[Statedef 1]
SprPriority = 99
anim = 7010

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

[State ]
type = Helper
trigger1 = time = 4
stateno = 2
id = 2
pos = 0,-2
postype = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 999999999999
pausemovetime = 999999999999

[State ]
type = varset
trigger1 = !time
v = 3
value = 340

[State ]
type = varadd
trigger1 = time <= 11
v = 3
value = -21

[State ]
type = varadd
trigger1 = time >= 10
v = 3
value = -1

[State ]
type = angledraw
trigger1 = Ishelper(1)
value = 0
scale = 0.006*var(3),0.006*var(3)

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

[State ] 
type = VarSet
trigger1 = !Time
v = 4
value = 255

[State ]
type = varadd
trigger1 = var(4) >= -1
trigger1 = time > 12
v = 4
value = -20

[State ]
type = PalFX
trigger1 = var(4) >= -1
time = 1
add = 0,0,0
mul = var(4),var(4),var(4)

[State ]
type = Destroyself
trigger1 = time = 25

[Statedef 2]
SprPriority = 97
anim = 7000

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

[State ]
type = AfterImage
trigger1 = !Time
time = -1
trans = Add
length = 4
timeGap = 2
frameGap = 2
palBright = 0,0 ,0
palContrast = 100,100,100
palAdd = 0,0,0
palMul = .80,.80,.80

[State ]
type = varset
trigger1 = !time
v = 3
value = 340

[State ]
type = varadd
trigger1 = time <= 11
v = 3
value = -21

[State ]
type = varadd
trigger1 = time >= 10
v = 3
value = -1

[State ]
type = Angledraw
trigger1 = Ishelper(2)
value = 0
scale = 0.007*var(3),0.007*var(3)

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

[State ] 
type = VarSet
trigger1 = !Time
v = 5
value = 255

[State ]
type = varadd
trigger1 = var(5) >= -1
trigger1 = time > 8
v = 5
value = -20

[State ]
type = PalFX
trigger1 = var(5) >= -1
time = 1
add = 0,0,0
mul = var(5),var(5),var(5)

[State ]
type = Destroyself
trigger1 = time = 25

[Statedef 3]
SprPriority = 99
anim = 7010

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

[State ]
type = Helper
trigger1 = time = 4
stateno = 4
id = 4
pos = 0,-2
postype = P1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 999999999999
pausemovetime = 999999999999

[State ]
type = varset
trigger1 = !time
v = 3
value = 340

[State ]
type = varadd
trigger1 = time <= 11
v = 3
value = -21

[State ]
type = varadd
trigger1 = time >= 10
v = 3
value = -1

[State ]
type = angledraw
trigger1 = Ishelper(3)
value = 0
scale = 0.006*var(3),0.006*var(3)

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

[State ] 
type = VarSet
trigger1 = !Time
v = 4
value = 255

[State ]
type = varadd
trigger1 = var(4) >= -1
trigger1 = time > 12
v = 4
value = -20

[State ]
type = PalFX
trigger1 = var(4) >= -1
time = 1
add = 0,0,0
mul = var(4),var(4),var(4)

[State ]
type = Destroyself
trigger1 = time = 25

[Statedef 4]
SprPriority = 97
anim = 7030

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

[State ]
type = AfterImage
trigger1 = !Time
time = -1
trans = Add
length = 4
timeGap = 2
frameGap = 2
palBright = 0,0 ,0
palContrast = 100,100,100
palAdd = 0,0,0
palMul = .80,.80,.80

[State ]
type = varset
trigger1 = !time
v = 3
value = 340

[State ]
type = varadd
trigger1 = time <= 11
v = 3
value = -21

[State ]
type = varadd
trigger1 = time >= 10
v = 3
value = -1

[State ]
type = Angledraw
trigger1 = Ishelper(4)
value = 0
scale = 0.007*var(3),0.007*var(3)

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

[State ] 
type = VarSet
trigger1 = !Time
v = 5
value = 255

[State ]
type = varadd
trigger1 = var(5) >= -1
trigger1 = time > 8
v = 5
value = -20

[State ]
type = PalFX
trigger1 = var(5) >= -1
time = 1
add = 0,0,0
mul = var(5),var(5),var(5)

[State ]
type = Destroyself
trigger1 = time = 25

[Statedef 1065]
type = A
movetype = A
physics = N
velset = 6,0
anim = 1065
ctrl = 0

[State 0]
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%3) = 1
id = 22131
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
random = 40,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -4,-1 + (random%2)
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
id = 22131
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
random = 40,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5,-2 + (random%4)
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 0]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 30,5
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s4030
guard.sparkno = s4050
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647
[state 0]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 10620
projremovetime = 16
projid = 1050
projpriority = 2147483647
projsprpriority = 2147483647
projedgebound = 220
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 0,0
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s4030
guard.sparkno = s4050
sparkxy = 0,0
hitsound = s222,0
guardsound = s121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = nothitby
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[state 0]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
ignorehitpause = 1

[Statedef 1451]
type = A
movetype = I
physics = N
velset = 0,0
anim = 1412
ctrl = 0

[State 150]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
y = 0

[State 150]
type = playsnd
trigger1 = animelem = 12
value = 10000,18
volume = 255
[State 150]
type = playsnd
trigger1 = animelem = 12
value = 10000,28
volume = 255
[State 150]
type = playsnd
trigger1 = animelem = 12
value = 10000,49
volume = 255

[State 150]
type = Explod
trigger1 = animelem = 14
anim = 20000
id = 20000
ownpal = 1
sprpriority = -21474836
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
trans = sub
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
trigger1 = animelem = 14
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21474836
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 150]
type = Explod
trigger1 = animelem = 14
anim = 22108
sprpriority = 2147483647
postype = p1
pos = 0,-100
ownpal = 1
bindtime = 1
supermove = 0
ontop = 1
ignorehitpause =1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
trigger1 = time >= 0
trigger1 = GameTime%2 = 1
anim = 22131
sprpriority = 2147483647
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
ownpal = 1
trans = add
persistent = 1
ontop = 1
vel = 0,-5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -10
freq = 95
phase = 95

[State 150]
type = Projectile
trigger1 = animelem = 14
projanim = 22150
projremove = 0
projremovetime = 30
projpriority = 2147483647
projsprpriority = 2147483647
getpower = 20,20
offset = 0,0
attr = S, SP
animtype = Hard
damage = 60+random%20,10
hitflag = MAFPD
guardflag = M
numhits = 1
pausetime = 16,16
hitsound   = s10000,43
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = 0,-10
air.juggle = 8
air.velocity = 0,-10
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
p2stateno = 14200
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = destroyself
trigger1 = animtime = 0

[Statedef 12001]
type = S
movetype = I
physics = N
velset = 0,0
anim = 60000
ctrl = 0

[State ]
type = Explod
trigger1 = time > 0
trigger1 = (GameTime%16) = 1
anim = 10003
sprpriority = -2147483647
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
trans = add
scale = 0.5,0.5
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = time > 0
trigger1 = (GameTime%4) = 1
anim = 10000
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = 1
ownpal = 1
trans = add
vel = -1,0
persistent = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = velset
trigger1 = p2bodydist X < 0
trigger1 = Time >= 10
x = -1.5

[State ]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1

[State ]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.8

[State ]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.8

[State ]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12002

[State ]
type = Destroyself
triggerall = Ishelper
trigger1 = time = 250
ignorehitpause = 1

[Statedef 12002]
type = S
movetype = A
physics = N
velset = 0,0
anim = 60000
ctrl = 0

[State ]
type = EnvShake
trigger1 = !Time
time = 15
ampl = -12
freq = 95
phase = 95
ignorehitpause = 1

[State ]
type = Playsnd
trigger1 = !Time
value = 2300,3
volume = 255

[State ]
type = Playsnd
trigger1 = !Time
value = 20001,2
volume = 255

[State ]
type = Playsnd
trigger1 = !Time
value = 10000,28
volume = 255

[State ]
type = Explod
trigger1 = !time
anim = 10002
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
trans = add
scale = 0.8,0.8
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = !time
anim = 10004
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
trans = add
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = !time
anim = 10005
sprpriority = -2147483647
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
trans = sub
scale = 0.6,0.6
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = !Time
projanim = 60001
projremove = 0
projremovetime = 20
projpriority = 2147483647
projsprpriority = 2147483647
offset = 0,0
attr = S, SP
animtype = Hard
damage = 100,10
hitflag = MAFPD
guardflag = M
numhits = 1
hitsound   = -1
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-4
air.juggle = 8
air.velocity = -2,-4
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Destroyself
trigger1 = time = 39
ignorehitpause = 1

[Statedef 1301]
type = S
movetype = A
physics = N
ctrl = 0
anim = 10008
velset = 25,0
SprPriority = 5

[State ]
type = Playsnd
trigger1 = !Time
value = 20001,3
volume = 255

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

[State ]
type = HitDef
trigger1 = !Time
projanim = 10801
velocity = 0,0
attr = S, SP
damage   = 50,20
animtype = diagup
hitflag = MAF
guardflag = M
sparkno = s4030
guard.sparkno = s4050
sparkxy = 30,0
hitsound = S225,1
guardsound = S121,0
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -2,-4
air.velocity = -2,-4
air.fall = 1
fall.recover = 0

[State ]
type = ChangeState
trigger1 = movehit
value = 1302

[State ]
type = Destroyself
trigger1 = Time = 30

[Statedef 1302]
type = S
movetype = A
physics = N
velset = 0,0
anim = 60000
ctrl = 0

[State ]
type = EnvShake
trigger1 = !Time
time = 15
ampl = -18
freq = 120
phase = 120
ignorehitpause = 1

[State ]
type = Playsnd
trigger1 = !Time
value = 2300,3
volume = 255

[State ]
type = Playsnd
trigger1 = !Time
value = 20001,2
volume = 255

[State ]
type = Playsnd
trigger1 = !Time
value = 10000,28
volume = 255

[State ]
type = Explod
trigger1 = !time
anim = 10010
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
trans = add
scale = 0.8,0.8
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = !time
anim = 10005
sprpriority = -2147483647
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
trans = sub
scale = 0.6,0.6
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = !Time
projanim = 60001
projremove = 0
projremovetime = 20
projpriority = 2147483647
projsprpriority = 2147483647
offset = 0,0
attr = S, SP
animtype = Hard
damage = 200,20
hitflag = MAFPD
guardflag = M
numhits = 1
hitsound   = -1
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -2,-4
air.juggle = 8
air.velocity = -2,-4
fall = 1
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 8
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Destroyself
trigger1 = time = 59
ignorehitpause = 1

[Statedef 12345]
type = S
movetype= I
physics = S
ctrl = 0

[State ]
type = AssertSpecial
trigger1 = 1
flag = Invisible
ignorehitpause = 1

[State ]
type = Bindtoroot
trigger1 = 1
ignorehitpause = 1

[State ]
type = NotHitby
trigger1 = roundstate != 2
value = SCA
ignorehitpause = 1

[State ]
type = NotHitby
trigger1 = Gethitvar(damage)
time = 200
value = SCA
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = 1
value = parent,anim
elem = parent,animelemno(0)
ignorehitpause = 1

[State ]
type = Turn
trigger1 = facing != root,facing
ignorehitpause = 1

[State ]
type = Turn
trigger1 = facing != parent,facing
ignorehitpause = 1

[State ]
type = Hitoverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 12345
ignorehitpause = 1

[State ]
type = Destroyself
triggerall = name = "Mithra"
trigger1 = !alive
trigger2 = !root,alive
ignorehitpause = 1

