = .5
size.yscale = .5
ignorehitpause = 1
supermovetime = 100
pausemovetime = 100
persistent = 0
ignorehitpause = 1

[State 123]
type = AssertSpecial
trigger1 = var(12) >= 256
flag = noshadow
flag2 = invisible
flag3 = timerfreeze
ignorehitpause = 1

[State 3000,00]
type = parentvarset
trigger1 = var(12) >= 256
trigger1 = time > 200
v = 9
value = 1

[State 1201,end]
type = Destroyself
trigger1 = var(12) >= 256
trigger1 = time > 200

[Statedef 3252]
type    = A
movetype= I
physics = N
anim = 3252
ctrl = 0
sprpriority = -999

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 9400, 3]
type = Posadd
trigger1 = time = 0
trigger1 = ScreenPos Y != 8
y = (8-ScreenPos Y)
IgnoreHitPause = 1

[State 9400, 3]
type = PosSet
trigger1 = time = 0
x = ScreenPos X - BackEdgeDist
IgnoreHitPause = 1

[State 1100, 1]
type = posadd
trigger1 = time = 0
trigger1 = facing = 1
x = (-300 - ScreenPos X)

[State 1100, 1]
type = posadd
trigger1 = time = 0
trigger1 = facing = -1
x = (ScreenPos X - 620)

[State 1100, 1]
type = velset
trigger1 = time = 0
x = 30

[State 1100, 1]
type = velset
trigger1 = time = 10
x = 0

[State 123]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = timerfreeze
flag3 = nokoslow
ignorehitpause = 1

[State 1000, 3]
type = EnvShake
trigger1 = time = 10
time = 30
freq = 50
phase = 150

[State 5110, 7]
type = Envcolor
trigger1 = time = 11
value = 255,0,0
time = 4

[State 1201,end]
type = changestate
trigger1 = time = 15
value = 3253

[Statedef 3253]
type    = A
movetype= A
physics = N
anim = 3253
ctrl = 0
sprpriority = -999

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 3200, 4
;lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 100,***]
type = nothitby
trigger1 = 1
value = SCA

[State 9999]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP
time = -1

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = ifelse(var(2)<=7,444,ifelse(var(2)>=10,500,444+(var(2)*5))), 0
animtype = Hard
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 200
sparkno = -1
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 200
ground.hittime  = 200
ground.velocity = -10,-20
air.velocity = -10,-25
fall = 1
fall.recover = 0
yaccel = .7

[State 100,***]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 123]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = timerfreeze
flag3 = nokoslow
ignorehitpause = 1

[State 3000,00]
type = velset
trigger1 = time = 20
x = -5

[State 3000,00]
type = varset
trigger1 = time = 0
var(12) = 0

[State 3000,00]
type = varadd
trigger1 = time >= 20
var(12) = 8

[state a]
type = Trans
trigger1 = time >= 20
trans = addalpha
alpha = 256-var(12), var(12)

[State 1201,end]
type = Destroyself
trigger1 = var(12) >= 256

[Statedef 3254]
type    = A
movetype= I
physics = N
anim = 0
ctrl = 0
sprpriority = -999

[State 123]
type = nothitby
trigger1 = 1
value = SCA

[State 123]
type = playerpush
trigger1 = 1
value = 0

[State 100,***]
type = AssertSpecial
trigger1 = time < 64
flag = nobardisplay
flag2 = noBG
flag3 = noFG
ignorehitpause = 1

[State 100,***]
type = AssertSpecial
trigger1 = time < 64
flag = globalnoshadow
ignorehitpause = 1

[State 123]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = timerfreeze
ignorehitpause = 1

[State 3000,00]
type = varset
trigger1 = time = 0
trigger2 = time = 64
var(12) = 0

[State 3000,00]
type = varadd
trigger1 = 1
var(12) = 4

[State 3000,00]
type = allPalfx
trigger1 = time < 64
add = var(12),var(12),var(12)
mul = 256,256,256
time = 1

[State 3000,00]
type = allPalfx
trigger1 = time >= 64
add = 256-var(12),256-var(12),256-var(12)
mul = 256,256,256
time = 1

[State 1201,end]
type = Destroyself
trigger1 = time >= 64
trigger1 = var(12) = 256

[Statedef 900]
type = S
movetype = I
physics = S
anim = 900
velset = 0,0
sprpriority = -1
facep2 = 1
poweradd = 250
ctrl = 0

[State 900]
type = NotHitBy
trigger1 = AnimElemTime(4) <= 10
value = SCA

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 900, 0
channel = 2
lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 10004
id = 10004
pos = 20,-60
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
pausemovetime = 99
persistent = 0
ignorehitpause = 1

[State 900]
type = Posfreeze
trigger1 = AnimElemTime(5) < 0

[State 900]
type = assertspecial
trigger1 = AnimElemTime(5) < 0
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 900]
type = PalFX
trigger1 = time = 1
time = 15
add = 255,0,0
sinadd = -250,0,0,60

[State 900]
type = Pause
trigger1 = time = 0
time = 15
movetime = 10

[State 900]
type = CtrlSet
trigger1 = AnimElemTime(4) = 1
value = 1

[State 900]
type = VarSet
trigger1 = var(20)
trigger1 = time = 1
var(20) = 0

[State 900]
type = VarSet
trigger1 = var(21)
trigger1 = time = 1
var(21) = 0

[State 900]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 910]
type = A
movetype = I
physics = N
anim = 920
velset = -1,-10
sprpriority = -1
facep2 = 1
poweradd = 250
ctrl = 0

[State 900]
type = NotHitBy
trigger1 = AnimElemTime(4) <= 10
value = SCA

[State -3, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = 900, 0
channel = 2
lowpriority = 1
ignorehitpause = 1
persistent = 0

[State 195, 1]
type = Explod
trigger1 = time = 0
anim = 10004
id = 10004
pos = 20,-80
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
pausemovetime = 99
persistent = 0
ignorehitpause = 1

[State 900]
type = Posfreeze
trigger1 = AnimElemTime(5) < 0

[State 900]
type = assertspecial
trigger1 = AnimElemTime(5) < 0
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 900]
type = PalFX
trigger1 = time = 1
time = 15
add = 255,0,0
sinadd = -250,0,0,60

[State 900]
type = Pause
trigger1 = time = 0
time = 15
movetime = 10

[State 900]
type = statetypeSet
trigger1 = AnimElemTime(4) = 0
physics = A

[State 900]
type = VarSet
trigger1 = var(20)
trigger1 = time = 1
var(20) = 0

[State 900]
type = VarSet
trigger1 = var(21)
trigger1 = time = 1
var(21) = 0

[State 900]
type = CtrlSet
trigger1 = AnimElemTime(4) = 1
value = 1

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]
[State -2]
type = StopSnd
trigger1 = movetype = H
channel = 1

[State -2]
type = StopSnd
triggerall = stateno != [900,910]
trigger1 = movetype = H
channel = 2

[State -2]
type = StopSnd
triggerall = stateno != [900,910]
trigger1 = movetype = H
channel = 4

[State -2]
type = StopSnd
triggerall = stateno != [900,910]
trigger1 = movetype = H
channel = 5

[State -2]
type = StopSnd
triggerall = stateno != [900,910]
trigger1 = movetype = H
channel = 6

[State -2]
type = StopSnd
triggerall = stateno = [5000,5300]
trigger1 = movetype = H
channel = 7

;=======================================チャンスメイク(ブロ)
[State 9999]
type = HitOverride
triggerall = statetype = S
triggerall = MoveType = I
triggerall = ctrl = 1 || stateno = 20321
trigger1 = var(20) != 0
attr = SA,AA,AP
stateno = 900
IgnoreHitPause = 1
time = 1

[State 9999]
type = HitOverride
triggerall = statetype != A
triggerall = MoveType = I
triggerall = ctrl = 1 || stateno = 20321
trigger1 = var(21) != 0
attr = C,AA,AP
stateno = 900
IgnoreHitPause = 1
time = 1

[State -2];空中
type = HitOverride
triggerall = statetype = A
triggerall = MoveType = I
triggerall = ctrl = 1
trigger1 = var(20) != 0
trigger2 = var(21) != 0
attr = SCA, AA,AP
stateno = 910
IgnoreHitPause = 1
time = 1

[State -2]
type = VarAdd
trigger1 = var(20) != 0
var(20) = -1
ignorehitpause = 1
[State -2]
type = VarAdd
trigger1 = var(21) != 0
var(21) = -1
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = movetype = H
trigger2 = command != "holdfwd"
trigger3 = command = "holdback"
trigger4 = command = "holdup"
var(20) = 0
IgnoreHitPause = 1
[State -2]
type = VarSet
trigger1 = movetype = H
trigger2 = command != "holddown"
trigger3 = command = "holdback"
trigger4 = command = "holdup"
var(21) = 0
IgnoreHitPause = 1

[State -2]
type = RemoveExplod
Trigger1 = movetype = H
trigger2 = stateno = 1201
trigger2 = Time = 0
id = 1205
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
[Statedef -3]
[State 100,00]
type = Afterimage
trigger1 = animtime = 0
trigger2 = movetype = H
trigger3 = prevstateno = 48
trans = add1
TimeGap = 1
FrameGap = 1
time = 1
PalAdd = 0,0,0

[State -3, Landing Sound]
type = varset
trigger1 = 1
var(2) = 10-(life/100)
ignorehitpause = 1

[State -3, Landing Sound]
type = varset
trigger1 = p2movetype != H
var(3) = 0
ignorehitpause = 1

;=====================================================ダメージ声／効果音
[State -3, Landing Sound]
type = PlaySnd
triggerall = animtime = 0
trigger1 = stateno = 40
value = 40, 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = animtime = 0
trigger1 = stateno = 49
trigger2 = time = 6
trigger2 = stateno = 100
trigger3 = time = 1
trigger3 = stateno = 105
value = 100, 0

[State -3, Landing Sound]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 52
value = 52, 0

[State -3]
type = varrandom
trigger1 = 1
v = 11
range = 1,4
ignorehitpause = 1

[State -3, Landing Sound]
type = PlaySnd
trigger1 = RoundNo = 1
trigger1 = !alive
trigger1 = time = 1
trigger1 = var(13) = 0
value = 11,1
channel = 3
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = RoundNo != 1
trigger1 = !alive
trigger1 = time = 1
trigger1 = var(13) = 0
trigger1 = var(11) = [1,2]
value = 11,2
channel = 3
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = PlaySnd
trigger1 = RoundNo != 1
trigger1 = !alive
trigger1 = time = 1
trigger1 = var(13) = 0
trigger1 = var(11) = [3,4]
value = 11,3
channel = 3
ignorehitpause = 1
persistent = 0

[State -3, Landing Sound]
type = varset
trigger1 = !alive
trigger1 = time >= 1
v = 13
value = 1

[State -3, Landing Sound]
type = varset
trigger1 = alive
v = 13
value = 0

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = 1
trigger1 = stateno = 5001 && anim = 5000
trigger2 = stateno = 5001 && anim = 5010
channel = 3
value = 5000,0
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = 2
trigger1 = stateno = 5011 && anim = 5020
trigger2 = stateno = 5020 && anim = 5010
trigger3 = stateno = 5020 && anim = 5000
channel = 3
value = 5000,0
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = [1,2]
trigger1 = stateno = 5081 && anim = 5080
channel = 3
value = 5000,0
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = 3
trigger1 = stateno = 5001 && anim = 5000
trigger2 = stateno = 5001 && anim = 5010
channel = 3
value = 5000,1
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = 4
trigger1 = stateno = 5011 && anim = 5020
trigger2 = stateno = 5020 && anim = 5010
trigger3 = stateno = 5020 && anim = 5000
channel = 3
value = 5000,1
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = [3,4]
trigger1 = stateno = 5081 && anim = 5080
channel = 3
value = 5000,1
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = [1,2]
trigger1 = stateno = 5020 && anim = 5011
trigger2 = stateno = 5020 && anim = 5001
trigger3 = stateno = 5011 && anim = 5021
channel = 3
value = 5000,2
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = 3
trigger1 = stateno = 5001 && anim = 5001
trigger2 = stateno = 5001 && anim = 5011
channel = 3
value = 5000,3
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = 4
trigger1 = stateno = 5001 && anim = 5001
trigger2 = stateno = 5001 && anim = 5011
channel = 3
value = 5000,4
lowpriority = 1

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = [1,2]
trigger1 = stateno = 5001 && anim = 5002
trigger2 = stateno = 5001 && anim = 5012
trigger3 = stateno = 5011 && anim = 5022
trigger4 = stateno = 5020 && anim = 5012
trigger5 = stateno = 5020 && anim = 5002
channel = 3
value = 5000,3

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
triggerall = var(11) = [3,4]
trigger1 = stateno = 5001 && anim = 5002
trigger2 = stateno = 5001 && anim = 5012
trigger3 = stateno = 5011 && anim = 5022
trigger4 = stateno = 5020 && anim = 5012
trigger5 = stateno = 5020 && anim = 5002
channel = 3
value = 5000,4

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 5030 && anim = 5051
trigger2 = stateno = 5071 && anim = 5070
trigger3 = stateno = 5100 && anim = 5100
trigger4 = stateno = 5100 && anim = 5101
trigger5 = stateno = 5100 && anim = 5102
channel = 3
value = 5000,5

[State -3, Light Hit Sound]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = stateno = 150 && anim = 150
trigger2 = stateno = 152 && anim = 151
trigger3 = stateno = 154 && anim = 152
channel = 7
value = 150,var(11)
lowpriority = 1
;=============================================
[State -3, 1];勝ちカットイン
type = helper
triggerall = TeamMode = single || TeamMode = turns
triggerall = !Numhelper(9100)
triggerall = MatchOver
trigger1 = stateno = 181 && time = 200
trigger2 = stateno = 182 && time = 220
trigger3 = stateno = 183 && time = 450
trigger4 = stateno = 184 && time = 200
trigger5 = stateno = 185 && time = 580
name = "win_cutin"
helpertype = normal
stateno = 9100
id = 9100
ontop = 1
ownpal = 1
facing = 1
keyctrl = 0
postype = p1
size.xscale = .5
size.yscale = .5
ignorehitpause = 1
persistent = 0

[State -3]
type = AssertSpecial
trigger1 = Numhelper(9100) = 1
flag = invisible
ignorehitpause = 1
persistent = 0

[State 700,***]
type = RemoveExplod
trigger1 = RoundState = 0
id = 10020

[State 700,***]
type = RemoveExplod
trigger1 = RoundState = 0
id = 10050

[State 700,***]
type = RemoveExplod
trigger1 = RoundState = 0
id = 10051

[State 700,***]
type = RemoveExplod
trigger1 = RoundState = 0
id = 10052

[state -2, debug output]
type = DisplayToClipboard
trigger1 = 1
text= "AI=:%d,p2bodydistX=:%d,p2bodydistY=:%d,back=:%d,pos Y=:%d"
params = var(51), floor(p2bodydist X), floor(p2bodydist Y), BackEdgeDist,floor(pos Y)
ignorehitpause = 1

