; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 45,47	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 0.335			;Horizontal scaling factor.
yscale = 0.335			;Vertical scaling factor.
ground.back = 17		;Player width (back, ground)
ground.front = 17		;Player width (front, ground)
air.back = 17		;Player width (back, air)
air.front = 17		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.6		;Walk forward
walk.back = -2.5		;Walk backward
run.fwd  = 9, 0		;Run forward (x, y)
run.back = -4.5,-5.5	;Hop backward (x, y)
jump.neu = 0,-9.4		;Neutral jumping velocity (x, y)
jump.back = -3		;Jump back Speed (x, y)
jump.fwd = 3		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 5,-8.5			

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .5		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

[Quotes]
Victory1 = "The peaceful world I'm fighting for is one where everyone has a smile on their face."
Victory2 = "I am Emilia Justina, the Hero of Ente Isla. What chance have you got?"
Victory3 = "Crap! I'm going to be late for work!"
Victory4 = "Are you ok Alas=Ramus? You're not hurt are you?"
Victory5 = "I've beaten whole Demon Lords, so something like this is nothing."

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 170, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S170,0+Random%2
Channel = 0

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

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
velset = 0,0

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 240
trigger2 = roundno=3
flag = roundnotover

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = roundno=3
trigger1 = Time >= 120
flag = nobardisplay

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 180+Random%2

[State 181, Helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 6004
ID = 181
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = Time = 1
value = S180,0+Random%3
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 181
trigger1 = Time = 1
value = S181,0+Random%2
Channel = 0

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Anim = 180
trigger1 = AnimElem = 5
value = S100,13

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 180
trigger1 = Anim = 190
value = 191

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 190
trigger1 = Time = 1
value = S190,0+Random%5
Channel = 0

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = AnimElem = 1
value = S100,9

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 191
trigger1 = AnimElem = 3
value = S100,12

[State 190, PlaySnd]
type = PlaySnd
trigger1 = Anim = 190
trigger1 = Time = 30
value = S100,14

[State 190, Explod]
type = Explod
trigger1 = Anim = 190
trigger1 = Time = 30
anim = 192
ID = 192
pos = 0,0
scale = 0.335,0.335
postype = p1
sprpriority = 3
bindtime = -1
removetime = 150
;ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 190, Explod]
type = Explod
trigger1 = Anim = 190
trigger1 = Time = 30
anim = 193
ID = 193
pos = 36,-80
scale = 0.15,0.15
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 190, Explod]
type = Explod
trigger1 = Anim = 190
trigger1 = Time = 30
anim = 194
ID = 194
pos = 40,-85
scale = 0.33,0.33
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[state ]
type=helper
id=20300
stateno=20300
keyctrl=1
ownpal=1
facing=cond(teamside=1,1,-1)
pausemovetime=2147483647
supermovetime=2147483647
trigger1=ailevel=0
trigger1=numhelper(20300)=0

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
trigger1 = Time = 0
value = 191

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kuroyukihime_K"
trigger1 = Time = 0
value = 192

[State 190, ChangeState]
type = ChangeState
triggerall = Enemy,AuthorName = "Sennou-Room" && Enemy,Name = "Kirito"
trigger1 = Time = 0
value = 193

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = Anim = 191
trigger1 = AnimTime = 0
value = 0

[StateDef 191]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 191, PlaySnd]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = Time = 240
value = S191,0
Channel = 0

[State 191, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 196
trigger1 = Time >= 380 
value = 197

[State 191, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 197
value = 0

[StateDef 192]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 192, PlaySnd]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = Time = 0
value = S191,1
Channel = 0

[State 192, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 196
trigger1 = Time >= 400 
value = 197

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 197
value = 0

[StateDef 193]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

[State 193, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[State 193, PlaySnd]
type = PlaySnd
trigger1 = Anim = 196
trigger1 = Time = 0
value = S191,2
Channel = 0

[State 193, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 196
trigger1 = Time >= 520 
value = 197

[State 193, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 197
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S195,0
channel = 0

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

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2 = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,10

[State 200, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 201
ID = 201
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = light
damage = IfElse(Var(10),12,10)
pausetime = 6,8
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -70))
hitsound = S200,3
guardsound = S300,0
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 11
air.hittime = 12
ground.velocity = -5,0
air.velocity = -5,-1
getpower = 20
givepower = 15

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 201]
type = A
movetype = I
physics = N
anim = 201
ctrl = 0
velset = 0,0
sprpriority = 4

[State 201, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 201, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 201, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(36*Time),256
ignorehitpause =1

[State 201, Scale]
type = AngleDraw
trigger1 = 1
scale = 1.3,2

[State 201, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -65

[State 201, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(50*const(size.xScale)),ceil(-330*const(size.yScale))
ignorehitpause = 1

[State 201, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(201)
trigger1 = Root,StateNo != 200
trigger2 = Root,Movetype = H
trigger3 = Time > 7

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 210
facep2 = 1

[State 210, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%7
channel = 0

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 210, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 211
ID = 211
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage = IfElse(Var(10),18,15)
pausetime = 8,10
hitflag = MAF
guardflag = MA
hitSound = S200,4
guardSound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 13
air.hittime = 15
ground.velocity = -4,0
air.velocity = -4,-2
getPower = 30,20
givePower = 18,9
envshake.time = 9
envshake.ampl = 2

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

[StateDef 211]
type = A
movetype = I
physics = N
ctrl = 0
anim = 211
velset = 0,0
sprpriority = 4

[State 211, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 211, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 211, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(36*Time),256
ignorehitpause =1

[State 211, Scale]
type = AngleDraw
trigger1 = 1
scale = 1,2.25

[State 211, Rotate]
type = AngleSet
trigger1 = Time = 0
value = 60

[State 211, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(130*const(size.xScale)),ceil(-210*const(size.yScale))
ignorehitpause = 1

[State 211, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(211)
trigger1 = Root,StateNo != 210
trigger2 = IsHelper(2003)
trigger2 = Root,StateNo != 2000
trigger3 = Root,Movetype = H
trigger4 = Time > 7

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 220
facep2 = 1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

[State 220, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%6
channel = 0

[State 220, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 221
ID = 221
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Heavy
damage = IfElse(Var(10),29,24)
pausetime = 10,12
hitflag = MAF
guardflag = MA
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 150 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = Low
air.type = Low
air.animtype = back
fall.animtype = back
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
air.hittime = 15
ground.velocity = -5
air.velocity = -3,-4
envshake.time = 9
envshake.ampl = 3
getpower = 50
givepower = 15

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 221]
type = A
movetype = I
physics = N
anim = 222
ctrl = 0
velset = 0,0
sprpriority = 4

[State 221, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 221, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 221, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 221, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -10

[State 221, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 23,-15
ignorehitpause = 1

[State 221, DestroySelf]
type = DestroySelf
triggerall = IsHelper(221)
trigger1 = Root,StateNo != 220
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 400
facep2 = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,10

[State 400, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 400, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 401
ID = 401
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = light
damage = IfElse(Var(10),16,13)
pausetime = 6,8
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -25))
hitsound = S200,3
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 12
ground.hittime  = 12
guard.hittime = 11
air.hittime = 12
ground.velocity = -6,0
air.velocity = -6,-3
getpower = 20
givepower = 15

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[StateDef 401]
type = A
movetype = I
physics = N
anim = 222
ctrl = 0
velset = 0,0
sprpriority = 4

[State 401, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 401, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 401, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.35,0.35

[State 401, Rotate]
type = AngleSet
trigger1 = Time = 0
value = 25

[State 401, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 40,-8
ignorehitpause = 1

[State 401, DestroySelf]
type = DestroySelf
triggerall = IsHelper(401)
trigger1 = Root,StateNo != 400
trigger2 = Root,Movetype = H
trigger3 = AnimTime = 0

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 410
facep2 = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 410, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%7
channel = 0

[State 410, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 411
ID = 411
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),25,21)
pausetime = 8,10
hitflag = MAF
guardflag = L
hitsound = S200,4
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -45))
ground.type = High
air.type = High
air.animtype = back
fall.animtype = back
ground.slidetime = 14
ground.hittime  = 14
guard.hittime = 12
air.hittime = 14
ground.velocity = -4.2,0
air.velocity = -2.5,-4
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[StateDef 411]
type = A
movetype = I
physics = N
anim = 201
ctrl = 0
velset = 0,0
sprpriority = 4

[State 411, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 411, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 411, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(36*Time),256
ignorehitpause =1

[State 411, Scale]
type = AngleDraw
trigger1 = 1
scale = 1,2.25

[State 411, Rotate]
type = AngleSet
trigger1 = Time = 0
value = 120

[State 411, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(20*const(size.xScale)),ceil(-155*const(size.yScale))
ignorehitpause = 1

[State 411, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(411)
trigger1 = Root,StateNo != 410
trigger2 = Root,Movetype = H
trigger3 = Time > 7

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
VelSet = 0,0
ctrl = 0
anim = 420
facep2 = 1

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,2

[State 420, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S420,0+random%6
channel = 0

[State 420, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
animtype  = Medium
damage = IfElse(Var(10),37,31)
pausetime = 10,12
hitflag = MAF
guardflag = L
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -25))
hitsound = S200,2
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime = 17
ground.hittime  = 17
guard.hittime = 15
air.hittime = 17
ground.velocity = -1,-8
air.velocity = -1,-8
fall = 1
fall.recover = 1
getpower = 45
givepower = 15
envshake.time = 9
envshake.ampl = 2
fall.recovertime = 30

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600

[State 600, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 650
trigger1 = time = 1
value = S400,0+random%4
channel = 0

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,0

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
animtype  = light
damage = IfElse(Var(10),18,15)
pausetime = 6,8
hitflag = MAF
guardflag = HA
sparkno = -1+(0*(var(41) := 8050))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
hitsound = S200,0
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime =13
ground.hittime  = 13
guard.hittime = 12
air.hittime = 13
ground.velocity = -3,0
air.velocity = -2.5,-3
getpower = 24
givepower = 15

[State 600, 5]
type = CtrlSet
trigger1 = Time = 19
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 610

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,11

[State 610, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = time = 1
value = S410,0+random%7
channel = 0

[State 610, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 611
ID = 611
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Medium
damage = IfElse(Var(10),30,25)
pausetime = 8,10
hitflag = MAF
guardflag = HA
sparkno = -1+(0*(var(41) := 8051))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -40))
hitsound = S200,4
guardsound = S300,0
ground.type = low
air.type = low
air.animtype = back
fall.animtype = back
ground.slidetime =14
ground.hittime  = 14
guard.hittime = 12
air.hittime = 14
ground.velocity = -3,0
air.velocity = -2.5,-3
getpower = 35
givepower = 15
envshake.time = 9
envshake.ampl = 2

[State 610, 5]
type = CtrlSet
trigger1 = Time = 21
value = 1

[StateDef 611]
type = A
movetype = I
physics = N
anim = 201
ctrl = 0
velset = 0,0
sprpriority = 4

[State 611, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 611, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 611, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(36*Time),256
ignorehitpause =1

[State 611, Scale]
type = AngleDraw
trigger1 = 1
scale = 1.25,2.25

[State 611, Rotate]
type = AngleSet
trigger1 = Time = 0
value = 60

[State 611, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(130*const(size.xScale)),ceil(-210*const(size.yScale))
ignorehitpause = 1

[State 611, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(611)
trigger1 = Root,StateNo != 610
trigger2 = Root,Movetype = H
trigger3 = Time > 7

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 620

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

[State 620, PlaySnd]
type = PlaySnd
triggerall = MoveType != H && Random < 700
trigger1 = !IsHelper(30000)
trigger1 = time = 1
value = S420,0+random%6
channel = 0

[State 620, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 621
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = IfElse(Var(10),42,35)
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 10,12
guard.pauseTime = 10,10
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
guardSound = S300,0
ground.type = high
air.type = high
air.animtype = back
fall.animtype = back
ground.slidetime = 16
ground.hittime  = 16
guard.hittime = 14
air.hittime = 16
ground.velocity = -4,0
air.velocity = -4,-2
getpower = 50
givepower = 36
envshake.time = 9
envshake.ampl = 3

[State 620, 5]
type = CtrlSet
trigger1 = Time = 29
value = 1

[StateDef 621]
type = A
movetype = I
physics = N
anim = 221
ctrl = 0
velset = 0,0
sprpriority = 4

[State 621, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 621, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 621, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(36*Time),256
ignorehitpause =1

[State 621, Scale]
type = AngleDraw
trigger1 = 1
scale = 1,2.25

[State 621, Rotate]
type = AngleSet
trigger1 = Time = 0
value = 43

[State 621, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(65*const(size.xScale)),ceil(-130*const(size.yScale))
ignorehitpause = 15

[State 621, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(621)
trigger1 = Root,StateNo != 620
trigger2 = Root,Movetype = H
trigger3 = Time > 7

[State 621, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2602)
trigger1 = Root,StateNo != 2602
trigger2 = Root,Movetype = H
trigger3 = Time > 7

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S810,0+Random%2
channel = 0

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
hitsound = S100,9
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", 1, -1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down
numhits = 0

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

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
velset = 0,0

[State 810, VarAdd]
type = VarAdd
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
trigger2 = AnimElem = 4
v = 45
value = 6

[State 810, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = MoveGuarded = 1
v = 45
value = 3

[State 810, VarAdd]
type = VarAdd
triggerall = Var(46) = 1
trigger1 = MoveContact = 1
trigger2 = AnimElem = 4
v = 45
value = -15

[State 810, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 40,0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
pos = 60,0

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 812
ID = 812
pos = 15,-10
scale = 0.4,0.6
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 810, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 813
ID = 813
pos = 80,-70
scale = 0.4,0.4
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 4
value = S800,0+Random%3
Channel = 0

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 4
value = S100,1

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 4
value = S200,0

[State 810, PlaySnd]
type = playsnd
trigger1 = AnimElem = 6
value = S100,16

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -10
kill = 0

[State 810, HitAdd]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 810, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4 
time = 9
ampl = 3

[State 810, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S,NA
animtype  = Hard
damage = 40
hitflag = MAF
guardflag =
pausetime = 8,10
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -5,-6.4
air.velocity = -5,-6.4
fall = 1
fall.recover = 0
yaccel = 0.55
envshake.time = 10
envshake.ampl = 3

[State 810, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
ID = 8051
stateno = 8051
name = "Hit_Spark"
postype = p1
Pos = 65,-65
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 810, State End]
type = ChangeState
trigger1 = Time >= 83
value = 811

[StateDef 811]
type = A
movetype = I
physics = N
ctrl = 0
anim = 811

[State 811, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 820]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, NotHitBy]
type = NotHitBy
trigger1 = Time < 55
value = SCA

[State 820, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

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

[StateDef 950]
Type = S
MoveType = A
Physics = N
VelSet = 0,0
Anim = 950
ctrl = 0

[State 950, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -100

[State 950, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = time = 0
value = -1000

[State 950, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 950, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,4

[State 950, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,2

[State 950, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
movetime = 20
anim = -1
sound = -1
pos = 0,0
p2defmul = 1
poweradd = 0
darken = 0
unhittable = 1

[State 950, Helper]
type = Helper
trigger1 = Time = 0
Helpertype = normal
StateNo = 951
ID = 951
name = "Guard_Counter"
postype = p1
pos = ceil(-70 * const(size.xscale)), ceil(-50 * const(size.yscale))
supermovetime = 9999
pausemovetime = 9999
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 950, PlaySnd]
type = playsnd
trigger1 = AnimElem = 3
value = S100,16

[State 950, PlaySnd]
type = playsnd
trigger1 = AnimElem = 3
value = S800,1+Random%2
Channel = 0

[State 950, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 813
ID = 813
pos = 80,-70
scale = 0.4,0.4
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 950, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = Hard
damage = 100
hitflag = MAF
guardflag =
priority = 4, Hit
pausetime = 10,12
guard.pausetime = 10,10
hitsound = S200,8
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
ground.type = High
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -10,-6
air.velocity = -10,-6
down.velocity = -4,-2
yaccel = .54
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 90
p2Stateno = 953

[State 950, State End]
type = ChangeState
trigger1 = Time >= 53
value = 811

[StateDef 951]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 951, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 951, Explod]
type = Explod
trigger1 = Time = 0
Anim = 951
ID = 951
sprpriority = 3
postype = p1
pos = 20,-60
removetime = 16
supermovetime = -1
ownpal = 1

[State 951, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(951)
ID = 951
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 951, Explod]
type = Explod
trigger1 = time = 0
anim = 952
ID = 952
sprpriority = -2
postype = p1
pos = 20,-ceil(pos y)
supermovetime = -1
ownpal = 1

[State 951, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 953]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 953, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 953, OffSet]
type = OffSet
trigger1 = Time >= 0
x = 1
persistent = 4

[State 953, OffSet]
type = OffSet
trigger1 = Time >= 2
x = -1
persistent = 4

[State 953, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = 1
value = 5030

[State 953, ChangeState]
type = ChangeState
trigger1 = GetHitVar(HitShakeTime) = 0
value = 954

[StateDef 954]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 954, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 954, VelSet]
type = VelSet
trigger1 = Time = 0
x = -15

[State 954, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 954, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 954, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 954, ScreenBound]
type = ScreenBound
trigger1 = Time <= 25
value = 1
MoveCamera = 1,1

[State 954, ScreenBound]
type = ScreenBound
trigger1 = Time > 25
value = 1
MoveCamera = 0,1

[State 954, ChangeState]
type = ChangeState
triggerAll = Time = [0,11]
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 955

[State 954]
type = ChangeState
triggerAll = Time >= 12
triggerAll = BackEdgeDist <= 1
trigger1 = 1
value = 956

[StateDef 955]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 955, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 955, HitFallSet]
type = HitFallSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger2 = Vel Y > 4
value = 1

[State 955, SelfState]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -30
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 955, SelfState]
type = SelfState
triggerall = Vel Y > 4
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 955, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 955, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = !SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 955, ChangeAnim]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 955, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 955, EnvShake]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 955, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 955, Turn]
type = Turn
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
trigger1 = Command = "recovery"
trigger2 = Vel Y > 4
trigger2 = Command = "recovery"
value = 1

[State 955, Turn]
Type = Turn
Trigger1 = Time = 0

[State 955, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[StateDef 956]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 956, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 956, Turn]
Type = Turn
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
triggerall = P2BodyDist X < 0
trigger1 = Pos Y >= -20
trigger1 = Command = "recovery"
trigger2 = Command = "recovery"
value = 1

[State 956, SelfState]
type = SelfState
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 956, SelfState]
Type = SelfState
triggerall = Time >= 6
triggerall = Alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 956, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5030)
trigger1 = Time = 0
value = 5030

[State 956, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5035)
trigger1 =! SelfAnimExist(5030)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
value = 5035

[State 956, ChangeAnim]
type = ChangeAnim
triggerAll = SelfAnimExist(5050)
trigger1 =! SelfAnimExist(5030)
trigger1 =! SelfAnimExist(5035)
trigger1 = Time = 0
trigger2 = Anim = 5030
trigger2 = AnimTime = 0
trigger3 = Anim = 5035
trigger3 = AnimTime = 0
value = 5050

[State 956, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = 5
freq = 90

[State 956, VelSet]
type = VelSet
trigger1 = Time = 5
x = -1.5
y = -6

[State 956, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = .54

[State 956, HitFallSet]
type = HitFallSet
triggerAll = Time = 6
trigger1 = 1
value = 1

[State 956, Turn]
type = Turn
trigger1 = Time = 0

[State 956, SelfState]
Type = SelfState
Trigger1 = (Vel Y > 0) && (Pos Y >= 0)
Value = 5100

[StateDef 1000]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 110
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0+Random%3
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 2002
ID = 1002
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
stateno = 1001
ID = 1001
name = "Fang"
postype = p1
pos = 40,0
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.335
size.yscale = 0.335
ownpal = 1

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

[StateDef 1001]
Type = A
Movetype = A
Physics = N
Anim = 1001
Ctrl = 0
Sprpriority = 5

[State 1001, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1001)
trigger1 = NumHelper(1001)
trigger1 = Helper(1001),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1001, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1001)
trigger1 = NumHelper(1001)
trigger1 = Helper(1001),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1002, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1002, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1003
ignorehitpause = 1

[State 1002, HitBy]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 1002, VelSet]
type = VelSet
trigger1 = 1
x = 15

[State 1002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,16

[State 1002, HitDef]
type = HitDef
triggerall = Root,Var(49) <= 0
trigger1 = time > 0
trigger1 = !MoveContact 
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),60,50)*(root,fvar(1)*root,fvar(2))),4
hitflag = MAF
guardflag = MA
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.5

[State 1002, HitDef]
type = HitDef
triggerall = Root,Var(49) > 0
trigger1 = time > 0
trigger1 = !MoveContact 
attr = A,SP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),66,55)*(root,fvar(1)*root,fvar(2))),5
hitflag = MAF
guardflag = MA
pausetime = 1,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3
fall.recovertime = 35
yaccel = 0.5

[State 1002, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1002, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1002, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1002, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1002, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = FrontEdgeBodyDist <= -42

[StateDef 1003]
Type = A
Movetype= I
Physics = N
Anim = 99999
Velset = 0, 0
Ctrl = 0
Sprpriority = 4

[State 1003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1003, DestroySelf]
type = DestroySelf
trigger1 = time = 1

[StateDef 1100]
type = S
movetype = A
physics = N
anim = 1100
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = Var(49) <= 0
trigger1 = time = 0
value = SCA
time = 3

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = Var(49) > 0
trigger1 = time = 0
value = SCA
time = 6

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0+Random%2
channel = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,20

[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1104
ID = 1104
pos = 0,45
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = Hard
damage = IfElse(Var(10),25,20),2
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 15,15
guard.pausetime = 15,15
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -2,-6
air.velocity = -2,-6
yaccel = .54
fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 15
envshake.time = 10
envshake.ampl = 3

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

[StateDef 1101]
Type = A
Movetype = A
Physics = N
Anim = 1101
velset = 0,0
Ctrl = 0

[State 1101, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 1
Y = -6

[State 1101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 10
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1101, VelMul]
type = Velmul
trigger1 = AnimElemTime(3) > 0
X = 0.9

[State 1101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
Y = 0.86

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,20

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,12

[State 1101, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1103
ID = 1103
pos = 20,-15
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1101, Hitdef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),48,40),4
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-45)))
hitsound = S200,5
guardsound = S300,0
fall = 1
fall.recover = 1
fall.recovertime = 45
air.fall = 1
yaccel = 0.54
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -2,-8
guard.velocity = -4
air.velocity = -2,-8
airguard.velocity = -3,-4
ground.cornerpush.veloff = -10
getpower = 25
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1101, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1101, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1102

[StateDef 1102]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1102
sprpriority = 2

[State 1102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1102, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1102, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1110]
type = S
movetype = A
physics = N
anim = 1110
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1110, NotHitBy]
type = NotHitBy
trigger1 = Var(49) <= 0
trigger1 = time = 0
value = SCA
time = 3

[State 1110, NotHitBy]
type = NotHitBy
trigger1 = Var(49) > 0
trigger1 = time = 0
value = SCA
time = 9

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0+Random%2
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,20

[State 1110, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1104
ID = 1104
pos = 0,45
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1110, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = Hard
damage = IfElse(Var(10),25,20),2
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 15,15
guard.pausetime = 15,15
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -2,-8
air.velocity = -2,-8
yaccel = .54
fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 15
envshake.time = 10
envshake.ampl = 3

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

[StateDef 1111]
Type = A
Movetype = A
Physics = N
Anim = 1101
velset = 0,0
Ctrl = 0

[State 1111, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 2
Y = -9

[State 1111, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1111, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 10
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1111, VelMul]
type = Velmul
trigger1 = AnimElemTime(3) > 0
X = 0.9

[State 1111, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
Y = 0.86

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,20

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,12

[State 1111, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1103
ID = 1103
pos = 20,-15
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1111, Hitdef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),48,40),4
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-45)))
hitsound = S200,5
guardsound = S300,0
fall = 1
fall.recover = 1
fall.recovertime = 45
air.fall = 1
yaccel = 0.57
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -3,-10
guard.velocity = -4
air.velocity = -3,-10
airguard.velocity = -3,-4
ground.cornerpush.veloff = -10
getpower = 25
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1111, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1111, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1102

[StateDef 1120]
type = S
movetype = A
physics = N
anim = 1110
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Var(49) <= 0
trigger1 = time = 0
value = SCA
time = 3

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Var(49) > 0
trigger1 = time = 0
value = SCA
time = 12

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0+Random%2
channel = 0

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,20

[State 1120, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1104
ID = 1104
pos = 0,45
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1120, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA
animtype = Hard
damage = IfElse(Var(10),25,20),2
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 15,15
guard.pausetime = 15,15
hitsound = S200,2
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -75))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -2,-9
air.velocity = -2,-9
yaccel = .54
fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 15
envshake.time = 10
envshake.ampl = 3

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

[StateDef 1121]
Type = A
Movetype = A
Physics = N
Anim = 1101
velset = 0,0
Ctrl = 0

[State 1121, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 5
Y = -7

[State 1121, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1121, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 10
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1121, VelMul]
type = Velmul
trigger1 = AnimElemTime(3) > 0
X = 0.9

[State 1121, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
Y = 0.86

[State 1121, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,20

[State 1121, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,12

[State 1121, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1103
ID = 1103
pos = 20,-15
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1121, Hitdef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),48,40),4
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-45)))
hitsound = S200,5
guardsound = S300,0
fall = 1
fall.recover = 1
fall.recovertime = 45
air.fall = 1
yaccel = 0.57
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -4,-10
guard.velocity = -4
air.velocity = -4,-10
airguard.velocity = -3,-4
ground.cornerpush.veloff = -10
getpower = 25
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 1121, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1121, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1102

[StateDef 1200]
type = S
movetype = A
physics = N
anim = 1200
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1200, VelSet]
type = Velset
trigger1 = AnimElem = 2
X = 6
Y = -6

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.76

[State 1200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1200, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1202
ID = 1202
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,0+Random%3
channel = 0

[State 1200, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = A,SA
damage = IfElse(Var(10),24,20),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,4
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-4
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recovertime = 40

[State 1200, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1201

[StateDef 1201]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1201
sprpriority = 2

[State 1201, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1201, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Ice"
pos = 0,0
stateno = 1203
ID = 1203
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1201, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,12

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 1201, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 1
attr = S,SA
damage = IfElse(Var(10),62,50),5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56
fall = 1
fall.recovertime = 50
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 1201, HitDef]
type = HitDef
triggerall = Var(49) > 0
trigger1 = Time = 1
trigger2 = Time = 2
trigger3 = Time = 3
trigger4 = Time = 4
attr = S,SA
damage = IfElse(Var(10),18,15),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56
fall = 1
fall.recovertime = 50
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 1201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1202]
type = A
movetype = I
physics = N
anim = 1202
ctrl = 0
velset = 0,0
sprpriority = 4

[State 1202, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1202, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 1202, Trans]
type = Trans
trigger1 = Time >= 6
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-6)*50),256

[State 1202, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 2.25,1.75

[State 1202, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = -60

[State 1202, AngleSet]
type = AngleSet
trigger1 = Time >= 6
value = 0

[State 1202, AngleDraw]
type = AngleAdd
trigger1 = Time < 6
value = 10

[State 1202, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(20*const(size.xScale)),ceil(-200*const(size.yScale))
ignorehitpause = 1

[State 1202, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1202)
trigger1 = Root,StateNo != 1200
trigger2 = IsHelper(1210)
trigger2 = Root,StateNo != 1210
trigger3 = IsHelper(1220)
trigger3 = Root,StateNo != 1220
trigger4 = IsHelper(2200)
trigger4 = Root,StateNo != 2200
trigger5 = Root,Movetype = H
trigger6 = Time > 11

[StateDef 1203]
type = A
movetype = I
physics = N
anim = 1203
ctrl = 0
velset = 0,0
sprpriority = 4

[State 1203, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 1203, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 1203, Trans]
type = Trans
trigger1 = Time >= 7
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-7)*50),256

[State 1203, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 4,2

[State 1203, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(150*const(size.xScale)),ceil(-180*const(size.yScale))
ignorehitpause = 1

[State 1203, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1203)
trigger1 = Root,StateNo != 1201
trigger2 = IsHelper(1211)
trigger2 = Root,StateNo != 1211
trigger3 = IsHelper(1221)
trigger3 = Root,StateNo != 1221
trigger4 = IsHelper(2201)
trigger4 = Root,StateNo != 2201
trigger5 = Root,Movetype = H
trigger6 = Time > 12

[StateDef 1210]
type = S
movetype = A
physics = N
anim = 1210
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1210, VelSet]
type = Velset
trigger1 = AnimElem = 2
X = 8
Y = -6

[State 1210, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.76

[State 1210, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1210, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1202
ID = 1210
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,0+Random%3
channel = 0

[State 1210, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = A,SA
damage = IfElse(Var(10),36,30),3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,4
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-4
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recovertime = 40

[State 1210, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1211

[StateDef 1211]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1211
sprpriority = 2

[State 1211, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1211, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Ice"
pos = 0,0
stateno = 1203
ID = 1211
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1211, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,12

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 1211, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 1
attr = S,SA
damage = IfElse(Var(10),72,60),6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56
fall = 1
fall.recovertime = 50
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 1211, HitDef]
type = HitDef
triggerall = Var(49) > 0
trigger1 = Time = 1
trigger2 = Time = 2
trigger3 = Time = 3
trigger4 = Time = 4
attr = S,SA
damage = IfElse(Var(10),22,18),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56
fall = 1
fall.recovertime = 50
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 1211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1220]
type = S
movetype = A
physics = N
anim = 1220
velset = 0,0
ctrl = 0
facep2 = 1
PowerAdd = 100
sprpriority = 2

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1220, VelSet]
type = Velset
trigger1 = AnimElem = 2
X = 10
Y = -6

[State 1220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.76

[State 1220, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1220, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1202
ID = 1220
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1200,0+Random%3
channel = 0

[State 1220, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = A,SA
damage = IfElse(Var(10),36,30),3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,4
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-4
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recovertime = 40

[State 1220, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1221

[StateDef 1221]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1221
sprpriority = 2

[State 1221, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1221, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Ice"
pos = 0,0
stateno = 1203
ID = 1221
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1221, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,12

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 1221, HitDef]
type = HitDef
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 1
attr = S,SA
damage = IfElse(Var(10),72,60),6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56
fall = 1
fall.recovertime = 50
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 1221, HitDef]
type = HitDef
triggerall = Var(49) > 0
trigger1 = Time = 1
trigger2 = Time = 2
trigger3 = Time = 3
trigger4 = Time = 4
attr = S,SA
damage = IfElse(Var(10),22,18),2
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
yaccel = 0.56
fall = 1
fall.recovertime = 50
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10

[State 1221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1300]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1300
facep2=1
poweradd = 100
sprpriority = 2
velset = 0,0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1300,0+Random%3
channel = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = Time = 7
value = S100,7

[State 1300, NotHitBy]
type = NotHitBy
trigger1 = Var(49) > 0
trigger1 = Time >= 7
value = SCA,NP,SP,HP

[State 1300, Explod]
type = Explod
trigger1 = Time = 7
anim = 1406
ID = 1406
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 1300 VelSet]
type = VelSet
trigger1 = Var(49) <= 0
trigger1 = Time >= 7
x = 15

[State 1300 VelSet]
type = VelSet
trigger1 = Var(49) > 0
trigger1 = Time >= 7
x = 25

[State 1300, Helper]
type = Helper
trigger1 = Time = 7
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 1300, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S, SA
damage = IfElse(Var(10),36,30),5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-2
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recover = 0
p2facing = 1

[State 1300, ChangeState]
type = ChangeState
trigger1 = Time >= 10
trigger2 = MoveContact
value = 1301

[StateDef 1301]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1301
sprpriority = 2

[State 1301, NotHitBy]
type = NotHitBy
trigger1 = Var(49) > 0
trigger1 = Time <= 6
value = SCA,NP,SP,HP

[State 1301 VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,12

[State 1301, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1302
ID = 1302
pos = 160,-60
scale = 0.6,0.4
postype = p1
sprpriority = 1
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1301, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1303
ID = 1303
pos = 160,-60
scale = 0.3,0.3
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1301, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = IfElse(Var(10),44,37),4
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 10,12
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-60)))
guardSound = S300,0
ground.type = High
ground.slidetime = 11
ground.hittime = 11
ground.velocity = -6.2,-4
guard.velocity = -8.5
air.velocity = -6.2,-4
airGuard.velocity = -4,-1.4
down.velocity = -6,-2.5
yaccel = .48
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3

[State 1301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1400]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1400
poweradd = 100
sprpriority = 2
velset = 0,0
facep2 = 1

[State 1400, VarAdd]
type = VarAdd
trigger1 = Var(15) >= 2
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 2
trigger1 = Time = 1
v = 47
Value = -2

[State 1400, VarSet]
type = VarSet
trigger1 = time = 0
v = 48
value = 0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,0+Random%3
channel = 0

[State 1400, Helper]
type = Helper
trigger1 = Var(15) < 2
trigger1 = time = 0
ID = 1401
pos = -80,-5
postype = P1
stateno = 1401
helpertype = normal
name = "Sadao"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1400, Helper]
type = Helper
trigger1 = Var(15) >= 2
trigger1 = time = 0
ID = 1410
pos = 120,-70
postype = P2
stateno = 1410
helpertype = normal
name = "Satan"
keyctrl = 0
ownpal = 1
supermovetime = 1
facing = -1

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 1401]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1401
sprpriority = 2

[State 1401, NotHitBy]
type = NotHitBy
trigger1 = time < 10
value = SCA

[State 1401, NotHitBy]
type = NotHitBy
trigger1 = Time >= 10
value = ,NT,ST,HT

[State 1401, HitOverride]
type = HitOverride
trigger1 = Time >= 10
attr = SCA,NA,SA,HA,NP,SP,HP
time = -1
StateNo = 1405

[State 1401, Width]
type = Width
trigger1 = 1
player = 40,40

[State 1401, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1401, Explod]
type = Explod
trigger1 = Time = 0
anim = 1406
ID = 1406
pos = 40,0
scale = 0.5,0.5
postype = p1
sprpriority = 6
bindtime = 1
ownpal = 1
ignorehitpause = 1

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,7

[State 1401, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1410,0+Random%3
channel = 1

[State 1401, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 10

[State 1401, ChangeState]
type = ChangeState
trigger1 = Time >= 21
value = 1402

[StateDef 1402]
type = S
movetype = A
physics = N
velset = 1,0
poweradd = 0
ctrl = 0
anim = 1402
sprpriority = 2

[State 1402, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(15) < 2
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1401)
trigger1 = Helper(1401),MoveHit = 1
v = 15
value = 2

[State 1402, ParentVarAdd]
type = ParentVarAdd
triggerall = Root,Var(15) < 2
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1401)
trigger1 = Helper(1401),MoveGuarded = 1
v = 15
value = 1

[State 1402, ParentVarSet]
type = ParentVarSet
trigger1 = Root,Var(15) >= 2
v = 15
value = 2

[State 1402, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1401)
trigger1 = Helper(1401),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1402, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1401)
trigger1 = NumHelper(1401)
trigger1 = Helper(1401),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1402, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,2

[State 1402, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1405
ID = 1405
pos = 20,20
scale = 0.4,0.5
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1402, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 1
attr = S,SA
damage = ceil(IfElse(Root,Var(10),96,80)*(root,fvar(1)*root,fvar(2))),8
animtype = Up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 30,20
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6,-6
guard.velocity = -3
air.velocity = -6,-6
envshake.time = 20
envshake.ampl = 3
yaccel = 0.44
fall = 1
fall.recover = 0

[State 1402, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1402, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 60)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0

[State 1402, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1402, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1402, ChangeState]
type = ChangeState
trigger1 = Time >= 20
value = 1403

[State 1402, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1404

[StateDef 1403]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1404
sprpriority = 2

[State 1403, VelSet]
type = Velset
trigger1 = Time >= 0
X = -5
Y = -10

[State 1403, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1404]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1403

[State 1404, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 1

[State 1404, VelSet]
type = Velset
trigger1 = AnimElem = 2
X = 0

[State 1404, PlaySnd]
type = PlaySnd
trigger1 = Random < 650
trigger1 = AnimElem = 1
value = S1410,3
channel = 1

[State 1404, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1403

[StateDef 1405]
type = A
movetype = H
physics = N
ctrl = 0
anim = 1404
velset = 0,0
sprpriority = 2

[State 1405, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1430,0+Random%5
Channel = 1

[State 1405, VelSet]
type = Velset
trigger1 = Time > 0
X = -5
Y = -10

[State 1405, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1410]
type = A
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1410
sprpriority = 1

[State 1410, ParentVarSet]
type = ParentVarSet
trigger1 = Root,Var(46) = 0
trigger1 = Root,Var(15) >= 2
trigger1 = Time = 0
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) < 2
trigger2 = Root,Var(15) >= 2
trigger2 = Time = 0
v = 15
value = 0

[State 1410, BGPalFX]
type = BGPalFX
trigger1 = time > 0
trigger1 = time <= 51
time = 1
color= 5*time
mul = 5*time, 5*time, 5*time

[State 1410, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Crest"
pos = 0,-100
stateno = 1414
ID = 1414
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 1410, Helper]
type = Helper
trigger1 = Time = 15
helpertype = Normal
name = "Crest"
pos = -60,-10
stateno = 1414
ID = 1415
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 1410, Helper]
type = Helper
trigger1 = Time = 15
helpertype = Normal
name = "Crest"
pos = 100,-120
stateno = 1414
ID = 1416
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 1410, Helper]
type = Helper
trigger1 = Time = 20
helpertype = Normal
name = "Crest"
pos = -120,-100
stateno = 1414
ID = 1417
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 1410, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
name = "Crest"
pos = 30,-70
stateno = 1414
ID = 1418
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 1410, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
name = "Crest"
pos = 40,0
stateno = 1414
ID = 1419
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 1410, Pause]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60

[State 1410, EnvShake]
type = EnvShake
trigger1 = time = [0,60]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1411,2
channel = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 1411

[StateDef 1411]
type = A
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1411
sprpriority = 1

[State 1411, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1410)
trigger1 = NumHelper(1410)
trigger1 = Helper(1410),MoveHit = 1
var(45) = 2-5*(!!Root,Var(46))

[State 1411, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1410)
trigger1 = NumHelper(1410)
trigger1 = Helper(1410),MoveGuarded = 1
var(45) = 1-3*(!!Root,Var(46))

[State 1411, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Beam"
pos = 0,-20
stateno = 1413
ID = 1413
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,19

[State 1411, HitDef]
type = HitDef
trigger1 = Time = [4,124]
trigger1 = Time%4 = 0
damage = ceil(IfElse(Root,Var(10),6,5)*(root,fvar(1)*root,fvar(2))),2
attr = A,SA
animtype = heavy
guardflag = MA 
hitflag = MAFD
pausetime = 0,10
priority = 7,Hit
sparkno = -1
guard.sparkno=-1
hitsound = -1
guardsound = -1
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,5
air.velocity = -2,5
yaccel = .65
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 1

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S200,2
channel = 2

[State 1411, PlaySnd]
type = PlaySnd
trigger1 = MoveGuarded = 1
value = S300,0
channel = 2

[State 1411, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1411, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 65)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1411, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1411, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1411, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1412

[StateDef 1412]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1412
velset = 0,0
sprpriority = 1

[State 1412, Trans]
type = Trans
trigger1 = Time >= 37
trans = addalpha
alpha = (var(59):=256-50*(time-37)),256-var(59)

[State 1412, AngleDraw]
type = AngleDraw
trigger1 = Time > 37
scale = 1-(time-37)*0.1,1+(Time-37)*0.1

[State 1412, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1411,3
Channel = 1

[State 1412, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1413]
type = A
movetype = I
physics = N
anim = 1413
ctrl = 0
velset = 0,0
sprpriority = 5

[State 1413, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1413, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1413, Scale]
type = AngleDraw
trigger1 = Time >= 0
trigger1 = Time <= 115
scale = 5,1.5

[State 1413, Scale]
type = AngleDraw
trigger1 = Time > 115
scale = 5,1.5-((Time-115)*0.3)

[State 1413, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -40

[State 1413, BindToParent]
type = BindToParent
trigger1 = 1
pos = 75,-60
ignorehitpause = 1

[State 1413, DestroySelf]
type = DestroySelf
trigger1 = Time >= 120

[StateDef 1414]
type = A
movetype = I
physics = N
anim = 1414
ctrl = 0
velset = 0,0
sprpriority = 0

[State 1414, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,22

[State 1414, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1414, SprPriority]
type = SprPriority
trigger1 = IsHelper(2413)
value = 5

[State 1414, Trans]
type = Trans
trigger1 = IsHelper(1414)
trigger1 = Time < 180
trigger2 = IsHelper(1415)
trigger2 = Time < 165
trigger3 = IsHelper(1416)
trigger3 = Time < 165
trigger4 = IsHelper(1417)
trigger4 = Time < 160
trigger5 = IsHelper(1418)
trigger5 = Time < 150
trigger6 = IsHelper(1419)
trigger6 = Time < 150
trigger7 = IsHelper(2413)
trigger7 = Time < 30
trans = Add
ignorehitpause = 1

[State 1414, Trans]
type = Trans
trigger1 = IsHelper(1414)
trigger1 = Time >= 180
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-180)*12),256

[State 1414, Trans]
type = Trans
trigger1 = IsHelper(1415)
trigger1 = Time >= 165
trigger2 = IsHelper(1416)
trigger2 = Time >= 165
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-165)*12),256

[State 1414, Trans]
type = Trans
trigger1 = IsHelper(1417)
trigger1 = Time >= 160
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-160)*12),256

[State 1414, Trans]
type = Trans
trigger1 = IsHelper(1418)
trigger1 = Time >= 150
trigger2 = IsHelper(1419)
trigger2 = Time >= 150
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-150)*12),256

[State 1414, Trans]
type = Trans
trigger1 = IsHelper(2413)
trigger1 = Time >= 30
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-30)*12),256

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1414)
trigger1 = Time >= 0
trigger1 = Time <= 4
scale = 0+(Time*0.1),0+(Time*0.15)

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1415)
trigger1 = Time >= 0
trigger1 = Time <= 4
trigger2 = IsHelper(1416)
trigger2 = Time >= 0
trigger2 = Time <= 4
trigger3 = IsHelper(1417)
trigger3 = Time >= 0
trigger3 = Time <= 4
trigger4 = IsHelper(1418)
trigger4 = Time >= 0
trigger4 = Time <= 4
scale = 0+(Time*0.08),0+(Time*0.12)

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1419)
trigger1 = Time >= 0
trigger1 = Time <= 4
scale = 0+(Time*0.06),0+(Time*0.1)

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2413)
trigger1 = Time >= 0
trigger1 = Time <= 4
scale = 0+(Time*0.16),0+(Time*0.25)

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1414)
trigger1 = Time >= 5
scale = 0.5,0.75

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1415)
trigger1 = Time >= 5
trigger2 = IsHelper(1416)
trigger2 = Time >= 5
trigger3 = IsHelper(1417)
trigger3 = Time >= 5
trigger4 = IsHelper(1418)
trigger4 = Time >= 5
scale = 0.4,0.6

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1419)
trigger1 = Time >= 5
scale = 0.3,0.5

[State 1414, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2413)
trigger1 = Time >= 5
scale = 0.8,1.25

[State 1414, AngleSet]
type = AngleSet
trigger1 = IsHelper(1414)
trigger2 = IsHelper(1418)
trigger3 = IsHelper(1419)
value = -30

[State 1414, AngleSet]
type = AngleSet
trigger1 = IsHelper(1415)
trigger2 = IsHelper(1416)
trigger3 = IsHelper(1417)
value = -35

[State 1414, AngleSet]
type = AngleSet
trigger1 = IsHelper(2413)
value = 15

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1414)
trigger1 = Time >= 200

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1415)
trigger1 = Time >= 185

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1416)
trigger1 = Time >= 185

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1417)
trigger1 = Time >= 180

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1418)
trigger1 = Time >= 170

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1419)
trigger1 = Time >= 170

[State 1414, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2413)
trigger1 = Time >= 50

[StateDef 1500]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1500
poweradd = 50
sprpriority = 2
velset = 0,0

[State 1500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
Y = 0.66

[State 1500, VelSet]
type = Velset
trigger1 = AnimElem = 3
x = -3
y = -5

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1500,0+random%2
channel = 0

[State 1500, Helper]
Type = Helper
Trigger1 = AnimElem = 3
StateNo = 1501
ID = 1501
Name = "Lightning"
pos = 75,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 0.75
size.yscale = 0.75

[State 1500, Helper]
Type = Helper
trigger1 = Var(49) > 0
Trigger1 = AnimElem = 3
StateNo = 1501
ID = 1501
Name = "Lightning"
pos = -75,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 0.75
size.yscale = 0.75

[State 1500, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1602

[StateDef 1501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1501
sprpriority = 5

[State 1501, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1501)
trigger1 = NumHelper(1501)
trigger1 = Helper(1501),MoveHit = 1
var(45) = 12-27*(!!Root,Var(46))

[State 1501, ParentVarAdd]
type = ParentVarAdd
trigger1 = IsHelper(1501)
trigger1 = NumHelper(1501)
trigger1 = Helper(1501),MoveGuarded = 1
var(45) = 6-21*(!!Root,Var(46))

[State 1501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1501, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1501, PosSet]
type = PosSet
trigger1 = Time = 0
y = 5

[State 1501, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,23

[State 1501, Hitdef]
type = HitDef
trigger1 = !MoveContact
attr = S,SP
hitflag = MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),72,60)*(root,fvar(1)*root,fvar(2))),6
animtype = Hard
air.animtype = Back
ground.type= High
priority= 6, Hit
pausetime = 0, 4
sparkno = -1
guard.sparkno= -1
sparkxy	= 0,0
hitsound = S200,2
guardsound = S300,0
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 11
air.hittime = 13
guard.ctrltime = 11
airguard.ctrltime = 11
ground.velocity = -2,-5
guard.velocity = -2
air.velocity = -2,-5
airguard.velocity= -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover= 0
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.ampl = 3

[State 1501, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8054
stateno = 8054
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1501, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 1501, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 1501, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 1501, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 1600]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1600
poweradd = 50
sprpriority = 2
velset = 0,0

[State 1600, HitBy]
type = HitBy
trigger1 = AnimElem = 1
value = SCA
time = 4

[State 1600, VelSet]
type = Velset
trigger1 = AnimElem = 6
x = 5

[State 1600, ChangeState]
type = ChangeState
trigger1 = Time >= 12
value = 1601

[StateDef 1601]
type = A
movetype = A
physics = N
ctrl = 0

[State 1601, ChangeAnim]
type = ChangeAnim
trigger1 = Var(49) <= 0
trigger1 = Time = 0
value = 1601

[State 1601, ChangeAnim]
type = ChangeAnim
trigger1 = Var(49) > 0
trigger1 = Time = 0
value = 1605

[State 1601, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,18

[State 1601, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,12

[State 1601, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S420,0+random%6
channel = 0

[State 1601, VelSet]
type = Velset
trigger1 = Time = 0
x = 5

[State 1601, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(8) > 0
Y = 0.52

[State 1601, Explod]
type = Explod
trigger1 = Time = 0
anim = 1406
ID = 1406
pos = 0,-30
scale = 0.33,0.33
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1601, Helper]
type = Helper
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1603
ID = 1603
ownpal = 1
ignorehitpause = 1

[State 1601, Helper]
type = Helper
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1604
ID = 1604
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1601, Helper]
type = Helper
trigger1 = Var(49) > 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1603
ID = 1605
ownpal = 1
ignorehitpause = 1

[State 1601, Helper]
type = Helper
trigger1 = Var(49) > 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1604
ID = 1606
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1601, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = IfElse(Var(10),12,10),1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,9
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,1
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-2
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recover = 0

[State 1601, HitDef]
type = HitDef
trigger1 = AnimElem = 8
damage = IfElse(Var(10),77,64),7
attr = A,SA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 8,10
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -10,-5
air.velocity = -10,-5
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1601, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1602

[StateDef 1602]
type = C
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1602
sprpriority = 2
facep2 = 1

[State 1602, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1602, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 1602, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1603]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 1603

[State 1603, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1603, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1603, BindToParent]
type = BindToParent
trigger1 = IsHelper(1603)
trigger2 = IsHelper(1605)
trigger3 = IsHelper(2600)
pos = 0,-90

[State 1603, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1603)
scale = 3,-1

[State 1603, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1605)
trigger2 = IsHelper(2600)
scale = 3.6,-1.2

[State 1603, AngleSet]
type = AngleSet
trigger1 = IsHelper(1603)
trigger2 = IsHelper(1605)
trigger3 = IsHelper(2600)
value = 0

[State 1603, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[StateDef 1604]
type = A
movetype = I
physics = N
sprpriority = 6
anim = 1604

[State 1604, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1604, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1604, BindToParent]
type = BindToParent
trigger1 = IsHelper(1604)
trigger2 = IsHelper(1606)
trigger3 = IsHelper(2600)
pos = 0,-90

[State 1604, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1604)
scale = 3,-0.8

[State 1604, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(1606)
trigger2 = IsHelper(2600)
scale = 3.6,-0.96

[State 1604, AngleSet]
type = AngleSet
trigger1 = IsHelper(1604)
trigger2 = IsHelper(1606)
trigger3 = IsHelper(2600)
value = 180

[State 1604, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[StateDef 1610]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1600
poweradd = 50
sprpriority = 2
velset = 0,0

[State 1610, HitBy]
type = HitBy
trigger1 = AnimElem = 1
value = SCA
time = 4

[State 1610, VelSet]
type = Velset
trigger1 = AnimElem = 6
x = 6

[State 1610, ChangeState]
type = ChangeState
trigger1 = Time >= 15
value = 1611

[StateDef 1611]
type = A
movetype = A
physics = N
ctrl = 0

[State 1611, ChangeAnim]
type = ChangeAnim
trigger1 = Var(49) <= 0
trigger1 = Time = 0
value = 1601

[State 1611, ChangeAnim]
type = ChangeAnim
trigger1 = Var(49) > 0
trigger1 = Time = 0
value = 1605

[State 1611, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,18

[State 1611, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,12

[State 1611, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S420,0+random%6
channel = 0

[State 1611, VelSet]
type = Velset
trigger1 = Time = 0
x = 6

[State 1611, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(8) > 0
Y = 0.52

[State 1611, Explod]
type = Explod
trigger1 = Time = 0
anim = 1406
ID = 1406
pos = 0,-30
scale = 0.33,0.33
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1611, Helper]
type = Helper
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1603
ID = 1603
ownpal = 1
ignorehitpause = 1

[State 1611, Helper]
type = Helper
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1604
ID = 1604
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1611, Helper]
type = Helper
trigger1 = Var(49) > 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1603
ID = 1605
ownpal = 1
ignorehitpause = 1

[State 1611, Helper]
type = Helper
trigger1 = Var(49) > 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1604
ID = 1606
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1611, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = IfElse(Var(10),12,10),1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,9
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,1
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-2
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recover = 0

[State 1611, HitDef]
type = HitDef
trigger1 = AnimElem = 8
damage = IfElse(Var(10),88,74),7
attr = A,SA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 8,10
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -10,-5
air.velocity = -10,-5
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 1611, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1602

[StateDef 1620]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1600
poweradd = 50
sprpriority = 2
velset = 0,0

[State 1620, HitBy]
type = HitBy
trigger1 = AnimElem = 1
value = SCA
time = 4

[State 1620, VelSet]
type = Velset
trigger1 = AnimElem = 6
x = 8

[State 1620, ChangeState]
type = ChangeState
trigger1 = Time >= 16
value = 1621

[StateDef 1621]
type = A
movetype = A
physics = N
ctrl = 0

[State 1621, ChangeAnim]
type = ChangeAnim
trigger1 = Var(49) <= 0
trigger1 = Time = 0
value = 1601

[State 1621, ChangeAnim]
type = ChangeAnim
trigger1 = Var(49) > 0
trigger1 = Time = 0
value = 1605

[State 1621, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,18

[State 1621, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S100,12

[State 1621, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S420,0+random%6
channel = 0

[State 1621, VelSet]
type = Velset
trigger1 = Time = 0
x = 8

[State 1621, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(8) > 0
Y = 0.52

[State 1621, Explod]
type = Explod
trigger1 = Time = 0
anim = 1406
ID = 1406
pos = 0,-30
scale = 0.33,0.33
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1621, Helper]
type = Helper
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1603
ID = 1603
ownpal = 1
ignorehitpause = 1

[State 1621, Helper]
type = Helper
trigger1 = Var(49) <= 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1604
ID = 1604
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1621, Helper]
type = Helper
trigger1 = Var(49) > 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1603
ID = 1605
ownpal = 1
ignorehitpause = 1

[State 1621, Helper]
type = Helper
trigger1 = Var(49) > 0
trigger1 = AnimElem = 8
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1604
ID = 1606
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 1621, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = IfElse(Var(10),12,10),1
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,9
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,1
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-2
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recover = 0

[State 1621, HitDef]
type = HitDef
triggerall = !NumTarget(1621)
trigger1 = AnimElem = 8
damage = IfElse(Var(10),96,80),8
attr = A,SA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 8,10
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -10,-5
air.velocity = -10,-5
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
p2Stateno = 953
p2facing = 1
ID = 1621

[State 1621, HitDef]
type = HitDef
triggerall = NumTarget(1621)
trigger1 = AnimElem = 8
damage = IfElse(Var(10),96,80),8
attr = A,SA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 8,10
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -10,-5
air.velocity = -10,-5
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 10
envshake.ampl = 3

[State 1621, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1602

[StateDef 2000]
type = S
movetype = I
physics = N
ctrl = 0
sprpriority = 2
velset = 0,0
facep2 = 1

[State 2000, ChangeAnim]
type = ChangeAnim
trigger1 = Var(46) = 0
trigger1 = Time = 0
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Time = 0
value = 2000

[State 2000, ChangeAnim]
type = ChangeAnim
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
trigger2 = Var(49) = 1
trigger2 = Time = 0
value = 2002

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 1
trigger1 = Time = 0
v = 47
Value = -1

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2000, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2000, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,0
channel = 0

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2000
trigger1 = AnimElem = 4
value = S100,12

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2000
trigger1 = AnimElem = 4
value = S100,12

[State 2000, PlaySnd]
type = PlaySnd
triggerall = Anim = 2002
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
value = S100,12

[State 2000, Helper]
type = Helper
trigger1 = Anim = 2000
trigger1 = AnimElem = 4
trigger2 = Anim = 2002
trigger2 = AnimElem = 4
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 2002
ID = 2002
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 2000, Helper]
type = Helper
trigger1 = Anim = 2002
trigger1 = AnimElem = 11
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 211
ID = 2003
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 2000, Helper]
type = Helper
trigger1 = Anim = 2000
trigger1 = AnimElem = 4
trigger2 = Anim = 2002
trigger2 = AnimElem = 4
helpertype = normal
stateno = 2001
ID = 2001
name = "Blade"
postype = p1
pos = 40,0
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 2000, Helper]
type = Helper
trigger1 = Anim = 2002
trigger1 = AnimElem = 11
helpertype = normal
stateno = 2001
ID = 2002
name = "Blade"
postype = p1
pos = 40,0
pausemovetime = 99999
supermovetime = 99999
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 2000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2001]
Type = A
Movetype = A
Physics = N
Anim = 2001
Ctrl = 0
Sprpriority = 5

[State 2001, VarSet]
type = VarSet
trigger1 = time = 0
v = 19
value = 0
ignorehitpause = 0

[State 2001, VarAdd]
type = VarAdd
trigger1 = Movecontact
v = 19
value = 1
ignorehitpause = 0

[State 2001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2001, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2001, VelSet]
type = VelSet
trigger1 = 1
x = 20

[State 2001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,18

[State 2001, HitDef]
type = HitDef
trigger1 = IsHelper(2001)
trigger1 = time
trigger1 = var(19) <= 4
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),30,25)*(root,fvar(1)*root,fvar(2))),6
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
getpower = 0

[State 2001, HitDef]
type = HitDef
trigger1 = IsHelper(2002)
trigger1 = time
trigger1 = var(19) <= 4
attr = A,HP
animtype  = Hard
damage = ceil(IfElse(Root,Var(10),12,10)*(root,fvar(1)*root,fvar(2))),1
hitflag = MAF
guardflag = MA
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S200,8
guardsound = S300,0
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-6
air.velocity = -3,-6
ground.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5
getpower = 0

[State 2001, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 55)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2001, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2001, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2001, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42

[StateDef 2002]
type = A
movetype = I
physics = N
anim = 211
ctrl = 0
velset = 0,0
sprpriority = 4

[State 2002, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 2002, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 2002, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(36*Time),256
ignorehitpause =1

[State 2002, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.8,1.8

[State 2002, Rotate]
type = AngleSet
trigger1 = Time = 0
value = 65

[State 2002, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = ceil(150*const(size.xScale)),ceil(-200*const(size.yScale))
ignorehitpause = 1

[State 2002, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(1002)
trigger1 = Root,StateNo != 1000
trigger2 = IsHelper(2002)
trigger2 = Root,StateNo != 2000
trigger3 = Root,Movetype = H
trigger4 = Time > 7

[StateDef 2100]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2100
ctrl = 0
facep2 = 1

[State 2100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2100, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2100, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2100, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2100, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2100, VelSet]
type = Velset
trigger1 = Time > 0
X = 3

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2100,0
channel = 0

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,20

[State 2100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,12

[State 2100, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1103
ID = 1103
pos = 20,-15
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2100, Hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = A,HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),24,20),2
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 5,5
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-45)))
hitsound = S200,10
guardsound = S300,0
fall.recover = 1
fall.recovertime = 45
air.fall = 1
yaccel = 0.57
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -2
guard.velocity = -4
air.velocity = -2,-4
airguard.velocity = -3,-4
ground.cornerpush.veloff = -10
getpower = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2100, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2100, ChangeState]
type = ChangeState
trigger1 = Time >= 38
value = 2101

[StateDef 2101]
Type = A
Movetype = A
Physics = N
Anim = 2101
velset = 0,0
Ctrl = 0

[State 2100, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2100, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2101, VelSet]
type = Velset
trigger1 = AnimElem = 1
X = 3
Y = -7

[State 2101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2101, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = 10
facing = -1
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2101, VelMul]
type = Velmul
trigger1 = AnimElemTime(3) > 0
X = 0.9

[State 2101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
Y = 0.86

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = S100,20

[State 2101, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S100,12

[State 2101, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1103
ID = 1103
pos = 20,-15
scale = 0.75,0.75
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2101, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1104
ID = 1104
pos = 0,45
scale = 0.6,0.6
postype = p1
sprpriority = 5
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2101, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HA
animtype = Hard
damage = IfElse(Var(10),36,30),3
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 10,10
guard.pausetime = 10,10
hitsound = S200,8
guardsound = S300,0
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
ground.type = Low
ground.slideTime = 16
ground.hitTime  = 16
ground.velocity = -2,-12
air.velocity = -2,-12
yaccel = .54
fall = 1
fall.recover = 1
fall.recovertime = 40
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 2101, Hitdef]
type = HitDef
trigger1 = Time = 10
trigger2 = Time = 11
trigger3 = Time = 12
trigger4 = Time = 13
attr = A,HA
hitflag	= MAF
guardflag = MA
damage = IfElse(Var(10),24,20),2
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 4,4
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := ceil(enemy,Pos Y-25)))
hitsound = S200,10
guardsound = S300,0
fall = 1
fall.recover = 0
air.fall = 1
yaccel = 0.57
ground.slidetime= 14
ground.hittime= 14
guard.hittime = 12
air.hittime = 14
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity	= -2,-10
guard.velocity = -4
air.velocity = -2,-10
airguard.velocity = -3,-4
ground.cornerpush.veloff = -10
getpower = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3
palFX.time = 45
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4

[State 2101, Helper]
type = Helper
trigger1 = !NumHelper(8100)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8100
ID = 8100
name = "Burning"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 2101, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1102

[StateDef 2200]
type = S
movetype = A
physics = N
anim = 2200
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2

[State 2200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2200, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2200, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2200, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 9

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2200, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2200, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2200, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 2200, VelSet]
type = Velset
trigger1 = AnimElem = 2
X = 10
Y = -6

[State 2200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
Y = 0.76

[State 2200, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
Pos = -10
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 2200, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 1202
ID = 2200
ownpal = 1
ignorehitpause = 0
persistent = 0

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S40,1

[State 2200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2200,0
channel = 0

[State 2200, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = A,HA
damage = IfElse(Var(10),30,25),3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,8
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -75))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-4
air.hittime = 12
envshake.time = 9
envshake.ampl = 2
fall = 1
fall.recovertime = 0
getpower = 0

[State 2220, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2201

[StateDef 2201]
type = S
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 2201
sprpriority = 2

[State 2201, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2201, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Ice"
pos = 0,0
stateno = 1203
ID = 2201
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 2201, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2201, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2201, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,12

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 2201, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S100,14

[State 2201, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = S,HA
damage = IfElse(Var(10),42,35),4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2,5
sparkno = -1+(0*(var(41) := 8054))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 80 && var(44) := -65))
hitsound = S200,5
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 5
yaccel = 0.56
fall = 1
fall.recover = 0
Palfx.Time = 30
Palfx.Mul = 255,255,255
Palfx.Add = 120,120,140
Palfx.SinAdd = 20,20,30,10
getpower = 0

[State 2201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2400]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1400
sprpriority = 2
velset = 0,0
facep2 = 1

[State 2400, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2400, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -200

[State 2400, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 2
trigger1 = Time = 1
v = 47
Value = -2

[State 2400, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2400, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 400

[State 2400, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 2400, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2400, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2400, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2400, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2400, VarSet]
type = VarSet
trigger1 = time = 0
v = 48
value = 0

[State 2400, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,0+Random%3
channel = 0

[State 2400, Helper]
type = Helper
trigger1 = time = 0
ID = 2401
pos = 40,-20
postype = P1
stateno = 2401
helpertype = normal
name = "Satan"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 2400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
Ctrl = 1

[StateDef 2401]
type = A
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 2400
sprpriority = 1

[State 2401, ParentVarSet]
type = ParentVarSet
trigger1 = Root,Var(46) = 0
trigger1 = Root,Var(15) >= 2
trigger1 = Time = 0
trigger2 = Root,Var(46) = 1
trigger2 = Root,Var(47) < 2
trigger2 = Root,Var(15) >= 2
trigger2 = Time = 0
v = 15
value = 0

[State 2401, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Crest"
pos = 55,-107
stateno = 1414
ID = 2413
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 2401, Helper]
type = Helper
trigger1 = Time = 30
helpertype = Normal
name = "Blade"
pos = 0,0
postype = p1
stateno = 2406
ID = 2406
ownpal = 1
ignorehitpause = 1
supermovetime = 999
pausemovetime = 999

[State 2401, Pause]
type = Pause
trigger1 = Time = 0
time = 60
movetime = 60

[State 2401, BGPalFX]
type = BGPalFX
trigger1 = time > 0
trigger1 = time <= 51
time = 1
color= 5*time
mul = 5*time, 5*time, 5*time

[State 2401, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1411,0+Random%3
channel = 1

[State 2401, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 2402

[StateDef 2402]
type = A
movetype = A
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 2401
sprpriority = 1

[State 2402, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 2405
ID = 2405
pos = -80,0
scale = 1.5,1
postype = p1
sprpriority = 6
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2402, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = Normal
name = "Blade"
pos = 0,0
postype = p1
stateno = 2406
ID = 2407
ownpal = 1
ignorehitpause = 1

[State 2402, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = Normal
name = "Blade"
pos = 0,0
postype = p1
stateno = 2406
ID = 2408
ownpal = 1
ignorehitpause = 1

[State 2402, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Blade"
pos = 0,0
postype = p1
stateno = 2406
ID = 2409
ownpal = 1
ignorehitpause = 1

[State 2402, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
name = "Blade"
pos = 0,0
postype = p1
stateno = 2406
ID = 2410
ownpal = 1
ignorehitpause = 1

[State 2402, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Blade"
pos = 0,0
postype = p1
stateno = 2406
ID = 2411
ownpal = 1
ignorehitpause = 1

[State 2402, Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
name = "Blade"
pos = 0,0
postype = p1
stateno = 2406
ID = 2412
ownpal = 1
ignorehitpause = 1

[State 2402, Helper]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
name = "Beam"
pos = 30,0
stateno = 2403
ID = 2403
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 2402, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,19

[State 2402, ChangeState]
type = ChangeState
trigger1 = Time >= 170
value = 2407

[StateDef 2403]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 99999

[State 2403, VarSet]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State 2403, VarAdd]
type = VarAdd
trigger1 = Time
var(0) = 1

[State 2403, VelSet]
type = VelSet
trigger1 = Time > 0
x = 7

[State 2403, Helper]
type = Helper
trigger1 = Time = [0,65]
trigger1 = Time%8 = 0
helpertype = Normal
name = "Burst"
pos = 0,30
stateno = 2405
ID = 2405
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
facing = 1

[State 2403, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= -30
value = 2404

[State 2403, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70
trigger2 = Var(0) >= 70

[StateDef 2404]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 99999

[State 2404, VarSet]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0

[State 2404, VarAdd]
type = VarAdd
trigger1 = Time
var(0) = 1

[State 2404, VelSet]
type = VelSet
trigger1 = Time > 0
x = -7

[State 2404, Helper]
type = Helper
trigger1 = Time = [0,65]
trigger1 = Time%8 = 0
helpertype = Normal
name = "Burst"
pos = 0,30
stateno = 2405
ID = 2405
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
facing = -1

[State 2404, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70
trigger2 = Var(0) >= 70

[StateDef 2405]
type = A
movetype = A
physics = N
anim = 2404
ctrl = 0
velset = 0,0
sprpriority = 5

[State 2405, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2405, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2405, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.75,5

[State 2405, Rotate]
type = AngleSet
trigger1 = 1
value = -10

[State 2405, HitDef]
type = HitDef
trigger1 = !MoveContact
damage = ceil(IfElse(Root,Var(10),18,15)*(root,fvar(1)*root,fvar(2))),3
attr = A,HA
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 1,1
priority = 4,Hit
hitsound = S200,6
guardsound = S300,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6,-4
air.velocity = -6,-4
yaccel = .55
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1sprpriority = 5
getpower = 0

[State 2405, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 2405, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 8
size.xscale = 1
size.yscale = 1

[State 2405, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2405, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2405, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2406]
type = A
movetype = I
physics = N
velset = 0,0
anim = 2403

[State 2406, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2406, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 2406, Trans]
type = Trans
trigger1 = IsHelper(2412)
trigger1 = Time >= 142
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-142)*50),256

[State 2406, SprPriority]
type = SprPriority
trigger1 = IsHelper(2406)
trigger1 = IsHelper(2409)
value = 1

[State 2406, SprPriority]
type = SprPriority
trigger1 = IsHelper(2407)
trigger2 = IsHelper(2408)
trigger3 = IsHelper(2410)
trigger4 = IsHelper(2411)
trigger5 = IsHelper(2412)
value = 0

[State 2406, BindToParent]
type = BindToParent
trigger1 = IsHelper(2406)
pos = 45,-107

[State 2406, BindToParent]
type = BindToParent
trigger1 = IsHelper(2407)
pos = 10,-120

[State 2406, BindToParent]
type = BindToParent
trigger1 = IsHelper(2408)
pos = 20,-113

[State 2406, BindToParent]
type = BindToParent
trigger1 = IsHelper(2409)
pos = 15,-116

[State 2406, BindToParent]
type = BindToParent
trigger1 = IsHelper(2410)
pos = 15,-116

[State 2406, BindToParent]
type = BindToParent
trigger1 = IsHelper(2411)
pos = -18,-117

[State 2406, BindToParent]
type = BindToParent
trigger1 = IsHelper(2412)
pos = -26,-118

[State 2406, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2406)
trigger1 = Time = 0
Scale = 0,0

[State 2406, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2406)
trigger1 = Time > 0
trigger1 = Time <= 10
Scale = 0+((Time-1)*0.05),0+((Time-1)*0.125)

[State 2406, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2406)
trigger1 = Time > 10
Scale = 0.5,1.25

[State 2406, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2407)
trigger2 = IsHelper(2408)
Scale = 0.25,1.5

[State 2406, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2409)
trigger2 = IsHelper(2410)
Scale = 0.75,1.5

[State 2406, AngleDraw]
type = AngleDraw
trigger1 = IsHelper(2411)
trigger2 = IsHelper(2412)
Scale = 0.75,1.25

[State 2406, AngleSet]
type = AngleSet
trigger1 = IsHelper(2406)
value = -80

[State 2406, AngleSet]
type = AngleSet
trigger1 = IsHelper(2407)
value = 69

[State 2406, AngleSet]
type = AngleSet
trigger1 = IsHelper(2408)
value = 82

[State 2406, AngleSet]
type = AngleSet
trigger1 = IsHelper(2409)
value = 100

[State 2406, AngleSet]
type = AngleSet
trigger1 = IsHelper(2410)
value = 105

[State 2406, AngleSet]
type = AngleSet
trigger1 = IsHelper(2411)
trigger2 = IsHelper(2412)
value = 65

[State 2406, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2406)
trigger1 = Time >= 30

[State 2406, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2407)
trigger1 = Time >= 4

[State 2406, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2408)
trigger1 = Time >= 3

[State 2406, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2409)
trigger1 = Time >= 3

[State 2406, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2410)
trigger1 = Time >= 10

[State 2406, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2411)
trigger1 = Time >= 3

[State 2406, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2412)
trigger1 = Time >= 146

[StateDef 2407]
type = A
movetype = I
physics = N
ctrl = 0
anim = 2402
velset = 0,0
sprpriority = 1

[State 2407, Trans]
type = Trans
trigger1 = Time >= 28
trans = addalpha
alpha = (var(59):=256-50*(time-28)),256-var(59)

[State 2407, AngleDraw]
type = AngleDraw
trigger1 = Time > 28
scale = 1-(time-28)*0.1,1+(Time-28)*0.1

[State 2407, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1411,3
Channel = 1

[State 2407, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2500]
type = A
movetype = I
physics = N
ctrl = 0
anim = 2500
sprpriority = 2
velset = 0,0

[State 2500, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2500, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2500, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElem = 4
v = 47
Value = -1

[State 2500, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElem = 4
v = 47
Value = -2

[State 2500, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElem = 4
v = 47
Value = -3

[State 2500, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2500, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2500, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 7

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2500, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2500, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2500, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2500, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
Y = 0.66

[State 2500, VelSet]
type = Velset
trigger1 = AnimElem = 3
x = -3
y = -5

[State 2500, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1500,0+random%2
channel = 0

[State 2500, Helper]
Type = Helper
trigger1 = Var(46) = 0
Trigger1 = AnimElem = 3
StateNo = 2501
ID = 2501
Name = "Lightning"
pos = 75,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2500, Helper]
Type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 0
Trigger1 = AnimElem = 3
StateNo = 2502
ID = 2502
Name = "Lightning"
pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2500, Helper]
Type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
Trigger1 = AnimElem = 3
StateNo = 2502
ID = 2504
Name = "Lightning"
pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2500, Helper]
Type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
Trigger1 = AnimElem = 3
StateNo = 2502
ID = 2505
Name = "Lightning"
pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2500, Helper]
Type = Helper
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
Trigger1 = AnimElem = 3
StateNo = 2502
ID = 2506
Name = "Lightning"
pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2500, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1602

[StateDef 2501]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2501
sprpriority = 5

[State 2501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2501, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2501, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 10
ampl = 20
freq = 127

[State 2501, PosSet]
type = PosSet
trigger1 = Time = 0
y = 5

[State 2501, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,23

[State 2501, Explod]
type = Explod
trigger1 = Time = 4
anim = 2502
sprpriority = 1
postype = p1
pos = 0,-5
scale = 0.335,0.335
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2503, Helper]
Type = Helper
trigger1 = Time = 4
Stateno = 2504
ID = 2507
Name = "Rock"
Pos = 0,5
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.2
Size.Yscale = 0.2
IgnoreHitPause = 1

[State 2503, Helper]
Type = Helper
trigger1 = Time = 4
Stateno = 2504
ID = 2507
Name = "Rock"
Pos = 0,5
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.18
Size.Yscale = 0.18
IgnoreHitPause = 1

[State 2501, Hitdef]
type = HitDef
trigger1 = !MoveContact
attr = S,HP
hitflag = MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),148,120)*(root,fvar(1)*root,fvar(2))),12
animtype = Hard
air.animtype = Back
ground.type= High
priority= 6, Hit
pausetime = 0,15
sparkno = -1
guard.sparkno= -1
sparkxy	= 0,0
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 11
air.hittime = 13
guard.ctrltime = 11
airguard.ctrltime = 11
ground.velocity = -2,-10
guard.velocity = -2
air.velocity = -2,-10
airguard.velocity= -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover= 0
air.fall = 1
yaccel = 0.56
getpower = 0

[State 2501, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2501, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2501, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2501, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2501, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2502]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99999

[State 2502, Helper]
Type = Helper
trigger1 = Time = 0
StateNo = 2503
ID = 2503
Name = "Lightning"
pos = 40,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2502, Helper]
Type = Helper
trigger1 = Time = 20
StateNo = 2503
ID = 2503
Name = "Lightning"
pos = 80,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2502, Helper]
Type = Helper
trigger1 = Time = 40
StateNo = 2503
ID = 2503
Name = "Lightning"
pos = 120,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2502, Helper]
Type = Helper
trigger1 = IsHelper(2504) || IsHelper(2505) || IsHelper(2506)
trigger1 = Time = 60
StateNo = 2503
ID = 2503
Name = "Lightning"
pos = 160,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2502, Helper]
Type = Helper
trigger1 = IsHelper(2505) || IsHelper(2506)
trigger1 = Time = 80
StateNo = 2503
ID = 2503
Name = "Lightning"
pos = 200,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2502, Helper]
Type = Helper
trigger1 = IsHelper(2506)
trigger1 = Time = 100
StateNo = 2503
ID = 2503
Name = "Lightning"
pos = 240,0
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
size.xscale = 1
size.yscale = 1

[State 2502, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2502)
trigger1 = Time >= 50

[State 2502, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2504)
trigger1 = Time >= 70

[State 2502, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2505)
trigger1 = Time >= 90

[State 2502, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(2506)
trigger1 = Time >= 110

[StateDef 2503]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2501
sprpriority = 5

[State 2503, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2503, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 2503, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 10
ampl = 20
freq = 127

[State 2503, PosSet]
type = PosSet
trigger1 = Time = 0
y = 5

[State 2503, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,23

[State 2503, Explod]
type = Explod
trigger1 = Time = 4
anim = 2502
sprpriority = 1
postype = p1
pos = 0,-5
scale = 0.335,0.335
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2503, Helper]
Type = Helper
trigger1 = Time = 4
Stateno = 2504
ID = 2507
Name = "Rock"
Pos = 0,5
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.2
Size.Yscale = 0.2
IgnoreHitPause = 1

[State 2503, Helper]
Type = Helper
trigger1 = Time = 4
Stateno = 2504
ID = 2507
Name = "Rock"
Pos = 0,5
PosType = P1
Ownpal = 1
Keyctrl = 0
Size.Xscale = 0.18
Size.Yscale = 0.18
IgnoreHitPause = 1

[State 2503, Hitdef]
type = HitDef
trigger1 = !MoveContact
attr = S,HP
hitflag = MAF
guardflag = MA
damage = ceil(IfElse(Root,Var(10),48,40)*(root,fvar(1)*root,fvar(2))),4
animtype = Hard
air.animtype = Back
ground.type= High
priority= 6, Hit
pausetime = 0,8
sparkno = -1
guard.sparkno= -1
sparkxy	= 0,0
hitsound = S200,8
guardsound = S300,0
ground.slidetime = 13
ground.hittime = 13
guard.hittime = 11
air.hittime = 13
guard.ctrltime = 11
airguard.ctrltime = 11
ground.velocity = -4,-6
guard.velocity = -2
air.velocity = -4,-6
airguard.velocity= -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover= 0
air.fall = 1
yaccel = 0.56
getpower = 0

[State 2503, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2503, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 2503, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 2503, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 2503, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 2504]
Type = A
Physics = N
Anim = 2503+Random%5
SprPriority = 8

[State 2504, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 2504, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 23
Range = -4,4

[State 2504, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 24
Range = -8,-4

[State 2504, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 25
Range = 1,3

[State 2504, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 26
Range = -10,10

[State 2504, PosAdd]
Type = PosAdd
Trigger1 = Time = 1
X = Var(26)

[State 2504, VelSet]
Type = VelSet
Trigger1 = Time = 1
X = Var(23)
Y = Var(24)

[State 2504, VelAdd]
Type = VelAdd
Trigger1 = 1
Y = Var(25)/10.0

[State 2504, AngleAdd]
Type = AngleAdd
Trigger1 = Vel X >= 0
Value = -5

[State 2504, AngleAdd]
Type = AngleAdd
Trigger1 = Vel X < 0
Value = 5

[State 2504, AngleDraw]
Type = Angledraw
Trigger1 = 1
Scale = 2,2

[State 2504, VarAdd]
Type = VarAdd
Trigger1 = Time >= 44
Trigger1 = Var(23) < 256
V = 23
Value = 16

[State 2504, VarSet]
Type = VarSet
Trigger1 = Var(23) >= 256
V = 23
Value = 256

[State 2504, DestroySelf]
Type = Destroyself
Trigger1 = Time >= 80

[StateDef 2600]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2600
sprpriority = 2
velset = 0,0

[State 2600, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 50

[State 2600, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -150

[State 2600, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -1000

[State 2600, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 300

[State 2600, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 9

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,3

[State 2600, Helper]
type = Helper
trigger1 = Time = 0
name = "EX"
ID = 6200
stateno = 6200
pos = 0,0
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1

[State 2600, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2600, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = S100,12

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S420,0+random%6
channel = 0

[State 2600, VelSet]
type = Velset
trigger1 = Time > 0
trigger1 = Time <= 30
x = 3
y = -2

[State 2600, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(12) > 0
Y = 0.52

[State 2600, Helper]
type = Helper
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1603
ID = 2600
ownpal = 1
ignorehitpause = 1

[State 2600, Helper]
type = Helper
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
helpertype = Normal
name = "Wind"
pos = 0,0
stateno = 1604
ID = 2600
ownpal = 1
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 2600, HitDef]
type = HitDef
trigger1 = AnimElem = 4
damage = IfElse(Var(10),24,20),2
attr = A,HA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 2,4
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-10
air.velocity = -2,-10
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4

[State 2600, HitDef]
type = HitDef
trigger1 = AnimElem = 10
damage = IfElse(Var(10),24,20),2
attr = A,HA
animtype = heavy
guardflag = MA 
hitflag = MAF
pausetime = 2,4
priority = 7,Hit
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -55))
hitsound = S200,5
guardsound = S300,0
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7,-8
air.velocity = -7,-8
yaccel = .65
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
p1StateNo = 2602

[State 2600, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2601

[StateDef 2601]
type = C
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 2602
sprpriority = 2
facep2 = 1

[State 2601, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2601, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 2601, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 2601, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 2602]
type = A
movetype = A
physics = N
ctrl = 0
anim = 2601
sprpriority = 2
velset = 0,0

[State 2602, BGPalFX]
type = BGPalFX
trigger1 = time > 20
trigger1 = time <= 40
time = 1
color= 12*(time-20)
mul = 12*(time-20), 12*(time-20), 12*(time-20)

[State 2602, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 0
time = 1
add = 0,76,224
color = 124
ignorehitpause = 1

[State 2602, PalFX]
type = PalFX
trigger1 = GameTime % 3 = 1
time = 1
add = 0,46,164
color = 256
ignorehitpause = 1

[State 2602, Pause]
type = Pause
trigger1 = AnimElem = 9
time = 20
movetime = 20

[State 2602, Turn]
type = Turn
trigger1 = AnimElem = 5

[State 2602, PosSet]
type = PosSet
trigger1 = AnimElem = 5
x = EnemyNear,Pos X + (IfElse(Facing = 1,-70,70))
y = EnemyNear,Pos Y 

[State 2602, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(13) > 0
Y = 0.52

[State 2602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S2600,0
channel = 0

[State 2602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,12

[State 2602, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,18

[State 2602, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 1406
ID = 1406
pos = 0,-30
scale = 0.33,0.33
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 2602, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 621
ID = 2602
ownpal = 1
ignorehitpause = 1
size.xscale = 0.335
size.yscale = 0.335

[State 2602, Helper]
type = Helper
trigger1 = AnimElem = 12
helpertype = Normal
name = "Slash"
pos = 0,0
stateno = 2603
ID = 2603
ownpal = 1
ignorehitpause = 1

[State 2602, HitDef]
type = HitDef
trigger1 = AnimElem = 12
attr = A,HA
damage = IfElse(Var(10),120,100),10
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 15,15
guard.pauseTime = 10,10
hitsound = S200,5
sparkno = -1+(0*(var(41) := 8053))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -30))
guardSound = S300,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4.2
guard.velocity = -8.5
air.velocity = -8,10
airGuard.velocity = -4,-1.4
down.velocity = -6,-2.5
ground.cornerPush.VelOff = -5.2
air.cornerPush.VelOff = -4
down.cornerPush.VelOff = -7
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
getpower = 0
envshake.time = 10
envshake.ampl = 4

[State 2602, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 2601

[StateDef 2603]
type = A
movetype = I
physics = N
anim = 2603
ctrl = 0
velset = 0,0
sprpriority = 4

[State 2603, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause =1

[State 2603, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause =1

[State 2603, Scale]
type = AngleDraw
trigger1 = 1
scale = 4,4

[State 2603, Rotate]
type = AngleSet
trigger1 = Time = 0
value = -20

[State 2603, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -100,50

[State 2603, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[StateDef 3000]
Type = S
Physics = S
MoveType = I
Anim = 3000
VelSet = 0,0
ctrl = 0
sprpriority = 1

[State 3000, VarAdd]
type = VarAdd
trigger1 = Var(47) >= 3
trigger1 = AnimElem = 3
v = 47
Value = -3

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 0
trigger1 = AnimElem = 3
var(49) = 600
ignorehitpause = 1

[State 3000, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = AnimElem = 3
var(49) = 900
ignorehitpause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Anim = 3000
value = SCA

[State 3000, Super]
type = Pause
trigger1 = Anim = 3000
trigger1 = time = 0
time = 60
movetime = 60

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
stateno = 3010
ID = 3010
name = "Effect"
postype = p1
pos = 0,-95
SuperMovetime = 9999
PauseMovetime = 9999
size.xscale = 0.335
size.yscale = 0.335
ownpal = 1

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 3011
ID = 3011
name = "Portrait"
SuperMovetime = 9999
PauseMovetime = 9999
ownpal = 1

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 3012
ID = 3012
Name = "Trigger"
postype = Left
pos = 320,-140
facing = 1
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
Pausemovetime = 9999
SuperMovetime = 9999

[State 3000, Helper]
type = Helper
trigger1 = Time = 0
stateno = 3013
ID = 3013
Name = "Trigger"
postype = Left
pos = 320,-100
facing = 1
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
Pausemovetime = 9999
SuperMovetime = 9999

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,0+Random%3
channel = 0

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,6

[State 3000, helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 3001
ID = 3001
Name = "Meter"
postype = P1
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 193
ID = 193
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
SuperMovetime = 9999
PauseMovetime = 9999

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 194
ID = 194
pos = 0,0
scale = 0.5,0.5
postype = p1
sprpriority = 4
bindtime = -1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
SuperMovetime = 9999
PauseMovetime = 9999

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3001]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 3001, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 3001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3001, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3001, Explod]
type = explod
trigger1 = Numexplod(6017)=0
ID = 6017
anim = IfElse(Teamside = 1,6017,6018)
pos = Ifelse(Teamside = 1,-10,10),15
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 3001, Explod]
type = explod
trigger1 = NumExplod(6019) = 0
id = 6019
anim = 6019
pos = Ifelse(Teamside = 1,-12,12),6
postype = P1
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 3001, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6019
Scale = .5*Root,Var(49)/900,0.50

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6017

[State 3001, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(49) <= 0
id = 6019

[State 3001, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(49) <= 0

[StateDef 3010]
Type = A
Physics = N
MoveType = I
Anim = 3010
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3010, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = 6*(random%60)

[State 3010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -6

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time < 8
scale = (0.0625*time),(0.0625*time)

[State 3010, AngleDraw]
type = AngleDraw
trigger1 = time >= 8
scale = 0.5,0.5

[State 3010, Trans]
type = Trans
trigger1 = time < 16
trans = AddAlpha
alpha = 256, 256

[State 3010, Trans]
type = Trans
trigger1 = time >= 16
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, Explod]
type = explod
trigger1 = Time = 0
anim = 3011
ID = 3011
sprpriority = 5
postype = p1
facing = IfElse(random<500,-1,1)
vfacing = IfElse(random<500,-1,1)
removetime = 16
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3011)
ID = 3011
scale = 2-(.125*time), 2-(.125*time)
trans = AddAlpha
alpha = IfElse(time<4, 64*time, 256), 256

[State 3010, Explod]
type = Explod
trigger1 = time = 16
anim = 3012
ID = 3012
sprpriority = 5
postype = p1
removetime = 32
supermovetime = -1

[State 3010, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(3012)
ID = 3012
scale = (.1*(time-16)), (.1*(time-16))
trans = AddAlpha
alpha = ceil(256 - 25.6*(time-16)), 256

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 26

[State 3010, DestroySelf]
type = DestroySelf
trigger1 = time >= 26

[StateDef 3011]
Type = S
Physics = N
MoveType = I
Anim = 99999
Ctrl = 0
velset = 0,0
sprpriority = 5

[State 3011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3011, BGPalFX]
type = BGPalFX
trigger1 = time > 0
trigger1 = time <= 51
time = 1
color= 5*time
mul = 5*time, 5*time, 5*time

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3013
id = 3013
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -8
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, Explod]
type = Explod
trigger1 = time = 0
anim = 3014
ID = 3014
pos = ceil(gamewidth/2.0),ceil(gameheight/2.0-40)
postype = left
sprpriority = -7
bindtime = -1
ownpal = 1
Scale = .5,.5
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3013
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, ModifyExplod]
type = ModifyExplod
trigger1 = time >= 65
ID = 3014
Scale = 0.5,0.5-((time-65)*0.1)

[State 3011, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3013

[State 3011 RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 70
ID = 3014

[State 3011, DestroySelf]
type = DestroySelf
trigger1 = Time >= 70

[StateDef 3012]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, Explod]
type = Explod
Trigger1 = TeamSide = 2
Trigger1 = Time = 0
Anim = 3015
id = 3015
Pos = 0,ceil((1.33*gameheight/gamewidth)*54)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3012, RemoveExplod]
type = RemoveExplod
ID = 3015
trigger1 = Time >= 73

[State 3012, DestroySelf]
type = DestroySelf
trigger1 = Time >= 73

[StateDef 3013]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3013, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3013, Explod]
type = Explod
Trigger1 = TeamSide = 1
Trigger1 = Time = 0
Anim = 3016
id = 3016
Pos = 238,ceil((1.33*gameheight/gamewidth)*114)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3013, Explod]
type = Explod
Trigger1 = TeamSide = 2
Trigger1 = Time = 0
Anim = 3016
id = 3016
Pos = 238,ceil((1.33*gameheight/gamewidth)*114)
PosType = left
ownpal = 1
bindtime = -1
pausemovetime = 9999
supermove = 9999
ignorehitpause = 1
sprpriority = -5
scale = 0.5,0.5

[State 3013, RemoveExplod]
type = RemoveExplod
ID = 3016
trigger1 = Time >= 73

[State 3013, DestroySelf]
type = DestroySelf
trigger1 = Time >=73

[StateDef 4000]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4000
facep2 = 1

[State 4000, VarAdd]
type = VarAdd
triggerall = Var(49) != 2
trigger1 = Var(46) = 0
trigger1 = Time = 0
v = 45
Value = 75

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
v = 45
Value = -350

[State 4000, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 300
ignorehitpause = 1

[State 4000, VarSet]
type = VarSet
trigger1 = Var(49) > 900
trigger1 = Time = 0
var(49) = 900
ignorehitpause = 1

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 0
trigger1 = Time = 0
value = -3000

[State 4000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = Time = 0
value = 500

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 55

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4000, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = -15,-70
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=0

[State 4000, Pause]
type = Pause
trigger1 = Time = 0
time = 55
movetime = 55

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4000,0+Random%3
channel = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = Time >= 50
value = 4001

[StateDef 4001]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4001
sprpriority = 2
velset = 0,0

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4001, VelSet]
type = VelSet
trigger1 = Time = 0
x = 8
y = -6

[State 4001, VelAdd]
type = veladd
trigger1 = Time > 0
Y = 0.44

[State 4001, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
stateno = 8030
ID = 8030
name = "Dash Dust"
postype = p1
pausemovetime = 9999
supermovetime = 9999
ownpal = 1

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S100,7

[State 4001, HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S,HT
animtype = Heavy
damage = 0,0
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = S300,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -4,-4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1stateno = 4003
p2stateno = 4007
kill = 0
getpower = 0
p2facing = 1
forcenofall = 1
numhits = 0

[State 4001, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 4002

[StateDef 4002]
type = C
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 4002
sprpriority = 2

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4002, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = AnimElem = 1
v = 47
Value = -1

[State 4002, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = AnimElem = 1
v = 47
Value = -2

[State 4002, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = AnimElem = 1
v = 47
Value = -3

[State 4002, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4002, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4002, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 4002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4003]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4003

[State 4003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4003, Helper]
type = Helper
trigger1 = Time = 46
helpertype = Normal
name = "Burst"
pos = 0,0
stateno = 4014
ID = 4014
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 4003, Helper]
type = Helper
trigger1 = Time = 46
helpertype = Normal
name = "Burst2"
pos = 0,0
stateno = 4014
ID = 4015
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999

[State 4003, PalFX]
type = PalFX
trigger1 = Time > 0
trigger1 = Time <= 45
time = 1
add = 0+(time*5),0+(time*5),0+(time*5)
ignorehitpause = 1

[State 4003, PosSet]
type = PosSet 
trigger1 = Time = 0
x = 0
y = -30

[State 4003, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 40,-15

[State 4003, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4011
ID = 4011
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4003, Helper]
type = Helper
trigger1 = Time = 45
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4011
ID = 4012
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4003, HitAdd]
type = HitAdd
trigger1 = Time = 46
value = 1

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time = 46
value = S100,15

[State 4003, PlaySnd]
type = PlaySnd
trigger1 = Time = 46
value = S4000,3+Random%3
channel = 0

[State 4003, ChangeState]
type = ChangeState
trigger1 = Time >= 135
value = 4004

[StateDef 4004]
type = A
movetype = I
physics = N
ctrl = 0
Velset = 0,0
anim = 4004

[State 4004, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 96
v = 47
Value = -1

[State 4004, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 96
v = 47
Value = -2

[State 4004, VarAdd]
type = VarAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 96
v = 47
Value = -3

[State 4004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State 4004, TargetState]
type = TargetState
trigger1 = Time = 16
value = 4008

[State 4004, Explod]
type = Explod
trigger1 = Time = 16
anim = 4009
ID = 4009
pos = 150,-80
scale = 2,1.5
postype = p1
sprpriority = 0
bindtime = -1
removetime = 170
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4004, Explod]
type = Explod
trigger1 = Time = 16
anim = 4010
ID = 4010
pos = 150,-80
scale = 1,1
postype = p1
sprpriority = 5
bindtime = -1
removetime = 170
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 4004, Helper]
type = Helper
trigger1 = Time = 95
helpertype = Normal
name = "Explosion"
pos = 0,0
stateno = 4012
ID = 4012
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4004, Helper]
Type = Helper
triggerall = Time > 1
triggerall = Time <= 95
trigger1 = Time%15 = 0 
Name = "Wind"
StateNo = 4015
ID = 4015
Pos = 20,-50
PosType = Front
OwnPal = 1
size.xscale = 2
size.yscale = 2
PauseMoveTime = 99999

[State 4004, EnvShake]
type = EnvShake
trigger1 = time = [16,185]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4004, VelSet]
type = VelSet
trigger1 = Time > 15
trigger1 = Time <= 95
x = 0.25

[State 4004, VelSet]
type = VelSet
trigger1 = Time > 95
x = 0

[State 4004, HitAdd]
type = HitAdd
trigger1 = Time = 95
value = 1

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = Time = 95
value = S100,19

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = Time = 95
value = S100,21

[State 4004, PlaySnd]
type = PlaySnd
trigger1 = Time = 16
value = S4000,6+Random%3
channel = 0

[State 4004, PlaySnd]
type = PlaySnd
triggerall = Time%2 = 0
trigger1 = Time > 15
trigger1 = Time <= 95
value = S200,8
channel = 2

[State 4004, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(46) = 0
trigger1 = Time = 95
trigger2 = Var(46) = 1
trigger2 = Var(47) = 0
trigger2 = Time = 95
value = ceil(-325*(fvar(1)*fvar(2)))

[State 4004, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 1
trigger1 = Time = 95
value = ceil(-358*(fvar(1)*fvar(2)))

[State 4004, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) = 2
trigger1 = Time = 95
value = ceil(-390*(fvar(1)*fvar(2)))

[State 4004, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Var(46) = 1
trigger1 = Var(47) >= 3
trigger1 = Time = 95
value = ceil(-423*(fvar(1)*fvar(2)))

[State 4004, ChangeState]
type = ChangeState
trigger1 = Time >= 185
value = 4005

[StateDef 4005]
type = A
physics = N
Ctrl = 0
Anim = 4005
VelSet = 0,0

[State 4005, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4013
ID = 4013
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4005, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4009

[State 4005, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-90,90)
y = -300

[State 4005, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.67

[State 4005, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4005, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 4006

[StateDef 4006]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 4006
sprpriority = 2

[State 4006, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4006, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 4006, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4007]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4007, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4007, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4007

[State 4007, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = -1
y = -17.2

[State 4007, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
Y = 0.32

[StateDef 4008]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4008, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4008, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4008 

[StateDef 4009]
type = A
movetype = H
physics = N
sprpriority=1

[State 4009, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5090

[State 4009, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4009, PosSet]
type = PosSet
trigger1 = Time = 0
x = IfElse(Facing = 1,-70,70)
y = -200

[State 4009, VelSet]
type = VelSet
trigger1 = 1
y = 10
persistent = 0

[State 4009, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && HitShakeOver = 1
value = 4010

[StateDef 4010]
type = A
movetype = H
physics = N
sprpriority = 1

[State 4010, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4010, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 5
freq = 160
ampl = -4

[State 4010, VelSet]
type = VelSet
trigger1 = time = 0
x = -2
y = -10.5

[State 4010, VelAdd]
type = Veladd
trigger1 = 1
y = 0.65

[State 4010, ChangeAnim2]
type = Changeanim2
trigger1 =! SelfAnimExist(5030)
value = 5030

[State 4010, ChangeAnim]
type = Changeanim
trigger1 = SelfAnimExist(5030)
value = 5030

[State 4010, SelfState]
type = SelfState
trigger1 = time = 15 && Anim = 5030 && Pos Y <= -2
value = 5050

[StateDef 4011]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4011, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4011, Explod]
Type = Explod
Trigger1 = IsHelper(4011)
trigger2 = IsHelper(4106)
Anim = 4014
ID = 4014
PosType = Left
Pos = 0,0
RemoveTime = 9
BindTime = -1
Ownpal = 1
scale = 10,10
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4011, Explod]
Type = Explod
Trigger1 = IsHelper(4012)
Anim = 4016
ID = 4016
PosType = Left
Pos = 0,0
RemoveTime = 5
BindTime = -1
Ownpal = 1
scale = 10,10
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4011, Explod]
Type = Explod
Trigger1 = IsHelper(4107)
Anim = 4114
ID = 4114
PosType = Left
Pos = 0,0
RemoveTime = 60
BindTime = -1
Ownpal = 1
scale = 10,10
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4011, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4014) || IsHelper(4015)
trigger1 = Root,StateNo != 4003

[State 4011, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4106)
trigger1 = Time >= 9

[State 4011, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4107)
trigger1 = Time >= 60

[StateDef 4012]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4012, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4012, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4011
ID = 4011
PosType = P1
Pos = 150,-80
RemoveTime = 90
BindTime = -1
Ownpal = 1
scale = 1.3,1
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0

[State 4012, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
ID = 4011
scale = 1+(Time*0.1),1+(Time*0.1)
sprpriority = 10

[State 4012, DestroySelf]
type = DestroySelf
trigger1 = Time >= 90

[StateDef 4013]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = 4

[State 4013, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4013, Explod]
Type = Explod
Trigger1 = Time = 0
Anim = 4015
ID = 4015
PosType = Left
Pos = 0,0
RemoveTime = 25
BindTime = -1
Ownpal = 1
scale = 10,10
SprPriority = 10
IgnoreHitPause = 1
Persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 4013, DestroySelf]
type = DestroySelf
trigger1 = IsHelper(4013)
trigger1 = Root,StateNo != 4005
trigger2 = IsHelper(4109)
trigger2 = Root,StateNo != 4109

[StateDef 4014]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 7

[State 4014, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(4014)
value = 4012

[State 4014, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(4015)
value = 4013

[State 4014, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4014, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4014, Trans]
type = Trans
trigger1 = Time >= 10
trans = AddAlpha
ignorehitpause = 1
Alpha = 256-((Time-10)*50),256

[State 4014, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.1+(Time*0.05),0.1+(Time*0.05)

[State 4014, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -20,-90
ignorehitpause = 1

[State 4014, DestroySelf]
type = DestroySelf
trigger1 = Time >= 15

[StateDef 4015]
Physics = N
Anim = 4017
SprPriority = 10
VelSet = -36,0

[State 4015, AssertSpecial]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4015, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4015, DestroySelf]
type = DestroySelf
trigger1 = Time >= 30
trigger2 = FrontEdgeBodyDist <= -100

[StateDef 4100]
type = S
movetype = A
physics = N
ctrl = 0
Velset = 0,0
anim = 4100
facep2 = 1

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(46) = 0
trigger1 = Var(49) = 0
trigger1 = Time = 0
v = 45
Value = 100

[State 4100, VarAdd]
type = VarAdd
trigger1 = Var(49) > 0
trigger1 = Time = 0
var(49) = 300
ignorehitpause = 1

[State 4100, VarSet]
type = VarSet
trigger1 = Var(49) > 900
trigger1 = Time = 0
var(49) = 900
ignorehitpause = 1

[State 4100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 58

[State 4100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[state ]
type=helper
stateno=20200
id=20200
postype=left
ownpal=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=time=0

[State 4100, Helper]
type = Helper
trigger1 = Time = 0
name = "EX2"
ID = 6210
stateno = 6210
pos = 13,-90
postype = p1
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 4100, Pause]
type = Pause
trigger1 = Time = 0
time = 58
movetime = 58

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S10000,5

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4100,0+Random%3
channel = 0

[State 4100, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Alas Ramus"
pos = 10,-8
stateno = 4102
ID = 4102
ownpal = 1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999

[State 4100, ChangeState]
type = ChangeState
trigger1 = Time >= 53
value = 4101

[StateDef 4101]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4101
velset = 0,0

[State 4101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4101, NotHitBy]
type = NotHitBy
trigger1 = Anim = 4101
value = SCA

[State 4101, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 4101
trigger1 = NumHelper(4102) = 0
value = 4102

[State 4101, ChangeState]
type = ChangeState
trigger1 = NumHelper(4102)
trigger1 = Helper(4102),StateNo = 4106 
value = 4108

[State 4101, ChangeState]
type = ChangeState
trigger1 = Anim = 4102
trigger1 = AnimTime = 0 
value = 0
ctrl = 1

[StateDef 4102]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4103
velset = 0,0

[State 4102, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 4103
trigger1 = Root,StateNo = 4101
value = 4104

[State 4102, SprPriority]
type = SprPriority
trigger1 = Anim = 4103
trigger2 = Anim = 4104 
value = 5

[State 4102, Helper]
type = Helper
trigger1 = Anim = 4104
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flash"
pos = 0,0
stateno = 4104
ID = 4104
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 99999

[State 4102, Helper]
type = Helper
trigger1 = Anim = 4104
trigger1 = AnimElem = 1
helpertype = Normal
name = "Flash"
pos = 0,0
stateno = 4104
ID = 4105
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 99999

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = Anim = 4103
trigger1 = Time = 0
value = S4101,0+Random%2

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = Anim = 4104
trigger1 = AnimElem = 1
value = S100,18

[State 4102, VelSet]
type = VelSet
trigger1 = Anim = 4104
trigger1 = AnimElemTime(1) >= 0
x = 15

[State 4102, HitDef]
type = HitDef
trigger1 = Anim = 4104
trigger1 = !MoveContact
damage = 0
attr = S,HT
animtype = hard
guardflag = MA 
hitflag = MAF
pausetime = 0,1
priority = 7,Hit
sparkno = -1
hitsound = S200,8
guardsound = S300,0
guard.sparkno= -1
ground.type = low
ground.slidetime = 15
ground.hittime =15
ground.velocity = -8
air.velocity =-2,-6.5
yaccel = .65 
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.velocity = -.5,0
down.cornerpush.veloff = 0
P2stateno = 4105
getpower = 0,0
p2facing = 1
envshake.time = 10
envshake.ampl = 3
yaccel = 0.5

[State 4102, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4102, Helper]
type = Helper
trigger1 = MoveGuarded  = 1
helpertype = normal
stateno = 9000
ID = 9000
name = "Guard_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
persistent = 4
size.xscale = 1
size.yscale = 1

[State 4102, VarSet]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(10) = (EnemyNear,MoveType = A)

[State 4102, Helper]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && Var(10)
trigger1 = !(Target,HitShakeOver)
helpertype = Normal
stateno = 8700
ID = 8700
name = "Counter"
postype = P1
pos = 0,0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
persistent = 0

[State 4102, DestroySelf]
type = DestroySelf
trigger1 = Anim = 4104
trigger1 = Pos x != [-200,200]

[State 4102, ChangeState]
type = changestate
trigger1 = Anim = 4104
trigger1 = MoveHit = 1
value = 4103

[StateDef 4103]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4111

[State 4103, VelSet]
type = VelSet
trigger1 = Anim = 4111
x = 15

[State 4103, TargetBind]
type = TargetBind
trigger1 = 1
pos = 20,0

[State 4103, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Flash"
pos = 0,0
stateno = 4104
ID = 4106
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4103, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Flash"
pos = 0,0
stateno = 4104
ID = 4107
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4103, ChangeState]
type = ChangeState
trigger1 = Time > 20 
value = 4106

[StateDef 4104]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State 4104, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(4104)
trigger1 = Time = 0
trigger2 = IsHelper(4106)
trigger2 = Time = 0
value = 4108

[State 4104, ChangeAnim]
type = ChangeAnim
trigger1 = IsHelper(4105)
trigger1 = Time = 0
trigger2 = IsHelper(4107)
trigger2 = Time = 0
value = 4109

[State 4104, SprPriority]
type = SprPriority
trigger1 = IsHelper(4104) 
trigger2 = IsHelper(4106)
value = 4

[State 4104, SprPriority]
type = SprPriority
trigger1 = IsHelper(4105) 
trigger2 = IsHelper(4107)
value = 6

[State 4104, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4104, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4104, Scale]
type = AngleDraw
trigger1 = IsHelper(4104)
trigger2 = IsHelper(4106)
scale = 0.75,0.25

[State 4104, Scale]
type = AngleDraw
trigger1 = IsHelper(4105)
trigger2 = IsHelper(4107)
scale = 0.25,0.25

[State 4104, BindToParent]
type = BindToParent
trigger1 = 1
pos = 30,-80
ignorehitpause = 1

[State 4104, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4104) || IsHelper(4105)
trigger1 = Parent,StateNo != 4102
trigger2 = Root,Movetype = H
trigger3 = NumHelper(4102) = 0

[State 4104, DestroySelf]
type = DestroySelf
triggerall = IsHelper(4106) || IsHelper(4107)
trigger1 = Parent,StateNo != 4103
trigger2 = Root,Movetype = H
trigger3 = NumHelper(4102) = 0

[StateDef 4105]
type = A
movetype = H
physics = N
sprpriority=1

[State 4105, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 4008

[State 4105, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[StateDef 4106]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0

[State 4106, PosSet]
type = PosSet
trigger1 = Time = 0
x = 0
y = 0

[State 4106, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4113

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4101,2+Random%2

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = Time = 104
value = S4101,4
channel = 2

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = Time = 104
value = S100,21

[State 4106, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 104
value = ceil(-325*(Root,fvar(1)*Root,fvar(2)))
absolute = 0
kill = 1

[State 4106, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4011
ID = 4106
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4106, Helper]
type = Helper
trigger1 = Time = 100
helpertype = Normal
name = "Alas Ramus 2"
pos = 0,200
stateno = 4111
ID = 4111
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4106, Helper]
type = Helper
trigger1 = Time = 134
helpertype = Normal
name = "White"
pos = 0,0
stateno = 4011
ID = 4107
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 4106, EnvShake]
type = EnvShake
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
trigger11 = time = 53
trigger12 = time = 56
trigger13 = time = 59
trigger14 = time = 62
trigger15 = time = 65
trigger16 = time = 68
trigger17 = time = 71
trigger18 = time = 74
trigger19 = time = 75
trigger20 = time = 76
trigger21 = time = 77
trigger21 = time = 78
trigger22 = time = 79
trigger23 = time = 80
trigger24 = time = 81
trigger25 = time = 82
time = 5
ampl = 4
freq = 127

[State 4106, EnvShake]
type = EnvShake
trigger1 = time = [94,150]
trigger1 = time%10 = 0
time = 10
ampl = 4
freq = 127

[State 4106, HitAdd]
type = HitAdd
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
trigger11 = time = 53
trigger12 = time = 56
trigger13 = time = 59
trigger14 = time = 62
trigger15 = time = 65
trigger16 = time = 68
trigger17 = time = 71
trigger18 = time = 74
trigger19 = time = 75
trigger20 = time = 76
trigger21 = time = 77
trigger21 = time = 78
trigger22 = time = 79
trigger23 = time = 80
trigger24 = time = 81
trigger25 = time = 82
trigger26 = time = 104
value = 1

[State 4106, PlaySnd]
Type = Helper
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
trigger11 = time = 53
trigger12 = time = 56
trigger13 = time = 59
trigger14 = time = 62
trigger15 = time = 65
trigger16 = time = 68
trigger17 = time = 71
trigger18 = time = 74
trigger19 = time = 75
trigger20 = time = 76
trigger21 = time = 77
trigger21 = time = 78
trigger22 = time = 79
trigger23 = time = 80
trigger24 = time = 81
trigger25 = time = 82
Stateno = 4114
ID = 4114
Name = "Slash"
Pos = 0,0
PosType = P2
Ownpal = 1
SuperMoveTime = 99999
PauseMoveTime = 99999

[State 4003, Helper]
type = Helper
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
trigger11 = time = 53
trigger12 = time = 56
trigger13 = time = 59
trigger14 = time = 62
trigger15 = time = 65
trigger16 = time = 68
trigger17 = time = 71
trigger18 = time = 74
trigger19 = time = 75
trigger20 = time = 76
trigger21 = time = 77
trigger21 = time = 78
trigger22 = time = 79
trigger23 = time = 80
trigger24 = time = 81
trigger25 = time = 82
trigger26 = time = 104
helpertype = normal
ID = 8053
stateno = 8053
name = "Hit_Spark"
postype = p1
Pos = Ceil(EnemyNear,Pos X - Pos X) * Facing,Ceil(EnemyNear,Pos Y - Pos Y - 75)
pausemovetime = 9999
supermovetime = 9999
ownpal = 1
ignorehitpause = 1
persistent = 1
size.xscale = 1
size.yscale = 1

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
value = S200,6
channel = 1

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = time = 53
trigger2 = time = 56
trigger3 = time = 59
trigger4 = time = 62
trigger5 = time = 65
trigger6 = time = 68
trigger7 = time = 71
trigger8 = time = 74
value = S200,7
channel = 1

[State 4106, PlaySnd]
type = PlaySnd
trigger1 = time = 75
trigger2 = time = 76
trigger3 = time = 77
trigger4 = time = 78
trigger5 = time = 79
trigger6 = time = 80
trigger7 = time = 81
trigger8 = time = 82
value = S200,8
channel = 1

[State 4106, ChangeState]
type = ChangeState
trigger1 = Time >= 160
value = 4107

[StateDef 4107]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0

[State 4107, TargetState]
type = TargetState
trigger1 = Time = 0
value = 4009

[State 4107, DestroySelf]
type = DestroySelf
trigger1 = Time > 60

[StateDef 4108]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99999
velset = 0,0

[State 4108, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4108, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4108, ChangeState]
type = ChangeState
trigger1 = Helper(4102),StateNo = 4107
value = 4109

[StateDef 4109]
type = A
physics = N
Ctrl = 0
Anim = 4106
VelSet = 0,0

[State 4109, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
pausemovetime = 9999
supermovetime = 9999

[State 4109, PosSet]
type = PosSet
trigger1 = time = 0
x = IfElse(Facing = 1,-90,90)
y = -300

[State 4109, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.52

[State 4109, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4109, ChangeState]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = Pos Y >= 0
value = 4110

[StateDef 4110]
type = S
movetype = I
physics = N
velset = 0,0
poweradd = 0
ctrl = 0
anim = 4107
sprpriority = 2

[State 4110, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4110, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 4115
sprpriority = -3
postype = p1
scale= 0.335,0.335
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4110, Explod]
type = Explod
trigger1 = Time = 0
anim = 8020
sprpriority = -3
postype = p1
scale= 0.5,0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 4110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S40,0

[State 4100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S4100,3+Random%3
channel = 0

[State 4110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 4111]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4105
sprpriority = 5

[State 4111, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = Time <= 4
y = -60

[State 4111, VelSet]
type = VelSet
trigger1 = Time = 5
y = 0

[State 4111, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Flash"
pos = 0,0
stateno = 4112
ID = 4112
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 4111, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo = 4109

[StateDef 4112]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State 4112, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 4113

[State 4112, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 4112, Assert]
type = AssertSpecial
Trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 4112, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 4112, Scale]
type = AngleDraw
trigger1 = 1
scale = 1,0.75

[State 4112, AngleSet]
type = AngleSet
trigger1 = Time = 0
value = 90

[State 4112, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,-90
ignorehitpause = 1

[State 4112, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo = 4109

[StateDef 4113]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 4113, PosSet]
type = PosSet 
trigger1 = Time = 0
x = 0
y = -20

[State 4113, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 4113, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 4112

[State 4113, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 104
value = 4008

[State 4113, VelSet]
type = VelSet
trigger1 = Time < 104
y = -0.5

[State 4113, VelSet]
type = VelSet
trigger1 = Time = 104
y = 0

[StateDef 4114]
Type = A
Movetype = A
Physics = N
Anim = 4110
SprPriority = 10
VelSet = 0,0

[State 4114, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 30
Range = 120,240

[State 4114, AngleSet]
Type = AngleSet
Trigger1 = 1
Value = Var(30)

[State 4114, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 31
Range = -130,-100

[State 4110, VarRandom]
Type = VarRandom
Trigger1 = Time = 0
V = 32
Range = -5,5

[State 4114, PoSet]
Type = PosSet
Trigger1 = time = 0
x = Var(32)
y = Var(31)-(Time*10)

[State 4114, AssertSpecial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 4114, Trans]
Type = Trans
Trigger1 = 1
Trans = Add

[State 4114, NotHitBy]
Type = NotHitBy
Trigger1 = 1
Value = SCA

[State 4114, AngleDraw]
Type = AngleDraw
Trigger1 = 1
Scale = 50,0.75

[State 4114, PalFX]
type = Palfx
trigger1 = time >= 5
add = 25*(5-time),25*(5-time),25*(5-time)
time = 1
IgnoreHitPause = 1
Persistent = 1

[State 4114, DestroySelf]
Type = DestroySelf
Trigger1 = Time = 15

[StateDef 6000]
Type = S
Physics = S
MoveType = A
Anim = 6000
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6000, VarSet]
type = VarSet
trigger1 = AnimElem = 3
V = 46
Value = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = AnimElem = 3
var(45) = -50
ignorehitpause = 1

[State 6000, VarSet]
type = VarAdd
triggerall = Var(47) < 3
trigger1 = Var(46) = 1
trigger1 = AnimElem = 3
trigger1 = Var(49) <= 0
v = 47
Value = 1

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = Var(46) = 1
trigger1 = AnimElem = 3
trigger1 = Var(47) < 3
trigger1 = Var(49) <= 0
value = 200

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6000, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,30
guard.pausetime = 0,16
sparkno = -1+(0*(var(41) := 8052))
guard.sparkno = -1+(0*(var(42) := 9000))
sparkxy = 0,0+(0*(var(43) := 100 && var(44) := -65))
hitsound = S200,2
guardsound = S300,0
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
airguard.ctrltime = 2
guard.velocity = -3
air.velocity = -1.5,-4.4
envshake.time = 9
envshake.ampl = 3
getpower = 0
givepower = 15
yaccel = 0.4

[State 6000, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10000,4

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6000,0+Random%4
Channel = 0

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
Helpertype = normal
StateNo = 6001
ID = 6001
name = "Burst"
postype = p1
pos = ceil(0 * const(size.xscale)), ceil(-73 * const(size.yscale))
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 6002
ID = 6002
name = "MAX"
postype = p1
pos = ceil(-6 * const(size.xscale)), ceil(-64 * const(size.yscale))
size.xscale = 0.335
size.yscale = 0.335
pausemovetime=-2**31-1
supermovetime=-2**31-1
ownpal = 1

[State 6000, helper]
type = Helper
trigger1 = AnimElem = 3
stateno = 6003
ID = 6003
Name = "Cooldown"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6001]
Type = A
Physics = N
MoveType = I
Anim = 99999
ctrl = 0
velset = 0,0

[State 6001, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
color= 16*time
mul = 16*time, 16*time, 16*time

[State 6001, Explod]
type = Explod
trigger1 = Time = 0
Anim = 6020
ID = 6020
sprpriority = 3
postype = p1
pos = 5,-70
removetime = 16
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(6020)
ID = 6020
scale = (.0625*time), (.0625*time)
trans = addalpha
alpha = 256-(16*time), 256

[State 6001, Explod]
type = Explod
trigger1 = time = 0
anim = 6021
ID = 6021
sprpriority = -2
postype = p1
pos = 0,-ceil(pos y)
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6001, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 6002]
anim = 0
ctrl = 0
sprpriority = -6

[State 6002, Bindtoroot]
type = BindToRoot
trigger1 = 1

[State 6002, Turn]
type = turn
trigger1 = facing != Root,facing

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6002, VarSet]
type = VarSet
trigger1 = Root,HitPauseTime = 0
var(0) = Root,AnimElemNo(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
trigger1 = Root,Anim < 6003
value = Root,Anim
elem = Var(0)

[State 6002, Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 6002, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
trigger4 = Root,StateNo >= 160
trigger4 = Root,StateNo < 5000
trigger4 = Root,MoveType = H
trigger5 = Root,StateNo >= 6000
trigger5 = Root,MoveType = H
trigger6 = Root,Anim >= 160
trigger6 = Root,Anim < 5000
trigger6 = Root,MoveType = H
trigger7 = Root,Anim >= 6000
trigger7 = Root,MoveType = H
trigger8 = Root,Stateno = [190,194]
trigger9 = Root,Stateno = 5150
trigger10 = Root,StateNo = 4108
flag = Invisible

[State 6002, AngleDraw]
type = angledraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 6002, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 6002, PalFx]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 6002, VarAdd]
type = varadd
trigger1 = 1
var(2) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) <= 30
var(1) = 1

[State 6002, VarAdd]
type = varadd
trigger1 = var(2) > 30
var(1) = -1

[State 6002, VarAdd]
type = varset
trigger1 = var(2) >= 60
var(2) = 0

[State 6002, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(46) = 0

[StateDef 6003]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6003, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6003, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6003, Explod]
type = explod
trigger1 = Time = 0
id = 6022
anim = 6022
pos = Ifelse(Teamside = 1,34,282),ifelse(1.0*gamewidth/gameheight<1.34,227,167)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6003, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 300
id = 6022

[State 6003, DestroySelf]
type = DestroySelf
trigger1 = Time >= 300

[StateDef 6004]
type = A
movetype = I
physics = N
anim = 99999
ctrl = 0
velset = 0,0
sprpriority = -99

[State 6004, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[State 6004, VarRandom]
type = Varrandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 6004, nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 999

[State 6004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Root,Var(15) < 2
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1420,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Root,Var(15) < 2
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1420,1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Root,Var(15) >= 2
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1421,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Root,Var(15) >= 2
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = Time = 0
value = S1421,1

[State 6004, Explod]
type = explod
trigger1 = Root,Var(15) < 2
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6041,6051)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Root,Var(15) < 2
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6040,6050)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Root,Var(15) >= 2
trigger1 = Var(1) = 1
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6043,6053)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Root,Var(15) >= 2
trigger1 = Var(1) = 0
trigger1 = IsHelper(6004)
trigger1 = time = 0
ID = 6040
anim = IfElse(Teamside = 1,6042,6052)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1440,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = Time = 0
value = S1440,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6061,6071)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(181)
trigger1 = time = 0
ID = 6060
anim = IfElse(Teamside = 1,6060,6070)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1450,0

[State 6004, PlaySnd]
type = PlaySnd
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = Time = 0
value = S1450,1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 1
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6080,6090)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, Explod]
type = explod
trigger1 = Var(1) = 0
trigger1 = IsHelper(6080)
trigger1 = time = 0
ID = 6080
anim = IfElse(Teamside = 1,6081,6091)
pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 1404

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6040

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6060

[State 6004, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 120
id = 6080

[StateDef 6005]
Type = S
Physics = S
MoveType = I
Anim = 6001
VelSet = 0,0
ctrl = 0
sprpriority = 2

[State 6005, VarSet]
type = VarSet
trigger1 = Time = 0
V = 46
Value = 0

[State 6005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 6010]
movetype = I
physics = N
anim = 99999
ctrl = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) > 500
v = 45
Value = 500

[State -2, VarSet]
type = ParentVarSet
trigger1 = root,Var(45) < 0
v = 45
Value = 0

[State 6010, Null]
type = Null
trigger1 = Root,NumPartner!=0
trigger1 = (Partner,ID) < (Root,ID)
trigger1 = Partner,Authorname = "Kohaku"
trigger1 = var(0):=1

[state ]
type=removeexplod
trigger1=var(1)-root,var(45)/100
trigger1=0*(var(1):=root,var(45)/100)*(var(5):=1)
trigger2=var(2)-(root,var(45)/10)%10
trigger2=0*(var(2):=(root,var(45)/10)%10)*(var(5):=1)
trigger3=var(3)-root,var(45)%10
trigger3=0*(var(3):=root,var(45)%10)*(var(5):=1)
trigger4=var(4)-root,var(47)
trigger4=0*(var(4):=root,var(47))*(var(5):=1)
trigger5=var(5)
trigger5=1||(var(5):=0)

[State 6010, Explod]
type = explod
trigger1 = Numexplod(6010)=0
ID = 6010
anim = IfElse(Teamside = 1,6010,6011)
pos = Ifelse(Teamside = 1,5,314),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6012) = 0
id = 6012
anim = 6012
pos = Ifelse(Teamside = 1,6,313),ifelse(1.0*gamewidth/gameheight<1.34,235,175)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 0
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6012
Scale = .5*Root,Var(45)/500,0.50

[State 6010, PalFX]
type = PalFx
trigger1 = Root,Var(46)
time = 1
add = (-12*(time+10))%240+240,(-12*(time+10))%240+240,(-12*(time+10))%240+240

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6013) = 0
id = 6013
anim = 6013
pos = Ifelse(Teamside = 1,70,248),ifelse(1.0*gamewidth/gameheight<1.34,228,168)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, ModifyExplod]
type = modifyexplod
trigger1 = 1
id = 6013
Scale = .5*Root,Var(48)/360,0.50

[State 6010, Explod]
type = explod
trigger1 = NumExplod(6014) = 0
trigger1 = var(4)
id = 6014
anim = 6013+var(4)+3*(var(4)>6)
pos = Ifelse(Teamside = 1,3,316),ifelse(1.0*gamewidth/gameheight<1.34,229,169)-(20*(var(0)))
postype = left
scale = 0.5,0.5
ownpal = 1
bindtime = -1
removetime = -1
ontop = 1
facing = ifelse(teamside=1,1,-1)
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6030) = 0
anim = 6030+Var(1)
ID = 6030
pos = Ifelse(Teamside = 1,113,190),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6031) = 0
anim = 6030+Var(2)
ID = 6031
pos = Ifelse(Teamside = 1,119,196),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[State 6010, Explod]
type = Explod
trigger1 = NumExplod(6032) = 0
anim = 6030+Var(3)
ID = 6032
pos = Ifelse(Teamside = 1,125,202),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
postype = left
bindtime = -1
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
pausemovetime=-1
supermovetime=-1

[StateDef 6200]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6200, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root,Anim
elem = Root,AnimElemNo(0)

[state 6200, Trans]
type = trans
trigger1 = 1||(fvar(0):=sin(time*pi/120))+(fvar(1):=sin(time*pi/60))
trans = AddAlpha
alpha = floor(256*(1-fvar(0))+.5),floor(256*fvar(0)+.5)

[State 6200, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1+.25*fvar(1),1+.25*fvar(1)

[State 6200, PosSet]
type = Posset
trigger1 = 1
x = Root,Pos x
y = Root,Pos y+16*fvar(1)

[State 6200, PalFX]
type = PalFX
trigger1 = !time
time = -1
mul = 0,128,256
trigger1 = !time

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6200
ID = 6200
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
anim = 6201
ID = 6201
sprpriority = 20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6202
ID = 6202
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, Explod]
type = Explod
trigger1 = time = 0
Anim = 6203
ID = 6200
sprpriority = -20
postype = p1
pos = -10,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 0.5,0.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 60
trigger2 = Root,MoveType = H

[StateDef 6210]
type = A
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 99999
ctrl = 0
sprpriority = 4

[State 6210, Explod]
type = Explod
trigger1 = time = 0
Anim = 6210
ID = 6210
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1,1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6210, Explod]
type = Explod
trigger1 = time = 0
anim = 6211
ID = 6211
sprpriority = 20
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 1
persistent = 0
under = 0
ownpal = 1
scale = 1.5,1.5
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State 6200, DestroySelf]
type = DestroySelf
trigger1 = Time >= 33

[StateDef 8030]
type = A
anim = 99999
velset = 0, 0
sprpriority = 5

[State 8030, PosSet]
type = PosSet
trigger1 = !time = 0
y = 0

[State 8030, Explod]
type = Explod
trigger1 = time = 0 || time = 3 || time = 6
anim = 8030
ID = ifelse((time = 6), 8032, ifelse((time = 3), 8031, 8030))
postype = p1
pos = 0, -4
random = 8, 8
vel = -3 -(random / 1000.0), -2 -(random / 2000.0)
facing = ifelse(random < 500, -1, 1)
vfacing = ifelse(random < 500, -1, 1)
removetime = 16
sprpriority = 3
pausemovetime = -1
supermovetime = -1

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8030)
ID = 8030
scale = 0.1 + (0.025 * time), 0.1 + (0.025 * time)
trans = addalpha
alpha = 256 -(16 * time), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8031)
ID = 8031
scale = 0.1 + (0.025 * (time -3)), 0.1 + (0.025 * (time -3))
trans = addalpha
alpha = 256 -(16 * (time -3)), 256

[State 8030, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8032)
ID = 8032
scale = 0.1 + (0.025 * (time -6)), 0.1 + (0.025 * (time -6))
trans = addalpha
alpha = 256 -(16 * (time -6)), 256

[State 8030, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 22

[State 8030, DestroySelf]
type = DestroySelf
trigger1 = !NumExplod

[StateDef 8050]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8050, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8050, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8050, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .3-(time*.03), .3-(time*.03)

[State 8050, AngleDraw]
type = AngleDraw
trigger1= time >= 10
scale = 0,0

[State 8050, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .15+(.009375*time),.15+(.009375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8050, Explod]
type = Explod
trigger1= !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8050, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .3-(.0375*time),.3-(.0375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8050, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8051]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8051, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8051, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time<10
scale = .35-(time*.035), .35-(time*.035)

[State 8051, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8051, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .175+(.0109375*time),.175+(.0109375*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8051, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8051, ModifyExplod]
type = ModifyExplod
trigger1= NumExplod(8053)
ID = 8053
scale = .35-(.04375*time),.35-(.04375*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8051, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8051, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8052]
type = A
physics = N
movetype = I
anim = 8050
velset=0,0
sprpriority=5

[State 8052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8052, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8052, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time < 10
scale = .4-(time*.04), .4-(time*.04)

[State 8052, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8052, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8051)
ID = 8051
scale =.2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8052)
ID = 8052
scale = .2+(.0125*time),.2+(.0125*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8052, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8052, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(8053)
ID = 8053
scale = .4-(.05*time),.4-(.05*time)
trans = addalpha
alpha = 128-(16*time),256

[State 8052, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8052, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8053]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8053, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8053, AngleSet]
type = AngleSet
trigger1 = !time
value = 30*(random%12)

[State 8053, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8053, AngelDraw]
type = AngleDraw
trigger1 = time < 10
scale = .5-(time*.05), .5-(time*.05)

[State 8053, AngleDraw]
type = AngleDraw
trigger1 = time >= 10
scale = 0,0

[State 8053, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8051)
ID = 8051
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8052)
ID = 8052
scale = .25+(.015625*time),.25+(.015625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8054)
ID = 8054
scale = .5,.5
trans = addalpha
alpha = 256-(32*time),256

[State 8053, Explod]
type = Explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8053, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8053)
ID = 8053
scale = .5-(.0625*time),.5-(.0625*time)
trans = addalpha
alpha = 256-(32*time),256

[State 8053, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 16

[State 8053, DestroySelf]
type = DestroySelf
trigger1 = time >= 16

[StateDef 8054]
type = A
physics = N
movetype = I
anim = 8050
velset = 0,0
sprpriority = 5

[State 8054, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 8054, Angle]
type = angleset
trigger1 = !time
value = 30*(random%12)

[State 8054, AngleAdd]
type = angleadd
trigger1 = 1
value = 30

[State 8054, AngleDraw]
type = angledraw
trigger1 = time < 10
scale = .45-(time*.045), .45-(time*.045)

[State 8054, AngleDraw]
type = angledraw
trigger1 = time >= 10
scale = 0,0

[State 8054, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8051
ID = 8051
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8051)
ID = 8051
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8052
ID = 8052
postype = p1
facing = ifelse(random<500,-1,1)
vfacing = ifelse(random<500,-1,1)
sprpriority = 5
removetime = 16
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8052)
ID = 8052
scale = .225+(.0140625*time),.225+(.0140625*time)
trans = addalpha
alpha = 256-(16*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8054
ID = 8054
postype = p1
vfacing = ifelse(random < 500,-1,1)
sprpriority = -3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8054)
ID = 8054
scale = .4,.4
trans = addalpha
alpha = 256-(32*time),256

[State 8054, Explod]
type = explod
trigger1 = !time
anim = 8053
ID = 8053
postype = p1
facing = ifelse(random < 500,-1,1)
vfacing = ifelse(random < 500,-1,1)
sprpriority = 3
removetime = 8
pausemovetime = -1
supermovetime = -1

[State 8054, ModifyExplod]
type = modifyexplod
trigger1 = numexplod(8053)
ID = 8053
scale = .45-(.05625*time),.45-(.05625*time)
trans = addalpha
alpha = 192-(24*time),256

[State 8054, RemoveExplod]
type = RemoveExplod
trigger1= time >= 16

[State 8054, DestroySelf]
type = DestroySelf
trigger1= time >= 16

[StateDef 8100]
type = A
velSet = 0,0
anim = 99999

[State 8100, VarSet]
type = VarSet
trigger1 = !Time
var(0) = Parent,var(43)

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8100, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8100, Turn]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, Explod]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8100
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8100, DestroySelf]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])

[StateDef 8700]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8700, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8700,0
channel = 2

[State 8700, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8700,8701)
pos = IfElse(Teamside = 1,0,320),110
ID = 8700
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8700, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8700, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 8710]
type = A
physics = N
velset = 0,0
anim = 99999

[State 8710, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S8710,0+Random%3
channel = 2

[State 8710, Explod]
type = explod
trigger1 = Time = 0
anim = IfElse(TeamSide = 1,8710,8711)
pos = IfElse(Teamside = 1,0,320),125
ID = 8710
sprpriority = -1
postype = Left
removetime = 60
BindTime = -1
pausemovetime = -1
supermovetime = -1
ownpal = 1
scale = 0.335,0.335

[State 8710, RemoveExplod]
type = removeexplod
trigger1 = time >= 60

[State 8710, DestroySelf]
type = destroyself
trigger1 = time >= 60

[StateDef 9000]
type = A
physics = N
movetype = I
anim = 9000
velset = 0,0
sprpriority = 5

[State 9000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9000, AnglDraw]
type = AngleDraw
trigger1 = 1
scale = .125+(.046875*time), .125+(.046875*time)

[State 9000, Trans]
type = Trans
trigger1 = time < 4
trans = addalpha
alpha = 256, 256

[State 9000, Trans]
type = Trans
trigger1 = time >= 4
trans = addalpha
alpha = 256 - 64*(time-4), 256

[State 9000, DstroySelf]
type = DestroySelf
trigger1 = time >= 8

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[StateDef -2]

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
triggerall = stateno = 5000 || stateno = 5010
trigger1 = gethitvar(animtype) >= 2 && random < 500
trigger2 = gethitvar(animtype) = 1 && random < 500
trigger3 = gethitvar(animtype) = 0 && random < 500
value = S5000,0+random%9
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = playsnd
triggerall = alive && time = 1
trigger1 = (stateno = 5000 || stateno = 5010) && numenemy
trigger1 = gethitvar(fall) || (enemynear, hitdefattr = SCA, SA, HA)
trigger2 = (stateno = 5020 || stateno = 5070 || stateno = 5080)
trigger3 = (stateno = 5050 || stateno = 5100) && (prevstateno != [5000, 5199])
value = S5000,0+random%9
channel = 0
ignorehitpause = 1

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = StateNo = [5200,5210]
value = S5200,0+Random%6
persistent = 0
channel = 0

[State -2, PlaySnd]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 5120
value = S5200,0+Random%6
persistent = 0
channel = 0

[State -2, VarSet]
type = VarSet
trigger1 = Var(14) > 0
trigger1 = StateType != A
V = 14
value = 0
IgnoreHitPause = 1

[State -2, VarSet]
type = Varset
trigger1 = numenemy
fvar(0) = enemynear,gethitvar(hitcount)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(0) = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ifelse(fvar(0) = 0, 1, ifelse(fvar(0) = 1, 1, .96875**fvar(0)))
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = fvar(1)*fvar(2)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = IfElse(Var(46) = 1,1.1,1)

[State -2, VarSet]
type = VarSet
trigger1 = MoveContact = 1 && var(40) < 0
var(40) = hitpausetime
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(40) = hitpausetime
trigger1 = var(41) >0 || var(42) > 0
trigger1 = MoveContact = 1
helpertype = normal
name="Hit_Spark"
stateNo = Ifelse(MoveGuarded, var(42),var(41))
ID = 8050
postype = p1
pos = Ifelse(P2Dist x < 0, 0, Ifelse(P2Dist x < var(43), ceil(P2Dist x), var(43))), var(44)
ownpal = 1
keyctrl = 0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State -2, Helper]
type = Helper
trigger1 = MoveHit = 1 && Var(40) = HitPauseTime
trigger1 = NumEnemy && Var(10)
trigger1 = !(HitDefAttr = SCA, AT) && (EnemyNear,MoveReversed != 1)
helpertype = normal
stateno = 8700
ID = 8700
name = "Counter"
postype = p1
pos = ifelse(p2dist x<40, 40, ifelse(p2dist x<140, ceil(p2dist x), 140)), -70
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, VarSet]
type = Varset
trigger1 = NumEnemy
var(10) = (EnemyNear,MoveType = A)
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = 1
var(40) = -1

[State -2, VarRangeSet]
type = VarRangeSet
trigger1 = movetype = I
trigger2 = movetype = H && time
trigger3 = var(41)>0||var(42)>0
trigger3 = movecontact=1
first = 40
last = 44
value = -1
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
trigger2 = Var(46) = 0
trigger2 = Var(45) <=0
v = 45
Value = 0

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveHit = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != [2000,4999]
v = 45
value = 12

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
trigger1 = MoveGuarded = 1
trigger1 = StateNo != 950
trigger1 = StateNo != [2000,4999]
v = 45
value = 6

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 1
trigger1 = MoveContact = 1
trigger1 = StateNo != [800,810]
trigger1 = StateNo != 950
trigger1 = StateNo != 6000
trigger1 = StateNo != [2000,4999]
v = 45
value = -15

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo != [120,159]
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
trigger1 = MoveType = H
trigger1 = GetHitVar(damage)!=0
trigger1 = StateNo = [120,159]
v = 45
value = 2

[State -2, VarAdd]
type = VarAdd
triggerall = Var(45) <= 500
triggerall = Var(46) = 0
triggerall = Alive
triggerall = RoundState = 2
triggerall = ((Life*100)/LifeMax) <= 20
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = Gametime%10 = 0
v = 45
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = Var(46) = 1
trigger1 = Var(45) <= 0
v = 46
Value = 0

[State -2, VarSet]
type = VarSet
trigger1 = RoundState < 2
trigger1 = Var(48) != 360
trigger2 = Var(48) > 360
var(48) = 360

[State -2, VarAdd]
type = VarAdd
triggerall = !(Numhelper(1401) || NumHelper(1410) || NumHelper(2401))
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
trigger1 = Var(48) < 360
trigger1 = time
v = 48
value = 1
ignorehitpause = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = var(49) > 0
trigger1 = !numhelper(20100)
trigger1 = StateNo != 3000
trigger1 = StateNo != [4000,4199]
var(49) = -1
IgnoreHitPause = 1

[State -2, VarSet]
type = VarSet
trigger1 = RoundState <= 1 
v = 49
value = 0

;[State -2, VarAdd];Testing Purposes
;type = VarAdd
;triggerall = Var(45) <= 500
;trigger1 = Command = "b"
;v = 45
;value = 500

;[State -2, VarSet];Testing Purposes
;type = VarSet
;triggerall = Var(47) <= 3
;trigger1 = Command = "c"
;v = 47
;value = 3

[State -2, PalFX]
type = PalFX
triggerall = Var(46) = 1
trigger1 = !(GameTime % 2)
time = 1
add = 60,60,60
ignorehitpause = 1

[State -2, Helper]
type = Helper
Trigger1 = Var(46) = 1
Trigger1 = NumHelper(6002) = 0
Trigger1 = Var(45) >= 0
helpertype = normal
name = "Aura"
ID = 6002
pos = 0, 0
postype = p1
facing = 1
stateno = 6002
keyctrl = 0
ownpal = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, AssertSpecial]
type = AssertSpecial
flag = NoKOSlow
trigger1 = StateNo = [4000,4199]
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = RoundState >= 2
triggerall = WinKo && !var(37)
trigger1 = StateNo = [4000,4199]
trigger2=movetype=h
trigger2=prevstateno=[4000,4199]
ID = 20150
stateno = 20100
Name = "Super_Combo_Finish"
postype = left
pos = 0,0
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1
ownpal = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State -2, VarAdd]
type = VarAdd
trigger1 = roundstate = 3
ignorehitpause = 1
var(37) = 1

[State -2, VarSet]
type = Varset
trigger1 = roundstate = 0
ignorehitpause = 1
var(37) = 0

[State -2, Helper]
type = Helper
trigger1 = numhelper(6010) = 0
ID = 6010
name = "MAX_Bar"
stateno = 6010
ownpal = 1
postype = left
pos = 160,
pausemovetime=-2**31-1
supermovetime=-2**31-1
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = RoundState = 2
trigger1 = Var(48) = 359
stateno = 6004
ID = 6004
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, Helper]
type = Helper
triggerall = NumHelper(6080) = 0
triggerall = RoundState = 4
trigger1 = Alive = 0
trigger2 = StateNo = 170
stateno = 6004
ID = 6080
Name = "Speech"
postype = left
facing = 1
sprpriority = 5
ownpal = 1
ignorehitpause = 1
persistent = 0
Helpertype = Normal
pausemovetime=-2**31-1
supermovetime=-2**31-1

[State -2, VarAdd]
type = VarAdd
trigger1 = 100*Life/LifeMax <= 20
v = 11
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = 100*Life/LifeMax > 20
v = 11
value = 0

[State -2, Helper]
type = Helper
trigger1 = Var(11) = 1
persistent = 0
id = 8710
name = "Danger"
pos = 0,0
postype = P1
stateno = 8710
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime=-2**31-1
supermovetime=-2**31-1

[state ]
type=null
triggerall=var(56)
trigger1=(var(13)&1)=(var(49)<=0)
trigger1=0*(var(13):=(var(13)^1))*(var(13):=(var(13)|4))
trigger2=(var(13)&2)=2*(facing=1)
trigger2=0*(var(13):=(var(13)^2))*(var(13):=(var(13)|4))
trigger3=numhelper(20300)
trigger3=helper(20300),stateno=20301
trigger3=helper(20300),var(0)!=var(56)
trigger3=0*(var(56):=helper(20300),var(0))*(var(13):=(var(13)|4))

[State -2, RemapPal]
type = RemapPal
trigger1=var(13)&4
source = 0,1
dest = var(13)%4,var(56)
ignorehitpause = 1

[State -2, RemapPal]
type = RemapPal
trigger1=var(13)&4
source = 9000,0
dest = 2*(teamside=2)+(var(13):=(var(13)&3))%2,var(56)
ignorehitpause = 1

[State -2, LifeAdd]
type = LifeAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -5
kill = 0

[State -2, PowerAdd]
type = PowerAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "VAkiha_K"
trigger1 = Enemy,Var(30) = 1
value = -26

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Senna_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 6
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Homura_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,time = 203
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4103
triggerall = MoveType = H
trigger1 = Enemy,time%8 = 0
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4004
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 3
trigger2 = Enemy,AnimElem = 8
trigger3 = Enemy,AnimElem = 12
trigger4 = Enemy,AnimElem = 16
trigger5 = Enemy,AnimElem = 20
trigger6 = Enemy,AnimElem = 24
trigger7 = Enemy,AnimElem = 28
trigger8 = Enemy,AnimElem = 32
trigger9 = Enemy,AnimElem = 36
trigger10 = Enemy,AnimElem = 40
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Taiga_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Rentaro_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 16
v = 45
value = 46

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4104
triggerall = MoveType = H
trigger1 = Enemy,Time >= 24
trigger1 = Enemy,Time%3 = 0
trigger1 = Enemy,Time < 75
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Miyuki_K"
triggerall = Enemy,StateNo = 4105
triggerall = MoveType = H
trigger1 = Enemy,Time = 12
trigger2 = Enemy,Time = 137
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 951
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 13
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kirino_K"
triggerall = Enemy,StateNo = 4005
triggerall = MoveType = H
trigger1 = Enemy,Time = 184
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Kuroyukihime_K"
triggerall = Enemy,StateNo = 4002
triggerall = MoveType = H
trigger1 = Enemy,Time = 20
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 810
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 2
trigger2 = Enemy,AnimElem = 9
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 1503 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 2502 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 5
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Selvaria_K"
triggerall = Enemy,StateNo = 4003
triggerall = MoveType = H
trigger1 = Enemy,Time%2 = 0
trigger1 = Enemy,Time > 45
trigger1 = Enemy,Time <= 77
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 810 
triggerall = MoveType = H
trigger1 = Enemy,AnimElem = 4
v = 45
value = 4

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4004 
triggerall = MoveType = H
trigger1 = Enemy,Time = 95
v = 45
value = 50

[State -2, VarAdd]
type = VarAdd
triggerall = NumEnemy
triggerall = Enemy,AuthorName = "Kohaku" && Enemy,Name = "Emi_K"
triggerall = Enemy,StateNo = 4108 
triggerall = MoveType = H
trigger1 = Enemy,Time = 4
trigger2 = Enemy,Time = 9
trigger3 = Enemy,Time = 14
trigger4 = Enemy,Time = 19
trigger5 = Enemy,Time = 24
trigger6 = Enemy,Time = 29
trigger7 = Enemy,Time = 34
trigger8 = Enemy,Time = 39
trigger9 = Enemy,Time = 44
trigger10 = Enemy,Time = 49
trigger11 = Enemy,Time = 52
trigger12 = Enemy,Time = 55
trigger13 = Enemy,Time = 58
trigger14 = Enemy,Time = 61
trigger15 = Enemy,Time = 64
trigger16 = Enemy,Time = 67
trigger17 = Enemy,Time = 70
trigger18 = Enemy,Time = 73
trigger19 = Enemy,Time = 74
trigger20 = Enemy,Time = 75
trigger21 = Enemy,Time = 76
trigger21 = Enemy,Time = 77
trigger22 = Enemy,Time = 78
trigger23 = Enemy,Time = 79
trigger24 = Enemy,Time = 80
trigger25 = Enemy,Time = 81
trigger26 = Enemy,Time = 104
v = 45
value = 2

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Striker = %d"
params = var(13)

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(20) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = movecontact
trigger3 = Statetype = A
trigger3 = (Stateno = [600,699])
trigger3 = MoveContact
var(20) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(21) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [1000,1999])
trigger2 = MoveContact
var(21) = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
var(22) = 0

[State -3, VarSet]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [2000,3999])
trigger2 = stateno != [4000,4999]
trigger2 = MoveContact
var(22) = 1

[State -3, ChangeState]
type = ChangeState
trigger1 = !alive && (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
value = 5950
ignorehitpause = 1

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = (stateno = [5000,5010])
trigger1 = (prevstateno = [120,121]) || (prevstateno = [130,131]) || (prevstateno = [140,141]) || (prevstateno = [150,153])
flag = nokosnd
ignorehitpause = 1

[State -3, Width]
type = Width
trigger1 = 1
edge = 4,0
ignorehitpause = 1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[statedef 20200]
anim=99999
[state ]
type=null
time=50
anim=-1
p2defmul=1
darken=0
trigger1=1||(var(0):=5*(random%3))||(var(1):=floor(gameheight/2+.5)-120)
[state ]
type=explod
anim=20200
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=1
[state ]
type=explod
anim=20215
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=1
[state ]
type=explod
anim=20202
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=1
[state ]
type=explod
anim=20201
id=20200
facing=root,facing
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=1
[state ]
type=explod
anim=20200+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=var(0)
[state ]
type=explod
anim=20202+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=var(0)
[state ]
type=explod
anim=20201+var(0)
id=20200
scale=.33333333,.33333333
ontop=1
pausemovetime=2147483647
supermovetime=2147483647
trigger1=var(0)
[state ]
type=playsnd
value=s20200,random%4
volumescale=140
abspan=0
trigger1=1
[state ]
type=changestate
value=20201
trigger1=1
[statedef 20201]
[state ]
type=destroyself
trigger1=numexplod=0
[state ]
type=modifyexplod
id=20200
postype=left
pos=160,var(1)
trigger1=1
[state ]
type=modifyexplod
id=20203
postype=left
pos=0,0
trigger1=numexplod(20203)
[statedef 20300]
anim=20300
ctrl=0
sprpriority=10
[state ]
type=destroyself
trigger1=roundstate>1
trigger2=root,stateno!=[190,199]
[state ]
type=explod
id=20300
anim=20302
sprpriority=5
scale=.33333333,.33333333
pausemovetime=2147483647
supermovetime=2147483647
trigger1=command="s"
[state ]
type=changestate
value=20301
trigger1=numexplod(20300)
trigger1=1||(var(0):=root,var(56))||(fvar(0):=random*.36)||(fvar(1):=180*(1-2*(random%2)))||(fvar(2):=2)
[state ]
type=assertspecial
flag=noshadow
trigger1=1
[state ]
type=bindtoroot
pos=0,-20
trigger1=1
[state ]
type=assertspecial
flag=invisible
trigger1=time%60>30
[statedef 20301]
anim=20301
[state ]
type=changestate
value=20302
trigger1=command="s"
trigger1=time
trigger1=1||(fvar(3):=(2/fvar(2))**.01639344262295081967213114754098)
[state ]
type=removeexplod
trigger1=roundstate>1
[state ]
type=destroyself
trigger1=numexplod=0
[state ]
type=assertspecial
flag=noshadow
flag2=intro
trigger1=var(1)
trigger1=0*(var(1):=var(1)-1)
trigger2=abs(fvar(1))>1
trigger2=0*(fvar(1):=fvar(1)/1.16)
trigger3=fvar(2)>1
trigger3=0*(fvar(2):=fvar(2)/1.02)
trigger4=fvar(2)<1
trigger4=0*(fvar(2):=1)
trigger5=1
[state ]
type=bindtoroot
pos=0,-20
trigger1=1
[state ]
type=playsnd
value=s20300,0
trigger1=time=0
[state ]
type=removeexplod
id=20301
triggerall=var(1)=0
trigger1=(command="holdfwd")||(command="holdup")
trigger1=(var(0):=var(0)+1)||(var(1):=8)
trigger2=(command="holdback")||(command="holddown")
trigger2=(var(0):=var(0)-1)||(var(1):=8)
[state ]
type=null
trigger1=var(0)>34
trigger1=var(0):=1
trigger2=var(0)<1
trigger2=var(0):=34
[state ]
type=removeexplod
id=20302
trigger1=var(0)!=root,var(56)
[state ]
type=playsnd
value=s20300,2
trigger1=var(0)!=root,var(56)
[state ]
type=explod
id=20301
anim=20310+(var(0)%100)/10
sprpriority=6
scale=.33333333,.33333333
pausemovetime=2147483647
supermovetime=2147483647
trigger1=numexplod(20301)=0
[state ]
type=explod
id=20302
anim=20310+var(0)%10
sprpriority=6
scale=.33333333,.33333333
pausemovetime=2147483647
supermovetime=2147483647
trigger1=numexplod(20302)=0
[state ]
type=angledraw
value=fvar(0):=fvar(0)+fvar(1)
scale=fvar(2),fvar(2)
trigger1=1
[state ]
type=trans
trans=addalpha
alpha=var(2),256-var(2)
trigger1=(var(2):=floor(.5+(2-fvar(2))*256))<256
[state ]
type=trans
trans=none
trigger1=var(2)>=256
[state ]
type=modifyexplod
id=20300
postype=p1
trigger1=1
[state ]
type=modifyexplod
id=20301
postype=p1
pos=-7,-4
trigger1=1
[state ]
type=modifyexplod
id=20302
postype=p1
pos=1,-4
trigger1=1
[state ]
type=modifyexplod
trans=addalpha
alpha=var(2),256-var(2)
trigger1=var(2)<256
[state ]
type=modifyexplod
trans=none
trigger1=var(2)>=256
[statedef 20302]
[state ]
type=removeexplod
trigger1=roundstate>1
trigger2=time>=60
[state ]
type=destroyself
trigger1=numexplod=0
[state ]
type=changestate
value=20301
trigger1=command="s"
trigger1=time
[state ]
type=bindtoroot
pos=0,-20
trigger1=1
[state ]
type=modifyexplod
id=20300
postype=p1
trigger1=1
[state ]
type=modifyexplod
id=20301
postype=p1
pos=-7,-4
trigger1=1
[state ]
type=modifyexplod
id=20302
postype=p1
pos=1,-4
trigger1=1
[state ]
type=assertspecial
flag=noshadow
flag2=intro
trigger1=1
[state ]
type=playsnd
value=s20300,1
trigger1=time=0
[state ]
type=angledraw
value=fvar(0):=fvar(0)+fvar(1)
scale=fvar(2),fvar(2)
trigger1=(fvar(1):=fvar(1)*1.08)||(fvar(2):=fvar(2)*fvar(3))
[state ]
type=trans
trans=addalpha
alpha=var(2),256-var(2)
trigger1=(var(2):=floor(.5+(2-fvar(2))*256))
[state ]
type=modifyexplod
trans=addalpha
alpha=var(2),256-var(2)
trigger1=1