[Statedef 195]; §­

[State 195, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 195, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
IgnoreHitPause = 1

[State 195, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 1
IgnoreHitPause = 1

[State 195, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 180
Value      = 180

[State 195, CtrlSet]
Type       = CtrlSet
Trigger1   = 1
Value      = 0

[State 195, VelSet]
Type       = VelSet
Trigger1   = 1
X          = 0
Y          = 0

[State 195, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(1)
Value      = 195, 0

[State 195, ChangeState]
Type       = ChangeState
Trigger1   = AnimElemTime(4) >= 60
Value      = 0
Ctrl       = 1

[State 195, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 195, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 195, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 195, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 200]; §æć
HitDefPersist   = SysVar(3) = 200
MoveHitPersist  = SysVar(3) = 200
HitCountPersist = SysVar(3) = 200

[State 200, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 200, CommandReset]
Type       = Null
Trigger1   = PalNo < 7
Trigger1   = Var(1) := 0
IgnoreHitPause = 1

[State 200, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 200, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 1
IgnoreHitPause = 1

[State 200, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 200
Trigger2   = MoveHit
Trigger2   = !Var(1) * Command = "a" || Var(1) & 1024
Value      = 200

[State 200, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Value      = 0

[State 200, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 1.2

[State 200, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(2)
Value      = 200, 0

[State 200, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(2)
Priority          = 1, Hit
Attr              = S, NA
Damage            = 12, 0
GetPower          = 60, 30
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = M
PauseTime         = 5, 6
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 6
Ground.HitTime    = 7
Ground.Velocity   = -3.8 + FVar(0)
Air.Velocity      = -1.1 + FVar(0) / 2, -4 - FVar(0) / 2
AirGuard.Velocity = -1.9, -5
Air.HitTime       = 12
Air.Fall          = 1
Guard.Slidetime   = 7
Guard.HitTile     = 5 
Guard.Velocity    = -4.1 + FVar(0)
Guard.CtrlTime    = 6
Fall.Recover      = 1
Fall.RecoverTime  = 10
ID                = 200
NochainID         = 9999

[State 200, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(2)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(200)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 200, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 200
ProjAnim          = 20200
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = S, NA
Damage            = 12, 0
GetPower          = 60, 30
AnimType          = Light
HitFlag           = MAF
GuardFlag         = M
PauseTime         = 5, 6
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 6
Ground.HitTime    = 7
Ground.Velocity   = -3.8
Air.Velocity      = -1.1, -4
AirGuard.Velocity = -1.9, -5
Air.HitTime       = 12
Air.Fall          = 1
Guard.Slidetime   = 7
Guard.HitTile     = 5 
Guard.Velocity    = -4.1
Guard.CtrlTime    = 6
Fall.Recover      = 1
Fall.RecoverTime  = 10
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 200, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 4 || !ProjContactTime(200)
Trigger1      = MoveHit = 1      || !ProjHitTime(200)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.5
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(200)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1160 + 40 * Var(0)
ID            = 200
PosType       = P2
Pos           = Floor(P2Dist X / 2 -15) , Floor(P2Dist Y / 2 -55)
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 200, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 0
Ctrl       = 1

[State 200, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 200, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 200, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 200, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 210]; §æ­
HitDefPersist   = SysVar(3) = 210
MoveHitPersist  = SysVar(3) = 210
HitCountPersist = SysVar(3) = 210

[State 210, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 210, CommandReset]
Type       = Null
Trigger1   = PalNo < 7
Trigger1   = Var(1) := 0
IgnoreHitPause = 1

[State 210, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 210, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 1
IgnoreHitPause = 1

[State 210, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 210
Trigger1   = Var(0) := 1
Trigger2   = Time < 60 || MoveHit
Trigger2   = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
Trigger2   = !Var(1) * Command = "b" || Var(1) & 512
Trigger2   = Var(0) := 2
Value      = 210
Elem       = Var(0)

[State 210, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Value      = 0

[State 210, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 0.4

[State 210, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(4)
Value      = 200, 1

[State 210, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(3) || !AnimElemTime(4)
Priority          = 2, Hit
Attr              = S, NA
Damage            = 18, 0
GetPower          = 40, 20
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = M
PauseTime         = 6, 7
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 7
Ground.HitTime    = 8
Ground.Velocity   = -3 + FVar(0)
Air.Velocity      = -1.38, -4.2
AirGuard.Velocity = -1.87, -4.4
Air.HitTime       = 14
Air.Fall          = 1
Guard.Slidetime   = 8
Guard.HitTile     = 5
Guard.Velocity    = -4 + FVar(0)
Guard.CtrlTime    = 5
Fall.Recover      = 1
Fall.RecoverTime  = 15
ID                = 210
NochainID         = 9999

[State 210, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(3) || !AnimElemTime(4)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(210)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 210, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(3) >= 0 && AnimElemTime(5) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 210
ProjAnim          = 20210 + (AnimElemTime(4) > 0)
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = S, NA
Damage            = 18, 0
GetPower          = 40, 20
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = M
PauseTime         = 6, 7
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 7
Ground.HitTime    = 8
Ground.Velocity   = -3
Air.Velocity      = -1.38, -4.2
AirGuard.Velocity = -1.87, -4.4
Air.HitTime       = 14
Air.Fall          = 1
Guard.Slidetime   = 8
Guard.HitTile     = 5
Guard.Velocity    = -4
Guard.CtrlTime    = 5
Fall.Recover      = 1
Fall.RecoverTime  = 15
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 210, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 4 || !ProjContactTime(210)
Trigger1      = MoveHit = 1      || !ProjHitTime(210)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.5
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(210)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1165 + 35 * Var(0)
ID            = 210
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 40) , Floor(P2Dist Y / 2 - 55 + (Var(0) = 1) * 10)
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 210, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 0
Ctrl       = 1

[State 210, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 210, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 210, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 210, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 300]; üŻć
HitDefPersist   = SysVar(3) = 300
MoveHitPersist  = SysVar(3) = 300
HitCountPersist = SysVar(3) = 300

[State 300, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 300, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = C
MoveType   = A
Physics    = C
IgnoreHitPause = 1

[State 300, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 1
IgnoreHitPause = 1

[State 300, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 300
Value      = 300

[State 300, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Value      = 0

[State 300, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 0.3

[State 300, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(2)
Value      = 200, 0

[State 300, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(2)
Priority          = 1, Hit
Attr              = C, NA
Damage            = 10, 0
GetPower          = 40, 20
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = L
PauseTime         = 3, 5
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 5
Ground.HitTime    = 6
Ground.Velocity   = -2.4 + FVar(0)
Air.Velocity      = -1.2, -3
AirGuard.Velocity = -1.6, -4
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 6
Guard.HitTile     = 4
Guard.Velocity    = -3 + FVar(0)
Guard.CtrlTime    = 5
Fall.Recover      = 0
ID                = 300
NochainID         = 9999

[State 300, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(2)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(300)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 300, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 300
ProjAnim          = 20300
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = C, NA
Damage            = 10, 0
GetPower          = 40, 20
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = L
PauseTime         = 3, 5
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 5
Ground.HitTime    = 6
Ground.Velocity   = -2.4
Air.Velocity      = -1.2, -3
AirGuard.Velocity = -1.6, -4
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 6
Guard.HitTile     = 4
Guard.Velocity    = -3
Guard.CtrlTime    = 5
Fall.Recover      = 0
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 300, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 2 || !ProjContactTime(300)
Trigger1      = MoveHit = 1      || !ProjHitTime(300)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.8
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(300)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1165 + 45 * Var(0)
ID            = 300
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 15) , Floor(P2Dist Y / 2 - 5)
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 300, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 11
Ctrl       = 1

[State 300, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 300, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 300, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X * Const(Movement.Crouch.Friction) * (ABS(Vel X * Const(Movement.Crouch.Friction)) > 1)

[State 300, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 310]; üŻ­
HitDefPersist   = SysVar(3) = 310
MoveHitPersist  = SysVar(3) = 310
HitCountPersist = SysVar(3) = 310

[State 310, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 310, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = C
MoveType   = A
Physics    = C
IgnoreHitPause = 1

[State 310, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 1
IgnoreHitPause = 1

[State 310, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 310
Value      = 310

[State 310, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Value      = 0

[State 310, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(2)
Value      = 200, 1

[State 310, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(2)
Priority          = 3, Hit
Attr              = C, NA
Damage            = 15, 0
GetPower          = 70, 35
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = L
PauseTime         = 6, 5
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = Trip
Ground.SlideTime  = 5
Ground.HitTime    = 8
Ground.Velocity   = -3, -1.2
Air.Velocity      = -1.4,-3.3
AirGuard.Velocity = -1.8,-4.3
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 6
Guard.HitTile     = 4
Guard.Velocity    = -3.6
Guard.CtrlTime    = 6
Fall              = 1
Fall.Recover      = 0
Fall.Damage       = 15
ID                = 310
NochainID         = 9999

[State 310, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(2)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(310)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 310, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 310
ProjAnim          = 20310
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = C, NA
Damage            = 15, 0
GetPower          = 70, 35
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = L
PauseTime         = 6, 5
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = Trip
Ground.SlideTime  = 5
Ground.HitTime    = 8
Ground.Velocity   = -3, -1.2
Air.Velocity      = -1.4,-3.3
AirGuard.Velocity = -1.8,-4.3
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 6
Guard.HitTile     = 4
Guard.Velocity    = -3.6
Guard.CtrlTime    = 6
Fall              = 1
Fall.Recover      = 0
Fall.Damage       = 15
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 310, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 2 || !ProjContactTime(310)
Trigger1      = MoveHit = 1      || !ProjHitTime(310)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.8
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(310)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1180 + 50 * Var(0)
ID            = 310
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 30) , Floor(P2Dist Y / 2 - 5 )
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 310, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 11
Ctrl       = 1

[State 310, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 310, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 310, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X * Const(Movement.Crouch.Friction) * (ABS(Vel X * Const(Movement.Crouch.Friction)) > 1)

[State 310, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 400]; óć
HitDefPersist   = SysVar(3) = 400
MoveHitPersist  = SysVar(3) = 400
HitCountPersist = SysVar(3) = 400

[State 400, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 400, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = A
Physics    = A
IgnoreHitPause = 1

[State 400, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 1
IgnoreHitPause = 1

[State 400, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 400
Value      = 400

[State 400, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Trigger2   = AnimElemTime(4) >= 0
Value      = AnimElemTime(4) >= 0

[State 400, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 0.3

[State 400, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(2)
Value      = 200, 0

[State 400, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(2)
Priority          = 2, Hit
Attr              = A, NA
Damage            = 16, 0
GetPower          = 50, 25
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 7, 7
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 12
Ground.HitTime    = 13
Ground.Velocity   = -3.9 + FVar(0)
Air.Velocity      = -1.45, -2.4 - FVar(0)
AirGuard.Velocity = -1.95, -2.6 - FVar(0)
Air.HitTime       = 14
Air.Fall          = 1
Guard.Slidetime   = 9
Guard.HitTile     = 7
Guard.Velocity    = -5.3 + FVar(0)
Guard.CtrlTime    = 5
Fall.Recover      = 1
Fall.RecoverTime  = 18
ID                = 400
NochainID         = 9999

[State 400, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(2)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(400)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 400, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 400
ProjAnim          = 20400
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = A, NA
Damage            = 16, 0
GetPower          = 50, 25
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 7, 7
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 12
Ground.HitTime    = 13
Ground.Velocity   = -3.9
Air.Velocity      = -1.45, -2.4
AirGuard.Velocity = -1.95, -2.6
Air.HitTime       = 14
Air.Fall          = 1
Guard.Slidetime   = 9
Guard.HitTile     = 7
Guard.Velocity    = -5.3
Guard.CtrlTime    = 5
Fall.Recover      = 1
Fall.RecoverTime  = 18
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 400, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 2 || !ProjContactTime(400)
Trigger1      = MoveHit = 1      || !ProjHitTime(400)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.8
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(400)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1165 + 45 * Var(0)
ID            = 400
Pos           = 40 , -40
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 400, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 400, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 400, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 400, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y + Const(Movement.YAccel)


;---------------------------------------------------------------------
[Statedef 410]; ó­
HitDefPersist   = SysVar(3) = 410
MoveHitPersist  = SysVar(3) = 410
HitCountPersist = SysVar(3) = 410

[State 410, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 410, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = A
Physics    = A
IgnoreHitPause = 1

[State 410, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 1
IgnoreHitPause = 1

[State 410, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 410
Trigger2   = MoveHit
Trigger2   = !Var(1) * Command = "b" || Var(1) & 512
Value      = 410

[State 410, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Trigger2   = AnimElemTime(5) >= 0
Value      = AnimElemTime(5) >= 0

[State 410, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(3)
Value      = 200, 1

[State 410, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(3)
Priority          = 3, Hit
Attr              = A, NA
Damage            = 24, 0
GetPower          = 75, 40
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 8, 10
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 12
Ground.HitTime    = 14
Ground.Velocity   = -4.0
Air.Velocity      = -1.48, -4.6
AirGuard.Velocity = -1.98, -5.7
Air.HitTime       = 16
Air.Fall          = 1
Guard.Slidetime   = 11
Guard.HitTile     = 9
Guard.Velocity    = -5.5
Guard.CtrlTime    = 7
Fall.Recover      = 1
Fall.RecoverTime  = 22
Fall.Damage       = 20
ID                = 410
NochainID         = 9999

[State 410, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(3)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(410)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 410, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 410
ProjAnim          = 20410
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = A, NA
Damage            = 24, 0
GetPower          = 25, 15
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 8, 10
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 12
Ground.HitTime    = 14
Ground.Velocity   = -4.0
Air.Velocity      = -1.48, -4.6
AirGuard.Velocity = -1.98, -5.7
Air.HitTime       = 16
Air.Fall          = 1
Guard.Slidetime   = 11
Guard.HitTile     = 9
Guard.Velocity    = -5.5
Guard.CtrlTime    = 7
Fall.Recover      = 1
Fall.RecoverTime  = 22
Fall.Damage       = 20
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 410, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 2 || !ProjContactTime(410)
Trigger1      = MoveHit = 1      || !ProjHitTime(410)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.8
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(410)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1175 + 45 * Var(0)
ID            = 400
Pos           = 45, -45
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 410, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 410, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 410, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 410, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y + Const(Movement.YAccel)


;---------------------------------------------------------------------
[Statedef 500]; óĢģć
HitDefPersist   = SysVar(3) = 500
MoveHitPersist  = SysVar(3) = 500
HitCountPersist = SysVar(3) = 500

[State 500, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 500, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 500, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 500, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 500
Value      = 500

[State 500, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Value      = 0

[State 500, VelSet]
Type       = VelSet
Trigger1   = 1
X          = 0
Y          = 0

[State 500, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 1.6

[State 500, PlaySnd]
Type       = PlaySnd
Trigger1   = AnimElemTime(1) = 6
Value      = 200, Random % 2

[State 500, PlaySnd]
Type       = PlaySnd
Trigger1   = AnimElemTime(1) = 6
Value      = 500, 0
Volume     = -128

[State 500, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(1) = 6
ProjID            = 500
ProjAnim          = 505
ProjRemove        = 0
ProjRemoveTime    = 46
Accel             = 0.8, 0
VelMul            = -0.9, 0
OffSet            = 45, -45
Attr              = S, SP
Damage            = 35, 10
GetPower          = 50, 25
AnimType          = Up
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = S-1
HitSound          = S505, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 15
Ground.HitTime    = 15
Ground.Velocity   = -0.2, -12
Air.Velocity      = -0.2, -12 - FVar(0)
AirGuard.Velocity = -2, -5
Air.HitTime       = 16
Air.Fall          = 1
Guard.Slidetime   = 11
Guard.HitTile     = 9
Guard.Velocity    = -6.0
Guard.CtrlTime    = 10
Fall              = 1
Fall.Recover      = 60
Fall.RecoverTime  = 60 - Ceil(2.5 * FVar(0))
Fall.Damage       = 20
SuperMoveTime     = 1
PauseMoveTime     = 1

[State 500, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(1) = 6
ProjID            = 505
ProjAnim          = 506
ProjRemove        = 0
ProjRemoveTime    = 46
ProjPriority      = 7
Accel             = 0.8, 0
VelMul            = -0.9, 0
OffSet            = 45, -45
Attr              = S, SP
HitFlag           = P
SparkNo           = S-1
HitSound          = S-1, 0
Guard.SparkNo     = S-1
SuperMoveTime     = 1
PauseMoveTime     = 1

[State 500, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(1) = 6
ProjID            = 505
ProjAnim          = 506
ProjRemove        = 0
ProjRemoveTime    = 46
ProjPriority      = 7
Accel             = 0.8, 0
VelMul            = -0.9, 0
OffSet            = 45, -45
Attr              = S, SP
HitFlag           = P
SparkNo           = S-1
HitSound          = S-1, 0
Guard.SparkNo     = S-1
SuperMoveTime     = 1
PauseMoveTime     = 1

[State 500, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 0
Ctrl       = 1

[State 500, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 500, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 500, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 500, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 505]; óĢģ­
HitDefPersist   = SysVar(3) = 505
MoveHitPersist  = SysVar(3) = 505
HitCountPersist = SysVar(3) = 505

[State 505, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 505, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 505, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 505, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 500
Value      = 500

[State 505, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Value      = 0

[State 505, VelSet]
Type       = VelSet
Trigger1   = 1
X          = 0
Y          = 0

[State 505, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 1.9

[State 500, PlaySnd]
Type       = PlaySnd
Trigger1   = AnimElemTime(1) = 6
Value      = 200, Random % 2

[State 505, PlaySnd]
Type       = PlaySnd
Trigger1   = AnimElemTime(1) = 6
Value      = 500, 0
Volume     = -128

[State 505, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(1) = 6
ProjID            = 500
ProjAnim          = 505
ProjRemove        = 0
ProjRemoveTime    = 46
Accel             = 6.0, 0
VelMul            = -0.9, 0
OffSet            = 45, -45
Attr              = S, SP
Damage            = 35, 10
GetPower          = 50, 25
AnimType          = Up
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = S-1
HitSound          = S505, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 15
Ground.HitTime    = 15
Ground.Velocity   = -0.2, -12
Air.Velocity      = -0.2, -12 - FVar(0)
AirGuard.Velocity = -2, -5
Air.HitTime       = 16
Air.Fall          = 1
Guard.Slidetime   = 11
Guard.HitTile     = 9
Guard.Velocity    = -6.0
Guard.CtrlTime    = 10
Fall              = 1
Fall.Recover      = 1
Fall.RecoverTime  = 60 - Ceil(3 * FVar(0))
Fall.Damage       = 20
SuperMoveTime     = 1
PauseMoveTime     = 1

[State 505, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(1) = 6
ProjID            = 505
ProjAnim          = 506
ProjRemove        = 0
ProjRemoveTime    = 46
ProjPriority      = 7
Accel             = 6.0, 0
VelMul            = -0.9, 0
OffSet            = 45, -45
Attr              = S, SP
HitFlag           = P
SparkNo           = S-1
HitSound          = S-1, 0
Guard.SparkNo     = S-1
SuperMoveTime     = 1
PauseMoveTime     = 1

[State 505, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(1) = 6
ProjID            = 505
ProjAnim          = 506
ProjRemove        = 0
ProjRemoveTime    = 46
ProjPriority      = 7
Accel             = 6.0, 0
VelMul            = -0.9, 0
OffSet            = 45, -45
Attr              = S, SP
HitFlag           = P
SparkNo           = S-1
HitSound          = S-1, 0
Guard.SparkNo     = S-1
SuperMoveTime     = 1
PauseMoveTime     = 1

[State 505, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 0
Ctrl       = 1

[State 505, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 505, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 505, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 505, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 510]; w¢
HitDefPersist   = SysVar(3) = 510
MoveHitPersist  = SysVar(3) = 510
HitCountPersist = SysVar(3) = 510

[State 510, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 510, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 510, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 510, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 510
Value      = 510

[State 510, FVarSet]
Type       = VarSet
Trigger1   = Var(0) := NumTarget
V          = 0
Value      = Target,GetHitVar(HitCount) * 3

[State 510, CtrlSet]
Type       = CtrlSet
Trigger1   = 1
Value      = MoveHit > Var(0) || (SysVar(2) & 64)

[State 510, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(1)
Value      = 200, 2

[State 510, AttackMulSet]
Type       = AttackMulSet
Trigger1   = !AnimElemTime(2)
Trigger2   = !AnimElemTime(3)
Value      = 1
IgnoreHitPause = 1

[State 510, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(2) || !AnimElemTime(3)
Priority          = 3, Hit
Attr              = S, SA
Damage            = 38, 0
GetPower          = 65, 40
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
PauseTime         = 16, 12
SparkNo           = S-1
HitSound          = S300, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 9
Ground.HitTime    = 8
Ground.Velocity   = -5
Air.Velocity      = -1.8, -5.2
AirGuard.Velocity = -2.1, -5.7
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 10
Guard.HitTile     = 9
Guard.Velocity    = -9
Guard.CtrlTime    = 5
Fall.Recover      = 0
Fall.Dmage        = 10
ID                = 510
NochainID         = 9999

[State 510, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(2) || !AnimElemTime(3)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(510)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 510, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(2) >= 0 && AnimElemTime(4) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 510
ProjAnim          = 20510 + (AnimElemTime(3) > 0)
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = S, SA
Damage            = 38, 0
GetPower          = 65, 40
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
PauseTime         = 16, 20
SparkNo           = S-1
HitSound          = S300, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 9
Ground.HitTime    = 8
Ground.Velocity   = -7
Air.Velocity      = -1.8, -5.2
AirGuard.Velocity = -2.1, -5.7
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 10
Guard.HitTile     = 9
Guard.Velocity    = -9
Guard.CtrlTime    = 5
Fall.Recover      = 0
Fall.Dmage        = 10
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 510, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 15 || !ProjContactTime(510)
Trigger1      = MoveHit = 1       || !ProjHitTime(510)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.8
Trigger2      = MoveGuarded = 1   || !ProjGuardedTime(510)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1170 + 30 * Var(0)
ID            = 510
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 30) , Floor(P2Dist Y / 2 - 33 + (Var(0) = 1) * 10)
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 510, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 0
Ctrl       = 1

[State 510, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 510, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 510, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 510, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 520]; ećÄ
HitDefPersist   = SysVar(3) = 520
MoveHitPersist  = SysVar(3) = 520
HitCountPersist = SysVar(3) = 520

[State 520, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 520, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = A
Physics    = A
IgnoreHitPause = 1

[State 520, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 520, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 520
Value      = 520

[State 520, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Trigger2   = AnimElemTime(4) >= 0
Value      = AnimElemTime(4) >= 0

[State 520, VelSet]
Type       = VelSet
Trigger1   = AnimElemTime(2) < 0
Trigger1   = FVar(0) := 0 || 1
Trigger2   = !AnimElemTime(2)
Trigger2   = FVar(0) := -2.0
X          = 0
Y          = FVar(0)

[State 520, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(2)
Value      = 520, 0

[State 520, Projectile]
Type              = Projectile
Trigger1          = !AnimElemTime(2)
ProjID            = 520
ProjAnim          = 525
ProjRemove        = 0
ProjHeightBound   = -240, -8
Accel             = 0.5, 1.2
OffSet            = 34, -25
Attr              = A, SP
Damage            = 30, 10
GetPower          = 30, 25
AnimType          = Medium
HitFlag           = MAFD
GuardFlag         = MA
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S300, 0
Ground.Type       = High
Ground.SlideTime  = 5
Ground.HitTime    = 5
Ground.Velocity   = -0.18
Air.Velocity      = -0.2, -3.2
AirGuard.Velocity = -0.2, -3.0
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 11
Guard.HitTile     = 9
Guard.Velocity    = -6.0
Guard.CtrlTime    = 10
Fall.Recover      = 1
Fall.RecoverTime  = 20
SuperMoveTime     = 120
PauseMoveTime     = 120

[State 520, Projectile]
Type              = Projectile
Trigger1          = !AnimElemTime(2)
ProjID            = 520
ProjAnim          = 526
ProjRemove        = 0
ProjHeightBound   = -240, -8
Accel             = 0.8, 0.8
OffSet            = 34, -25
Attr              = A, SP
Damage            = 30, 10
GetPower          = 30, 25
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S300, 0
Ground.Type       = High
Ground.SlideTime  = 5
Ground.HitTime    = 5
Ground.Velocity   = -0.18
Air.Velocity      = -0.2, -3.2
AirGuard.Velocity = -0.2, -3.0
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 11
Guard.HitTile     = 9
Guard.Velocity    = -6.0
Guard.CtrlTime    = 10
Fall.Recover      = 1
Fall.RecoverTime  = 20
SuperMoveTime     = 120
PauseMoveTime     = 120

[State 520, Projectile]
Type              = Projectile
Trigger1          = !AnimElemTime(2)
ProjID            = 520
ProjAnim          = 527
ProjRemove        = 0
ProjHeightBound   = -240, -8
Accel             = 1.2, 0.5
OffSet            = 34, -25
Attr              = A, SP
Damage            = 30, 10
GetPower          = 30, 25
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S300, 0
Ground.Type       = High
Ground.SlideTime  = 5
Ground.HitTime    = 5
Ground.Velocity   = -0.18
Air.Velocity      = -0.2, -3.2
AirGuard.Velocity = -0.2, -3.0
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 11
Guard.HitTile     = 9
Guard.Velocity    = -6.0
Guard.CtrlTime    = 10
Fall.Recover      = 1
Fall.RecoverTime  = 20
SuperMoveTime     = 120
PauseMoveTime     = 120

[State 520, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 520, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 520, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 520, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y + Const(Movement.YAccel)


;---------------------------------------------------------------------
[Statedef 530]; ~R
HitDefPersist   = SysVar(3) = 530
MoveHitPersist  = SysVar(3) = 530
HitCountPersist = SysVar(3) = 530

[State 530, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 530, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = A
Physics    = A
IgnoreHitPause = 1

[State 530, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 530, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 530
Value      = 530

[State 530, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Trigger1   = AnimElemTime(5) >= 0
Value      = AnimElemTime(5) >= 0

[State 530, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(2)
Value      = 200, 1

[State 530, Explod]
Type          = Explod
Trigger1      = !AnimElemTime(3)
Anim          = 535
ID            = 535
Bindtime      = 14
Scale         = Const(Size.XScale), Const(Size.YScale)
Sprpriority   = 3
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)

[State 530, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 1.8

[State 530, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(3)
Priority          = 3, Hit
Attr              = A, SA
Damage            = 32, 6
GetPower          = 70, 45
AnimType          = Up
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 8, 6
SparkNo           = S-1
HitSound          = S310, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 12
Ground.HitTime    = 14
Ground.Velocity   = -5.6, -14
Air.Velocity      = -1.68, -14 - FVar(0)
AirGuard.Velocity = -2.22, -6.4
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 15
Guard.HitTile     = 12
Guard.Velocity    = -8.5
Guard.CtrlTime    = 12
Fall              = 1
Fall.Recover      = 1
Fall.RecoverTime  = 60 - Ceil(10 * FVar(0))
Fall.Damage       = 20
ID                = 530
NochainID         = 9999

[State 530, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(3)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(530)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 530, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
Trigger1          = PalNo = 12 && MoveReversed  && !(SysVar(2) & 64)
ProjID            = 530
ProjAnim          = 20530
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = A, SA
Damage            = 32, 6
GetPower          = 70, 45
AnimType          = Up
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 8, 6
SparkNo           = S-1
HitSound          = S310, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 12
Ground.HitTime    = 14
Ground.Velocity   = -5.6, -14
Air.Velocity      = -1.68, -14
AirGuard.Velocity = -2.22, -6.4
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 15
Guard.HitTile     = 12
Guard.Velocity    = -8.5
Guard.CtrlTime    = 12
Fall              = 1
Fall.Recover      = 1
Fall.RecoverTime  = 60
Fall.Damage       = 20
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 530, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 7 || !ProjContactTime(530)
Trigger1      = MoveHit = 1      || !ProjHitTime(530)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 1
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(530)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1185 + 45 * Var(0)
ID            = 400
Pos           = 45, -45
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 530, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 530, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 530, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 530, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y + Const(Movement.YAccel)


;---------------------------------------------------------------------
[Statedef 540]; Mó
HitDefPersist   = SysVar(3) = 540
MoveHitPersist  = SysVar(3) = 540
HitCountPersist = SysVar(3) = 540

[State 540, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 540, CommandReset]
Type       = Null
Trigger1   = PalNo < 7
Trigger1   = Var(1) := 0
IgnoreHitPause = 1

[State 540, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = A
Physics    = A
IgnoreHitPause = 1

[State 540, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 540, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 540
Value      = 540

[State 540, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Trigger2   = AnimElemTime(6) >= 0
Value      = AnimElemTime(6) >= 0

[State 540, VelSet]
Type       = VelSet
Trigger1   = AnimElemTime(4) < 0
X          = IfElse(Vel X < Const(Velocity.Run.Fwd.X) / 2, Vel X < Const(Velocity.Run.Fwd.X) / 2, Vel X)
Y          = 0

[State 540, NotHitBy]
Type       = NotHitBy
Trigger1   = AnimElemTime(5) < 0
Value      = ,AP

[State 540, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(4)
Value      = 200, 2

[State 540, Explod]
Type          = Explod
Trigger1      = !AnimElemTime(5)
Anim          = 545
ID            = 545
Bindtime      = 8
Scale         = Const(Size.XScale), Const(Size.YScale)
Sprpriority   = 3
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)

[State 540, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(5)
Priority          = 3, Hit
Attr              = A, SA
Damage            = 28, 12
GetPower          = 65, 35
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 10, 14
SparkNo           = S-1
HitSound          = S310, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = Trip
Ground.SlideTime  = 10
Ground.HitTime    = 12
Ground.Velocity   = -7.4, -4.4
Air.Velocity      = -9.48, -7.0
AirGuard.Velocity = -2.92, -5.7
Air.HitTime       = 14
Air.Fall          = 1
Guard.Slidetime   = 13
Guard.HitTile     = 10
Guard.Velocity    = -6.5
Guard.CtrlTime    = 10
Fall.Recover      = 1
Fall.RecoverTime  = 20
ID                = 540
NochainID         = 9999

[State 540, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(5)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(540)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 540, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(5) >= 0 && AnimElemTime(6) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 540
ProjAnim          = 20540
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = A, SA
Damage            = 28, 12
GetPower          = 65, 35
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = HA
PauseTime         = 10, 14
SparkNo           = S-1
HitSound          = S310, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = Trip
Ground.SlideTime  = 10
Ground.HitTime    = 12
Ground.Velocity   = -5.4
Air.Velocity      = -1.48, -4.0
AirGuard.Velocity = -1.92, -5.7
Air.HitTime       = 14
Air.Fall          = 1
Guard.Slidetime   = 13
Guard.HitTile     = 10
Guard.Velocity    = -6.5
Guard.CtrlTime    = 10
Fall.Recover      = 1
Fall.RecoverTime  = 20
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 540, Explod_2]
Type          = Explod
TriggerAll    = HitPauseTime = 9 || !ProjContactTime(540)
Trigger1      = MoveHit = 1      || !ProjHitTime(540)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 1
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(540)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1185 + 45 * Var(0)
ID            = 540
Pos           = 80, -50
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 540, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 540, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 540, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X

[State 540, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y + Const(Movement.YAccel)


;---------------------------------------------------------------------
[Statedef 600]; OCV[g
HitDefPersist   = SysVar(3) = 600
MoveHitPersist  = SysVar(3) = 600
HitCountPersist = SysVar(3) = 600

[State 600, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 600, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 600, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 600, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 600
Value      = 600

[State 600, CtrlSet]
Type       = CtrlSet
Trigger1   = !AnimElemTime(1)
Value      = 0

[State 600, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(4)
Value      = 200, 1

[State 600, FVarSet]
Type       = VarSet
Trigger1   = FVar(0) := NumTarget
FV         = 0
Value      = -Target,GetHitVar(HitCount) * 0.4

[State 600, Explod]
Type          = Explod
Trigger1      = !AnimElemTime(4)
Anim          = 605
ID            = 605
Bindtime      = -1
Scale         = Const(Size.XScale), Const(Size.YScale)
Sprpriority   = 3
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)

[State 600, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(4)
Priority          = 3, Hit
Attr              = A, NA
Damage            = 12, 0
GetPower          = 55, 15
itFlag            = MAF
GuardFlag         = HA
PauseTime         = 8, 9
SparkNo           = S-1
HitSound          = S310, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 11
Ground.HitTime    = 12
Ground.Velocity   = -.94, -9.8
Air.Velocity      = -1.02, -10.2 - FVar(0)
AirGuard.Velocity = -.72, -11.7
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 13
Guard.HitTile     = 10
Guard.Velocity    = -8.5
Guard.CtrlTime    = 12
Fall              = 1
Fall.Recover      = 1
Fall.RecoverTime  = 44
Fall.Damage       = 20
ID                = 600
NochainID         = 510

[State 600, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(4)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(600)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 600, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 600
ProjAnim          = 20600
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = A, NA
Damage            = 12, 0
GetPower          = 55, 15
itFlag            = MAF
GuardFlag         = HA
PauseTime         = 8, 9
SparkNo           = S-1
HitSound          = S310, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 11
Ground.HitTime    = 12
Ground.Velocity   = -.94, -9.8
Air.Velocity      = -1.02, -10.2
AirGuard.Velocity = -.72, -11.7
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 13
Guard.HitTile     = 10
Guard.Velocity    = -8.5
Guard.CtrlTime    = 12
Fall              = 1
Fall.Recover      = 1
Fall.RecoverTime  = 44
Fall.Damage       = 20
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 600, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 2 || !ProjContactTime(600)
Trigger1      = MoveHit = 1      || !ProjHitTime(600)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.8
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(600)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1175 + 45 * Var(0)
ID            = 400
Pos           = 45, -45
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 600, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 0
Ctrl       = 1

[State 600, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 600, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 600, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 600, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[StateDef 800]; ĶŻ
HitDefPersist   = SysVar(3) = 800
MoveHitPersist  = SysVar(3) = 800
HitCountPersist = SysVar(3) = 800

[State 800, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 800, CommandReset]
Type       = Null
Trigger1   = PalNo < 7
Trigger1   = Var(1) := 0
IgnoreHitPause = 1

[State 800, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 800, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 800, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 800
Value      = 800

[State 800, CtrlSet]
Type       = CtrlSet
Trigger1   = 1
Value      = 0

[State 800, VelSet]
Type       = VelSet
Trigger1   = 1
X          = 0
Y          = 0

[State 800, PlaySnd]
Type       = PlaySnd
Trigger1   = MoveHit = 1 || !ProjHitTime(800)
Trigger1   = Var(0) := 200
Trigger2   = !AnimTime
Trigger2   = Var(0) := 800
Value      = Var(0), 2 * (Var(0) = 200)

[State 800, HitDef]
Type          = HitDef
Trigger1      = !AnimElemTime(1) >= 1
Priority      = 3, Hit
Attr          = S, NT
HitFlag       = M-
GuardFlag     =
SparkNo       = S-1
HitSound      = S310, 1
Guard.SparkNo = S-1
GuardSound    = S120, 1
P1Facing      = IfElse(!Var(1) * Command = "holdback" || Var(1) & 8, -1, 1) 
P2Facing      = 1
ID            = 800
NochainID     = 9999

[State 800, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(1)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(800)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 800, Projectile]
Type           = Projectile
Trigger1       = AnimElemTime(1) >= 1
Trigger1       = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID         = 800
ProjAnim       = 20800
ProjRemoveTime = 1
Velocity       = ABS(Vel X), Vel Y
Attr           = S, NT
HitFlag        = M-
GuardFlag      =
SparkNo        = S-1
HitSound       = S310, 1
Guard.SparkNo  = S-1
GuardSound     = S120, 1
SuperMoveTime  = 60
PauseMoveTime  = 60
IgnoreHitPause = 1

[State 800, Explod]
Type          = Explod
Trigger1      = MoveHit = 1 || !ProjHitTime(800)
Anim          = 1220
ID            = 800
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 800, TargetState]
Type       = TargetState
Trigger1   = NumTarget
Value      = 805
IgnoreHitPause = 1

[State 800, ChangeState]
Type       = ChangeState
Trigger1   = MoveHit || !ProjHitTime(800)
Trigger1   = Var(0) := 801
Trigger2   = !AnimTime
Trigger2   = Var(0) := 0 || 1
Value      = Var(0)
Ctrl       = 1
IgnoreHitPause = 1

[State 800, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 800, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 800, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 800, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[StateDef 801]; °
HitDefPersist   = SysVar(3) = 801
MoveHitPersist  = SysVar(3) = 801
HitCountPersist = SysVar(3) = 801

[State 801, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 801
Value      = 801
IgnoreHitPause = 1

[State 801, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = A
Physics    = N
IgnoreHitPause = 1

[State 801, CtrlSet]
Type       = CtrlSet
Trigger1   = 1
Value      = 0
IgnoreHitPause = 1

[State 801, BindToTarget]
Type       = BindToTarget
Trigger1   = NumTarget
Trigger1   = !AnimElemTime(1)
Pos        = 0, 0, Head
IgnoreHitPause = 1

[State 801, PosSet]
Type       = PosSet
Trigger1   = !NumTarget
Trigger1   = !AnimElemTime(1)
X          = EnemyNear(Var(0) := (!EnemyNear,Alive && NumEnemy > 1 && EnemyNear(NumEnemy > 1),Alive)),Const(Size.Head.Pos.X)
Y          = EnemyNear(Var(0)),Const(Size.Head.Pos.Y)
IgnoreHitPause = 1

[State 801, VelAdd]
Type       = VelAdd
Trigger1   = !AnimElemTime(5)
X          = 2
IgnoreHitPause = 1

[State 801, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(4)
Priority          = 4, Hit
Attr              = A, NA
Damage            = 45, 45
GetPower          = 40, 40
AnimType          = Back
HitFlag           = MAF
GuardFlag         =
PauseTime         = 0, 10
SparkNo           = S-1
HitSound          = S300, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = Trip
Ground.SlideTime  = 6
Ground.HitTime    = 7
Ground.Velocity   = 10, -2
Fall.Damage       = 20
ID                = 801
NochainID         = 9999
IgnoreHitPause = 1

[State 801, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(4)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(800)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 801, Projectile]
Type             = Projectile
Trigger1         = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
Trigger1         = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID           = 801
ProjAnim         = 20801
ProjRemoveTime   = 1
Velocity         = ABS(Vel X), Vel Y
Attr             = A, NA
Damage           = 45, 45
GetPower         = 40, 40
AnimType         = Back
HitFlag          = MAF
GuardFlag        =
PauseTime        = 0, 10
SparkNo          = S-1
HitSound         = S300, 0
Guard.SparkNo    = S-1
GuardSound       = S120, 0
Ground.Type      = Trip
Ground.SlideTime = 6
Ground.HitTime   = 7
Ground.Velocity  = 10, -2
Fall.Damage      = 20
SuperMoveTime    = 60
PauseMoveTime    = 60
IgnoreHitPause = 1

[State 801, Explod]
Type          = Explod
Trigger1      = MoveHit = 1 || !ProjHitTime(801)
Anim          = 1200
ID            = 540
Scale         = 0.5, 0.5
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 801, Turn]
Type       = Turn
Trigger1   = !AnimTime
IgnoreHitPause = 1

[State 801, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Value      = 50
Ctrl       = 1
IgnoreHitPause = 1

[State 801, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 801, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 801, SysFVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(3) = Vel X
IgnoreHitPause = 1

[State 801, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y
IgnoreHitPause = 1


;---------------------------------------------------------------------
[Statedef 805]; °ēź

[State 805, ChangeState]
Type       = ChangeState
Trigger1   = IsHelper
Trigger2   = P1Name = "Sino" && AuthorName = "Hit" && PalNo >= 7
Value      = 25150
IgnoreHitPause = 1

[State 805, ChangeAnim::Enemy]
Type       = ChangeAnim2
Trigger1   = 1
Value      = 805
IgnoreHitPause = 1

[State 805, SprPriority::Enemy]
Type       = SprPriority
Trigger1   = 1
Value      = -1
IgnoreHitPause = 1

[State 805, StateTypeSet::Enemy]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = H
Physics    = N
IgnoreHitPause = 1

[State 805, PosAdd::Enemy]
Type       = PosAdd
Trigger1   = !Time
X          = 8
IgnoreHitPause = 1

[State 805, VelSet::Enemy]
Type       = VelSet
Trigger1   = !Time
X          = 0
Y          = 0
IgnoreHitPause = 1

[State 805, Turn::Enemy]
Type       = Turn
Trigger1   = !Time
Trigger1   = NumEnemy
Trigger1   = Facing != EnemyNear(EnemyNear,P1Name = "Sino" && EnemyNear,AuthorName = "Hit"),Facing
IgnoreHitPause = 1

[State 805, HitBy::Enemy]
Type       = HitBy
Trigger1   = 1
Value      = SCA, AA, AP, AT
Value2     = SCA, AA, AP, AT
IgnoreHitPause = 1

[State 805, Width::Enemy]
Type       = Width
Trigger1   = 1
Edge       = 0, 40
IgnoreHitPause = 1

[State 805, LifeSet::Enemy::E1]
Type       = LifeSet
TriggerAll = Time > 20
TriggerAll = NumEnemy
TriggerAll = Life > EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(30)
Trigger1   = !NumPartner
Trigger2   = ID <= Partner,ID
Value      = EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(30)
IgnoreHitPause = 1

[State 805, LifeSet::Enemy::E2]
Type       = LifeSet
Trigger1   = Time > 20
Trigger1   = NumEnemy
Trigger1   = Life > EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(40)
Trigger1   = NumPartner
Trigger1   = ID > Partner,ID
Value      = EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(40)
IgnoreHitPause = 1

[State 805, LifeAdd::Enemy]
Type       = LifeAdd
Trigger1   = Time > 20
Value      = IfElse(NumEnemy, IfElse(LifeMax < 1000, -50, -LifeMax * 0.05), -LifeMax)
Absolute   = 1
IgnoreHitPause = 1

[State 805, VelSet::Enemy]
Type       = VelSet
Trigger1   = Time > 20
X          = -10
Y          = -2
IgnoreHitPause = 1

[State 805, SelfState::Enemy]
Type       = SelfState
Trigger1   = Time > 20
Value      = 5050
IgnoreHitPause = 1


;---------------------------------------------------------------------
[Statedef 900]; ā
HitDefPersist   = SysVar(3) = 900
MoveHitPersist  = SysVar(3) = 900
HitCountPersist = SysVar(3) = 900

[State 900, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 900, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 900, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 3
IgnoreHitPause = 1

[State 900, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 900
Value      = 900

[State 900, PowerAdd]
Type       = PowerAdd
Trigger1   = !AnimElemTime(1)
Value      = IfElse(PowerMax < 2000, -(PowerMax / 2), -1000)

[State 900, CtrlSet]
Type       = CtrlSet
Trigger1   = 1
Value      = 0

[State 900, SuperPause]
Type       = SuperPause
Trigger1   = !AnimElemTime(1)
Time       = 48
MoveTime   = 48
P2DefMul   = 1
Anim       = -1

[State 900, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(1)
Value      = 900, Random % 4

[State 900, PlaySnd]
Type       = PlaySnd
Trigger1   = AnimElemTime(1) = 1
Trigger2   = AnimElemTime(1) = 20
Value      = 1900, 0 + (AnimElemTime(1) = 20)

[State 900, Explod]
Type          = Explod
Trigger1      = AnimElemTime(1) = 1
Trigger2      = AnimElemTime(1) = 6
Anim          = 2000 + (AnimElemTime(1) = 6)
ID            = 2000
Pos           = Const(Size.Head.Pos.X) + 5, Const(Size.Head.Pos.Y)
Scale         = 0.8, 0.8
SprPriority   = -1
OnTop         = AnimElemTime(1) = 6
OwnPal        = 1
SuperMoveTime = 60
PauseMoveTime = 60

[State 900, Explod::P1]
Type          = Explod
Trigger1      = Facing = 1
Trigger1      = AnimElemTime(1) < 50
Anim          = 12000
ID            = 12000
PosType       = Left
Pos           = -100 + AnimElemTime(1), 0
RemoveTime    = 1
SprPriority   = -2
Scale         = 0.5, 0.5
Trans         = AddAlpha
Alpha         = 196 - 3 * AnimElemTime(1), 64 + 3 * AnimElemTime(1)
SuperMoveTime = 2
PauseMoveTime = 2

[State 900, Explod::P2]
Type          = Explod
Trigger1      = Facing = -1
Trigger1      = AnimElemTime(1) < 50
Anim          = 12000
ID            = 12000
PosType       = Right
Pos           = 100 - AnimElemTime(1), 0
Facing        = -1
RemoveTime    = 1
SprPriority   = -2
Scale         = 0.5, 0.5
Trans         = AddAlpha
Alpha         = 196 - 3 * AnimElemTime(1), 64 + 3 * AnimElemTime(1)
SuperMoveTime = 2
PauseMoveTime = 2

[State 900, AssertSpecial]
Type       = AssertSpecial
Trigger1   = AnimElemTime(3) < 0
Flag       = NoBG
Flag2      = GlobalnoShadow

[State 900, PosFreeze]
Type       = PosFreeze
Trigger1   = AnimElemTime(3) < 0
Value      = 1

[State 900, VelSet]
Type       = VelSet
Trigger1   = !AnimElemTime(3) && SysFVar(3) > 0
X          = SysFVar(3)

[State 900, PalFx]
Type       = PalFX
Trigger1   = AnimElemTime(3) = [-1,0]
Trigger1   = Var(0) := -128 + 64 * !AnimElemTime(3)
Time       = 1
Add        = Var(0), Var(0), Var(0)

[State 900, AttackMulSet]
Type       = AttackMulSet
Trigger1   = FVar(0) := !NumTarget
Trigger2   = FVar(0) := 1 - Target,GetHitVar(HitCount) * 0.03
Value      = IfElse(FVar(0) < 0.3, 0.3, FVar(0))
IgnoreHitPause = 1

[State 900, HitDef]
Type              = HitDef
Trigger1          = !AnimElemTime(4) || AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
Priority          = 3, Hit
Attr              = S, HA
Damage            = 27, 5
GetPower          = 20, 10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
PauseTime         = 7, 12
SparkNo           = S-1
HitSound          = S300, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 9
Ground.HitTime    = 8
Ground.Velocity   = -1.2
Air.Velocity      = -1.8, -5.2
AirGuard.Velocity = -2.1, -5.7
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 10
Guard.HitTile     = 9
Guard.Velocity    = -0.8
Guard.CtrlTime    = 5
Fall.Recover      = 0
Fall.Dmage        = 10
ID                = 900
NochainID         = 9999

[State 900, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(4) || AnimElemTime(5) >= 0
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(900)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 900, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(4) >= 0 && AnimElemTime(6) <= 0
Trigger1          = PalNo = 12 && MoveReversed && !(SysVar(2) & 64)
ProjID            = 900
ProjAnim          = 20900 + (AnimElemTime(5) > 0)
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = S, HA
Damage            = 27, 5
GetPower          = 20, 10
AnimType          = Hard
HitFlag           = MAF
GuardFlag         = H
PauseTime         = 7, 12
SparkNo           = S-1
HitSound          = S300, 1
Guard.SparkNo     = S-1
GuardSound        = S120, 1
Ground.Type       = High
Ground.SlideTime  = 9
Ground.HitTime    = 8
Ground.Velocity   = -1.2
Air.Velocity      = -1.8, -5.2
AirGuard.Velocity = -2.1, -5.7
Air.HitTime       = 18
Air.Fall          = 1
Guard.Slidetime   = 10
Guard.HitTile     = 9
Guard.Velocity    = -0.8
Guard.CtrlTime    = 5
Fall.Recover      = 0
Fall.Dmage        = 10
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 900, Explod]
Type          = Explod
TriggerAll    = HitPauseTime = 6 || !ProjContactTime(900)
Trigger1      = MoveHit = 1      || !ProjHitTime(900)
Trigger1      =  Var(0) := 1
Trigger1      = FVar(0) := 0.7
Trigger2      = MoveGuarded = 1  || !ProjGuardedTime(900)
Trigger2      =  Var(0) := -1
Trigger2      = FVar(0) := 1
Anim          = 1170 + 30 * Var(0)
ID            = 900
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 30 - Random % 8) , Floor(P2Dist Y / 2 - 33 + (Var(0) = 1) * 5 + Random % 8)
Scale         = FVar(0), FVar(0)
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 900, Explod]
Type          = Explod
Trigger1      = Var(0) := 0 || 1
Trigger1      = !NumExplod(1900)
Trigger1      = HitPauseTime = 6 || !ProjContactTime(900)
Trigger1      = MoveHit = 1      || !ProjHitTime(900)
Trigger1      = Var(0) := 1
Anim          = 1230
ID            = 1900
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 30) , Floor(P2Dist Y / 2 - 40)
Scale         = 0.8, 0.8
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 900, Explod]
Type          = Explod
Trigger1      = Var(0) = 1
Anim          = 1900
ID            = 1900
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 50) , Floor(P2Dist Y / 2 - 40)
Facing        = -1
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 900, ChangeState]
Type       = ChangeState
TriggerAll = !AnimTime
Trigger1   = PalNo < 7
Trigger1   = Var(10) := 0           || 1
Trigger2   = PalNo = [7,11]
Trigger2   = Var(10) := Var(10) / 2 || 1
Trigger3   = PalNo = 12
Value      = 0
Ctrl       = 1

[State 900, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 900, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 900, SysFVar(3)Set]
Type       = VarSet
Trigger1   = AnimElemTime(3) >= 0
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 900, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 910]; Ar
HitDefPersist   = SysVar(3) = 910
MoveHitPersist  = SysVar(3) = 910
HitCountPersist = SysVar(3) = 910

[State 910, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 910, StateTypeSet]
Type       = StateTypeSet
Trigger1   = 1
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 910, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 3
IgnoreHitPause = 1

[State 910, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 910
Value      = 910

[State 910, PowerAdd]
Type       = PowerAdd
Trigger1   = !AnimElemTime(1)
Value      = IfElse(PowerMax < 2000, -PowerMax, -2000)

[State 910, CtrlSet]
Type       = CtrlSet
Trigger1   = 1
Value      = 0

[State 910, SuperPause]
Type       = SuperPause
Trigger1   = !AnimElemTime(1)
Time       = 48
MoveTime   = 48
P2DefMul   = 1
Anim       = -1

[State 910, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(1)
Value      = 900, Random % 4

[State 910, PlaySnd]
Type       = PlaySnd
Trigger1   = AnimElemTime(1) = 1
Trigger2   = AnimElemTime(1) = 20
Value      = 1900, 0 + (AnimElemTime(1) = 20)

[State 910, Explod]
Type          = Explod
Trigger1      = AnimElemTime(1) = 1
Trigger2      = AnimElemTime(1) = 6
Anim          = 2000 + (AnimElemTime(1) = 6)
ID            = 2000
Pos           = Const(Size.Head.Pos.X) + 5, Const(Size.Head.Pos.Y)
Scale         = 0.8, 0.8
SprPriority   = -1
OnTop         = AnimElemTime(1) = 6
OwnPal        = 1
SuperMoveTime = 60
PauseMoveTime = 60

[State 910, Explod::P1]
Type          = Explod
Trigger1      = Facing = 1
Trigger1      = AnimElemTime(1) < 50
Anim          = 12000
ID            = 12000
PosType       = Left
Pos           = -100 + AnimElemTime(1), 0
RemoveTime    = 1
SprPriority   = -2
Scale         = 0.5, 0.5
Trans         = AddAlpha
Alpha         = 196 - 3 * AnimElemTime(1), 64 + 3 * AnimElemTime(1)
SuperMoveTime = 2
PauseMoveTime = 2

[State 910, Explod::P2]
Type          = Explod
Trigger1      = Facing = -1
Trigger1      = AnimElemTime(1) < 50
Anim          = 12000
ID            = 12000
PosType       = Right
Pos           = 100 - AnimElemTime(1), 0
Facing        = -1
RemoveTime    = 1
SprPriority   = -2
Scale         = 0.5, 0.5
Trans         = AddAlpha
Alpha         = 196 - 3 * AnimElemTime(1), 64 + 3 * AnimElemTime(1)
SuperMoveTime = 2
PauseMoveTime = 2

[State 910, AssertSpecial]
Type       = AssertSpecial
Trigger1   = AnimElemTime(3) < 0
Flag       = NoBG
Flag2      = GlobalnoShadow

[State 910, PosFreeze]
Type       = PosFreeze
Trigger1   = AnimElemTime(3) < 0
Value      = 1

[State 910, VelSet]
Type       = VelSet
Trigger1   = !AnimElemTime(3) && SysFVar(3) > 0
X          = SysFVar(3)

[State 910, PalFx]
Type       = PalFX
Trigger1   = AnimElemTime(3) = [-1,0]
Trigger1   = Var(0) := -128 + 64 * !AnimElemTime(3)
Time       = 1
Add        = Var(0), Var(0), Var(0)

[State 910, ReverSalDef]
Type          = ReverSalDef
Trigger1      = 1
Reversal.Attr = SCA, AA, AT
GetPower      = 20, 10
PauseTime     = 0, 5
SparkNo       = S-1
HitSound      = S300, 1

[State 910, ProjContactFlagSet]
Type       = VarSet
Trigger1   = !AnimElemTime(4)
Trigger1   = Var(0) := (SysVar(2) & 2147483583) || 1
Trigger2   = !ProjContactTime(910)
Trigger2   = Var(0) := (SysVar(2) | 64)         || 1
sysvar(2)  = Var(0)
IgnoreHitPause = 1

[State 910, Projectile]
Type              = Projectile
Trigger1          = AnimElemTime(4) >= 0 && AnimElemTime(6) <= 0
Trigger1          = !(SysVar(2) & 64)
ProjID            = 910
ProjAnim          = 20910
ProjRemoveTime    = 1
Velocity          = ABS(Vel X), Vel Y
Attr              = S, HA
Damage            = 10, 0
GetPower          = 20, 10
AnimType          = Medium
HitFlag           = MAF
GuardFlag         = L
PauseTime         = 0, 5
SparkNo           = S-1
HitSound          = S310, 0
Guard.SparkNo     = S-1
GuardSound        = S120, 0
Ground.Type       = High
Ground.SlideTime  = 5
Ground.HitTime    = 6
Ground.Velocity   = -2.4
Air.Velocity      = -1.2, -3
AirGuard.Velocity = -1.6, -4
Air.HitTime       = 10
Air.Fall          = 1
Guard.Slidetime   = 6
Guard.HitTile     = 4
Guard.Velocity    = -3
Guard.CtrlTime    = 5
Fall.Recover      = 0
SuperMoveTime     = 1
PauseMoveTime     = 1
IgnoreHitPause = 1

[State 910, Explod]
Type          = Explod
Trigger1      = MoveHit = 1 || !ProjHitTime(910)
Anim          = 1210
ID            = 910
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 15) , Floor(P2Dist Y / 2 - 5)
Scale         = 0.8, 0.8
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 910, TargetState]
Type       = TargetState
Trigger1   = NumTarget
Trigger1   = MoveHit = 1 || !ProjHitTime(910)
Value      = 915
IgnoreHitPause = 1

[State 910, ChangeState]
Type       = ChangeState
Trigger1   = MoveHit || !ProjHitTime(910)
Trigger1   = NumTarget
Trigger1   = Var(0) := 911
Trigger2   = MoveHit || !ProjHitTime(910)
Trigger2   = Var(0) := 0                           || 1
Trigger3   = !AnimTime
Trigger3   = PalNo < 7
Trigger3   = Var(0) := 0 || Var(10) := 0           || 1
Trigger4   = !AnimTime
Trigger4   = PalNo = [7,11]
Trigger4   = Var(0) := 0 || Var(10) := Var(10) / 2 || 1
Trigger5   = !AnimTime
Trigger5   = Var(0) := 0                           || 1
Value      = Var(0)
IgnoreHitPause = 1

[State 910, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 910, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 910, SysFVar(3)Set]
Type       = VarSet
Trigger1   = AnimElemTime(3) >= 0
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 910, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 911]; Ar_U
HitDefPersist   = SysVar(3) = 911
MoveHitPersist  = SysVar(3) = 911
HitCountPersist = SysVar(3) = 911

[State 911, ChangeState]
Type       = ChangeState
Trigger1   = P1Name != "Sino" || !AuthorName = "Hit"
Trigger2   = IsHelper
Value      = 25150
IgnoreHitPause = 1

[State 911, SprPriority]
Type       = SprPriority
Trigger1   = 1
Value      = 2
IgnoreHitPause = 1

[State 911, ChangeAnim]
Type       = ChangeAnim
Trigger1   = Anim != 911
Value      = 911
IgnoreHitPause = 1

[State 911, StateTypeSet]
Type       = StateTypeSet
Trigger1   = AnimElemTime(13) < 0
StateType  = S
MoveType   = A
Physics    = S
IgnoreHitPause = 1

[State 911, StateTypeSet]
Type       = StateTypeSet
Trigger1   = AnimElemTime(13) >= 0
StateType  = A
MoveType   = A
Physics    = A
IgnoreHitPause = 1

[State 911, VelSet]
Type       = VelSet
Trigger1   = 1
X          = 0
Y          = 0
IgnoreHitPause = 1

[State 911, TargetBind]
Type       = TargetBind
Trigger1   = NumTarget
Trigger1   = AnimElemTime(32) < 0
Time       = 1
Pos        = 40, -12 * (AnimElemTime(9) >= 0 && AnimElemTime(13) < 0) * AnimElemTime(9)
IgnoreHitPause = 1

[State 911, PosSet]
Type       = PosSet
Trigger1   = !AnimElemTime(13)
Y          = Target,Pos Y
IgnoreHitPause = 1

[State 911, PlaySnd]
Type       = PlaySnd
Trigger1   = !AnimElemTime(3) || !AnimElemTime(15) || !AnimElemTime(23) || !AnimElemTime(27)
Trigger1   = Var(0) := 0 || 1
Trigger2   = !AnimElemTime(9) || !AnimElemTime(19) || !AnimElemTime(32)
Trigger2   = Var(0) := 1
Value      = 310, Var(0)
IgnoreHitPause = 1

[State 911, HitAdd]
Type       = HitAdd
Trigger1   = !AnimElemTime(3)
Trigger2   = !AnimElemTime(9)
Trigger3   = !AnimElemTime(15)
Trigger4   = !AnimElemTime(19)
Trigger5   = !AnimElemTime(23)
Trigger6   = !AnimElemTime(27)
Trigger7   = !AnimElemTime(32)
Value      = 1
IgnoreHitPause = 1

[State 911, TargetLifeAdd]
Type       = TargetLifeAdd
TriggerAll = NumTarget
Trigger1   = !AnimElemTime(3)
Trigger2   = !AnimElemTime(9)
Trigger3   = !AnimElemTime(15)
Trigger4   = !AnimElemTime(19)
Trigger5   = !AnimElemTime(23)
Trigger6   = !AnimElemTime(27)
Trigger7   = !AnimElemTime(32)
Value      = - 60 + Random % 20 
IgnoreHitPause = 1

[State 911, Explod]
Type          = Explod
Trigger1      = !AnimElemTime(3)  || !AnimElemTime(15)
Trigger1      = Var(0) := 0 || 1 
Trigger2      = !AnimElemTime(23) || !AnimElemTime(27)
Trigger2      = Var(0) := 1
Trigger3      = !AnimElemTime(9)  || !AnimElemTime(19) || !AnimElemTime(32)
Trigger3      = Var(0) := 2
Anim          = 1210 + 10 * Var(0)
ID            = 911
PosType       = P2
Pos           = Floor(P2Dist X / 2 - 30) , Floor(P2Dist Y / 2 - 40 + 35 * !AnimElemTime(3))
Scale         = 0.8, 0.8
OnTop         = 1
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 911, Explod]
Type          = Explod
Trigger1      = AnimElemTime(4) = -1
Trigger2      = !AnimElemTime(19)
Trigger3      = !AnimElemTime(32)
Anim          = 1910 + !AnimElemTime(32) + 2 *(AnimElemTime(4) = -1)
ID            = 1911
Bindtime      = 14 - 6 * !AnimElemTime(32)
Scale         = Const(Size.XScale), Const(Size.YScale)
Sprpriority   = 3
OwnPal        = 1
SuperMoveTime = 2147483647 * (PalNo = 12)
PauseMoveTime = 2147483647 * (PalNo = 12)
IgnoreHitPause = 1

[State 911, TargetState]
Type       = TargetState
Trigger1   = NumTarget
Trigger1   = !AnimElemTime(32)
Value      = 916
IgnoreHitPause = 1

[State 911, ChangeState]
Type       = ChangeState
Trigger1   = !AnimTime
Trigger2   = NumTarget
Trigger2   = Target,StateNo != 915
Value      = 50
IgnoreHitPause = 1

[State 911, SysVar(2)Set]
Type       = VarSet
Trigger1   = 1
sysvar(2)  = (StateType = C) + (StateType = A) * 2 + (StateType = L) * 3 | 4 * ((MoveType = A) + (MoveType = H) * 2) | 16 * !!Ctrl | 32 * (facing = 1) | (SysVar(2) & 64) | 128 * (!Var(1) * Command = "holdup" || !!(Var(1) & 2)) | (SysVar(2) & 2147483392)
IgnoreHitPause = 1

[State 911, SysVar(3)Set]
Type       = VarSet
Trigger1   = 1
sysvar(3)  = StateNo
IgnoreHitPause = 1

[State 911, SysFVar(3)Set]
Type       = VarSet
Trigger1   = AnimElemTime(3) >= 0
sysfvar(3) = Vel X * Const(Movement.Stand.Friction) * (ABS(Vel X * Const(Movement.Stand.Friction)) > 1)

[State 911, SysFVar(4)Set]
Type       = VarSet
Trigger1   = 1
sysfvar(4) = Vel Y


;---------------------------------------------------------------------
[Statedef 915]; Ar_ķ

[State 915, ChangeState]
Type       = ChangeState
Trigger1   = IsHelper
Trigger2   = P1Name = "Sino" && AuthorName = "Hit" && PalNo >= 7
Value      = 25150
IgnoreHitPause = 1

[State 915, SprPriority::Enemy]
Type       = SprPriority
Trigger1   = 1
Value      = -1
IgnoreHitPause = 1

[State 915, StateTypeSet::Enemy]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = H
Physics    = N
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = !Time
Value      = 5000
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = Time = 6
Value      = 5010
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = Time = 12
Value      = 5070
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = Time = 24
Value      = 5035 + 16 * SelfAnimExist(5051)
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = Time = 42
Value      = 5000
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = Time = 54
Value      = 5035
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = Time = 66
Value      = 5010
IgnoreHitPause = 1

[State 915, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = Time = 78
Value      = 5000
IgnoreHitPause = 1

[State 915, LifeSet::Enemy]
Type       = LifeSet
Trigger1   = Time > 1
Trigger1   = EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit" || EnemyNear,StateNo != 911),StateNo != 911
Value      = 0
IgnoreHitPause = 1

[State 915, SelfState::Enemy]
Type       = SelfState
Trigger1   = Time > 1
Trigger1   = EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit" || EnemyNear,StateNo != 911),StateNo != 911
Value      = 5020
IgnoreHitPause = 1


;---------------------------------------------------------------------
[Statedef 916]; Ar_I

[State 916, ChangeState]
Type       = ChangeState
Trigger1   = IsHelper
Trigger2   = P1Name = "Sino" && AuthorName = "Hit" && PalNo >= 7
Value      = 25150
IgnoreHitPause = 1

[State 916, SprPriority::Enemy]
Type       = SprPriority
Trigger1   = 1
Value      = -1
IgnoreHitPause = 1

[State 916, StateTypeSet::Enemy]
Type       = StateTypeSet
Trigger1   = 1
StateType  = A
MoveType   = H
Physics    = N
IgnoreHitPause = 1

[State 916, ChangeAnim::Enemy]
Type       = ChangeAnim
Trigger1   = 1
Value      = 5030
IgnoreHitPause = 1

[State 916, VelSet::Enemy]
Type       = VelSet
Trigger1   = 1
X          = -20.5
Y          = 10
IgnoreHitPause = 1

[State 916, LifeSet::Enemy::E1]
Type       = LifeSet
TriggerAll = NumEnemy
TriggerAll = Life > EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(30)
Trigger1   = !NumPartner
Trigger2   = ID <= Partner,ID
Value      = EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(30)
IgnoreHitPause = 1

[State 916, LifeSet::Enemy::E2]
Type       = LifeSet
Trigger1   = NumEnemy
Trigger1   = Life > EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(40)
Trigger1   = NumPartner
Trigger1   = ID > Partner,ID
Value      = EnemyNear(EnemyNear,P1Name != "Sino" || !EnemyNear,AuthorName = "Hit"),Var(40)
IgnoreHitPause = 1

[State 916, LifeAdd::Enemy]
Type       = LifeAdd
Trigger1   = 1
Value      = IfElse(NumEnemy, IfElse(LifeMax < 1000, -50, -LifeMax * 0.05), -LifeMax)
Absolute   = 1
IgnoreHitPause = 1

[State 916, SelfState::Enemy]
Type       = SelfState
Trigger1   = 1
Value      = 5050
Ctrl       = 0
IgnoreHitPause = 1
