;======================================================================
;======================================================================
; Helper states file for "Akane Satomura"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Special Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; 236 + A

[Statedef 11200]
type = A
movetype = A
physics = N
anim = 11200
ctrl = 0

[State 11200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 11200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 11200, VelSet]
type = VelSet
trigger1 = Time <= var(0)
x = 5.5
y = 0.85
ignorehitpause = 1

[State 11200, VelSet]
type = VelSet
trigger1 = Time > var(0)
y = fvar(0)
ignorehitpause = 1

[State 11200, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 16
ignorehitpause = 1

[State 11200, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(0) = 0
ignorehitpause = 1

[State 11200, VarAdd]
type = VarAdd
trigger1 = Time > var(0)
fvar(0) = -0.1
ignorehitpause = 1

[State 11200, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(20) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*65),12
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11200, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11200, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11200, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

[State 11200, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(20) = 1
ignorehitpause = 1

[State 11200, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11200, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist <= -50

;----------------------------------------------------------------------
; 236 + B

[Statedef 11210]
type = S
movetype = A
physics = N
anim = 11210
ctrl = 0
velset = 9,0

[State 11210, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 11210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 11210, ChangeState]
type = ChangeState
trigger1 = ceil(P2Dist X) < 90
value = 11211

[State 11210, ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist <= -30
value = 11212

;----------------------------------------------------------------------
; 236 + B - Attack

[Statedef 11211]
type = S
movetype = A
physics = N
anim = 11211
ctrl = 0

[State 11211, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 11211, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = ,AT
time = 1
ignorehitpause = 1

[State 11211, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) >= 0
value = SCA
time = -1
ignorehitpause = 1

[State 11211, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) = 0
physics = S
ignorehitpause = 1

[State 11211, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11211, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11211, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11211, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 11211, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11213

;----------------------------------------------------------------------
; 236 + B - Miss

[Statedef 11212]
type = S
movetype = A
physics = S
anim = 11212
ctrl = 0
velset = 3,0

[State 11212, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11213

;----------------------------------------------------------------------
; Escape

[Statedef 11213]
type = A
movetype = I
physics = N
anim = 11253
ctrl = 0
velset = -10,-20

[State 11213, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11213, DestroySelf]
type = DestroySelf
trigger1 = BackEdgeDist <= -50

;----------------------------------------------------------------------
; 236 + C

[Statedef 11220]
type = S
movetype = A
physics = N
anim = 11220
ctrl = 0
velset = 5,0

[State 11220, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 11220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 11220, VarSet]
type = VarSet
trigger1 = Time = 0
var(6) = 1
ignorehitpause = 1

[State 11220, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(20) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*80),5
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2,-8.5
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.45

[State 11220, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11220, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11220, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11220, Effect]
type = Explod
trigger1 = Time % 5 = 0
anim = 10100
postype = p1
pos = 5,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2

[State 11220, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(20) = 1
ignorehitpause = 1

[State 11220, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11220, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist <= -50

;----------------------------------------------------------------------
; Damage - Shaking

[Statedef 11250]
type = A
movetype = H
physics = N
anim = 11250
ctrl = 0
velset = 0,0

[State 11250, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11250, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = GetHitVar(HitShakeTime)
ignorehitpause = 1

[State 11250, VarAdd]
type = VarAdd
trigger1 = var(5) > 0
var(5) = -1
ignorehitpause = 1

[State 11250, Helper]
type = Helper
trigger1 = Time = 0
trigger1 = var(6) = 1
helpertype = normal
name = "Bike"
postype = p1
pos = 0,-30
ownpal = 1
facing = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11254
ignorehitpause = 1

[State 11250, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = var(5) = 0
value = 11251

;----------------------------------------------------------------------
; Damage - Fall

[Statedef 11251]
type = A
movetype = H
physics = N
anim = 11251
ctrl = 0
velset = -3,-5

[State 11251, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11251, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 11251, ChangeState]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 11252

;----------------------------------------------------------------------
; Damage - Landing

[Statedef 11252]
type = S
movetype = H
physics = S
anim = 11252
ctrl = 0
velset = 0,0

[State 11252, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11252, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11252, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 11252, Effect]
type = Explod
trigger1 = Time = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 11252, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 11252, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11253

;----------------------------------------------------------------------
; Escape

[Statedef 11253]
type = A
movetype = I
physics = N
anim = 11253
ctrl = 0
velset = -3,-20

[State 11253, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11253, DestroySelf]
type = DestroySelf
trigger1 = BackEdgeDist <= -50

;----------------------------------------------------------------------
; Damage - Bike

[Statedef 11254]
type = A
movetype = I
physics = N
anim = 11254
ctrl = 0

[State 11254, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 11254, AngleSet]
type = AngleSet
trigger1 = 1
value = Time*60

[State 11254, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 11254, VelSet]
type = VelSet
trigger1 = Time = 1
x = -5*ifelse(Parent,Vel X > 0,1,-1)
y = -5

[State 11254, DestroySelf]
type = DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236 + A(in Air)

[Statedef 11500]
type = A
movetype = A
physics = N
anim = 11500
ctrl = 0
velset = 12,5
sprpriority = 5

[State 11500, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11500
time = -1
ignorehitpause = 1

[State 11500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11500, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*20),5
getpower = 25,5
givepower = 8,3
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2.5,-4.5
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11500, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11500, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11500, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 11500, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11500, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 5
value = 11505

;----------------------------------------------------------------------
; 236 + A(in Air)

[Statedef 11505]
type = S
movetype = A
physics = S
anim = 11505
ctrl = 0
velset = 0,0

[State 11505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11505, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236 + B(in Air)

[Statedef 11510]
type = A
movetype = A
physics = N
anim = 11510
ctrl = 0
velset = 13,4
sprpriority = 5

[State 11510, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11510
time = -1
ignorehitpause = 1

[State 11510, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11510, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*20),5
getpower = 25,5
givepower = 8,3
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2.5,-4.5
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11510, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11510, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11510, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 11510, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11510, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 5
value = 11515

;----------------------------------------------------------------------
; 236 + B(in Air)

[Statedef 11515]
type = S
movetype = A
physics = S
anim = 11515
ctrl = 0
velset = 0,0

[State 11515, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11515, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236 + C(in Air)

[Statedef 11520]
type = A
movetype = A
physics = N
anim = 11510
ctrl = 0
velset = 13,4
sprpriority = 5

[State 11520, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11520
time = -1
ignorehitpause = 1

[State 11520, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11520, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*30),7
getpower = 25,5
givepower = 8,3
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2.5,-4.5
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11520, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11520, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11520, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 11520, ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 11525
ignorehitpause = 1

[State 11520, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11520, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 5
value = 11515

;----------------------------------------------------------------------
; 236 + C(in Air)

[Statedef 11525]
type = A
movetype = A
physics = N
anim = 11525
ctrl = 0
velset = 1,-10

[State 11525, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11525
time = -1
ignorehitpause = 1

[State 11525, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11525, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3
ignorehitpause = 1

[State 11525, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Vel Y > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 25,5
givepower = 8,3
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2.5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11525, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11525, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11525, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 11525, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 11526
ignorehitpause = 1

[State 11525, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11525, DestroySelf]
type = DestroySelf
trigger1 = Pos Y >= 50

;----------------------------------------------------------------------
; 236 + C(in Air)

[Statedef 11526]
type = A
movetype = A
physics = N
anim = 11526
ctrl = 0
velset = 1,-6

[State 11526, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11525
time = -1
ignorehitpause = 1

[State 11526, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11526, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3
ignorehitpause = 1

[State 11526, DestroySelf]
type = DestroySelf
trigger1 = Pos Y >= 50

;----------------------------------------------------------------------
; Super Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; 214214 + A / B / C

[Statedef 16000]
type = A
movetype = A
physics = N
anim = 16000
ctrl = 0
velset = 4,0
sprpriority = 5

[State 16000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16000, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0.35
ignorehitpause = 1

[State 16000, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),5
getpower = 25,5
givepower = 8,3
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*0,-8.5
guard.velocity = -5
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.5)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 16000, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16000, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16000, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 16000, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
trigger3 = Time > 132
value = 16001
ignorehitpause = 1

[State 16000, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;----------------------------------------------------------------------
; 214214 + A / B / C - Disappear

[Statedef 16001]
type = A
movetype = A
physics = N
anim = 16001
ctrl = 0

[State 16001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16001, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236236 + A / B / C

[Statedef 16100]
type = A
movetype = A
physics = N
anim = 16100
ctrl = 0
velset = 0,-20
sprpriority = -5

[State 16100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16100
time = -1
ignorehitpause = 1

[State 16100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16100, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(13) = 1
ignorehitpause = 1

[State 16100, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*8),0
getpower = 0,0
givepower = 20,10
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-1,-5
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*80*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16100, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31003
ignorehitpause = 1

[State 16100, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16100, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 90
ignorehitpause = 1

[State 16100, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16100, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 16101

;----------------------------------------------------------------------
; 236236 + A / B / C - Wait

[Statedef 16101]
type = A
movetype = A
physics = N
anim = -1
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16101, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16101
time = -1
ignorehitpause = 1

[State 16101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State 16101, VarRandom];Pos X
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,30

[State 16101, VarRandom];Positive or Negative?
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 16101, VarSet];var(2) converter
type = VarSet
trigger1 = Time = 1
var(3) = ifelse(var(2) = 1,1,-1)

[State 16101, VarRandom];Animation Randomizer
type = VarRandom
trigger1 = Time = 0
v = 4
range = 1,3

[State 16101, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 19
value = 16100+var(4)
persistent = 0

[State 12060, VarSet]
type = VarSet
trigger1 = 1
var(5) = Root,Facing

[State 16101, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 16105

;----------------------------------------------------------------------
; 236236 + A / B / C - Fall

[Statedef 16105]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = random%5

[State 16105, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = ceil(P2Dist X)-500 + (var(1)*var(3))
y = ceil(Pos Y + ((Pos Y + P2Dist Y)*0.5))

[State 16105, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = var(4) = 1
x = 17+random%3
y = 50

[State 16105, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = var(4) = 2
x = 16+random%4
y = 50

[State 16105, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = var(4) = 3
x = 15+random%5
y = 50

[State 16105, PosSet]
type = PosSet
trigger1 = (Vel Y > 0) && (Pos Y >= -30)
y = random%10

[State 16105, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = var(5) != Root,Facing

[State 16105, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15+(random%10)),random%20
getpower = 0,0
givepower = 10,5
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-4,-8
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16105, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31003
ignorehitpause = 1

[State 16105, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16105, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16105, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16105, ChangeState]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= -30)
value = 16106

;----------------------------------------------------------------------
; 236236 + A / B / C - Landing

[Statedef 16106]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State 16106, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16106
time = -1
ignorehitpause = 1

[State 16106, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16106, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 16104+var(4)
persistent = 0

[State 16106, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 641236 + A - Appear

[Statedef 16200]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
velset = 9,18

[State 16200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16200, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 16201
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + A - Landing

[Statedef 16201]
type = S
movetype = A
physics = S
anim = 16201
ctrl = 0
velset = 0,0

[State 16201, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 16201, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 16202
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + A - Attack

[Statedef 16202]
type = S
movetype = A
physics = S
anim = 16202
ctrl = 0
velset = 0,0

[State 16202, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16202, NotHitBy]
type = PlayerPush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 16202, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(9) = 0
trigger4 = AnimElemTime(13) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(20) = 0
trigger7 = AnimElemTime(23) = 0
trigger8 = AnimElemTime(27) = 0
trigger9 = AnimElemTime(32) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 16202, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(6) = 0
trigger3 = AnimElemTime(9) = 0
trigger4 = AnimElemTime(13) = 0
trigger5 = AnimElemTime(16) = 0
trigger6 = AnimElemTime(20) = 0
trigger7 = AnimElemTime(23) = 0
trigger8 = AnimElemTime(27) = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*13),5
getpower = 0,0
givepower = 8,3
pausetime = 4,10
guard.pausetime = 4,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*0,0
guard.velocity = -2.5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16202, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(32) = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*160),5
getpower = 0,0
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2.5,-14
guard.velocity = -2.5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-14+EnemyNear,Vel Y*0.25),-14)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16202, HitEffect]
type = Helper
trigger1 = AnimElemTime(32) < 0
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16202, HitEffect]
type = Helper
trigger1 = AnimElemTime(32) >= 0
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 16202, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16202, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = AnimElemTime(32) < 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 16202, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = AnimElemTime(32) >= 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 15
ignorehitpause = 1

[State 16202, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16202, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 16203
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + A - Disappear

[Statedef 16203]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
velset = -9,-18

[State 16203, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16203, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16203, DestroySelf]
type = DestroySelf
trigger1 = Time > 30

;----------------------------------------------------------------------
; 641236 + B - Appear

[Statedef 16210]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
velset = 9,18

[State 16210, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16210, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 16211
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + B - Landing

[Statedef 16211]
type = S
movetype = A
physics = S
anim = 16201
ctrl = 0
velset = 0,0

[State 16211, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 16211, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16211, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 16212
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + B - Attack

[Statedef 16212]
type = S
movetype = A
physics = S
anim = 16210
ctrl = 0
velset = 0,0

[State 16212, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16212, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16212, NotHitBy]
type = PlayerPush
trigger1 = AnimElemTime(114) < 0
value = 0
ignorehitpause = 1

[State 16212, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(115) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 16212, VelSet]
type = VelSet
trigger1 = AnimElemTime(114) = 0
x = 9
ignorehitpause = 1

[State 16212, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(2) = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*15),3
getpower = 0,0
givepower = 8,3
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*6,0
guard.velocity = -2.5
air.velocity = 2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16212, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(17) = 0
trigger2 = AnimElemTime(32) = 0
trigger3 = AnimElemTime(47) = 0
trigger4 = AnimElemTime(62) = 0
trigger5 = AnimElemTime(77) = 0
trigger6 = AnimElemTime(92) = 0
trigger7 = AnimElemTime(107) = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*15),3
getpower = 0,0
givepower = 8,3
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-7,0
guard.velocity = -2.5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16212, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(9) = 0
trigger2 = AnimElemTime(24) = 0
trigger3 = AnimElemTime(39) = 0
trigger4 = AnimElemTime(54) = 0
trigger5 = AnimElemTime(69) = 0
trigger6 = AnimElemTime(84) = 0
trigger7 = AnimElemTime(99) = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*15),3
getpower = 0,0
givepower = 8,3
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*7,0
guard.velocity = 5
air.velocity = 3,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16212, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(115) = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*160),5
getpower = 0,0
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2.5,-14
guard.velocity = -2.5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-14+EnemyNear,Vel Y*0.25),-14)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16212, HitEffect]
type = Helper
trigger1 = AnimElemTime(115) < 0
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16212, HitEffect]
type = Helper
trigger1 = AnimElemTime(115) >= 0
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 16212, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16212, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = AnimElemTime(115) < 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16212, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = AnimElemTime(115) >= 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 15
ignorehitpause = 1

[State 16212, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16212, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 16213
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + B - Disappear

[Statedef 16213]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
velset = -9,-18

[State 16213, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16213, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16213, DestroySelf]
type = DestroySelf
trigger1 = Time > 30

;----------------------------------------------------------------------
; 641236 + C - Appear

[Statedef 16220]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
velset = 9,18

[State 16220, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16220, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 16221
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + C - Landing

[Statedef 16221]
type = S
movetype = A
physics = S
anim = 16201
ctrl = 0
velset = 0,0

[State 16221, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 16221, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16221, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 16222
ignorehitpause = 1

;----------------------------------------------------------------------
; 641236 + C - Attack

[Statedef 16222]
type = S
movetype = A
physics = S
anim = 16220
ctrl = 0
velset = 0,0

[State 16222, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11250
time = -1
ignorehitpause = 1

[State 16222, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16222, NotHitBy]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 16222, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(168) >= 0
flag = UnGuardable
ignorehitpause = 1

[State 16222, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 16222, VelSet]
type = VelSet
trigger1 = AnimElemTime(168) = 0
trigger2 = AnimElemTime(168) > 0
trigger2 = var(10) = 0
x = 2
y = -20
ignorehitpause = 1

[State 16222, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(168) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 16222, VelSet]
type = VelSet
trigger1 = var(10) > 0
x = 0.5
y = -0.5
ignorehitpause = 1

[State 16222, VarSet]
type = VarSet
trigger1 = MoveHit
var(10) = 40
ignorehitpause = 1

[State 16222, VarAdd]
type = VarAdd
trigger1 = var(10) > 0
var(10) = -1
ignorehitpause = 1

[State 16222, Explod]
type = Explod
trigger1 = MoveHit
anim = 16221
postype = p1
pos = 3,-12
facing = -1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -5

[State 16222, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(168) = 0
attr = A,HA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*350),5
getpower = 0,0
givepower = 8,3
pausetime = 0,40
guard.pausetime = 0,40
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-root,fvar(0))*-2.5,-14
guard.velocity = -2.5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-14+EnemyNear,Vel Y*0.25),-14)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16222, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31007
ignorehitpause = 1

[State 16222, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16222, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 20
ignorehitpause = 1

[State 16222, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16222, DestroySelf]
type = DestroySelf
trigger1 = AnimElemTime(168) > 60

;----------------------------------------------------------------------
; WinPose
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; WinPose 4

[Statedef 13090]
type = A
movetype = A
physics = N
anim = 13090
ctrl = 0
velset = 0,0
sprpriority = 10

[State 13090, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 13090, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 21
flag = Invisible
ignorehitpause = 1

[State 13090, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 13090
time = -1
ignorehitpause = 1

[State 13090, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13090, Explod]
type = Explod
trigger1 = Time = 1
anim = 13091
ID = 13091
postype = p1
pos = 0,-50
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 13090, Explod]
type = Explod
trigger1 = Time = 1
anim = 13091
ID = 13091
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
ownpal = 1
facing = -1
supermovetime = 9999
pausemovetime = 9999

[State 13090, VelAdd]
type = VelAdd
trigger1 = Time > 20
y = 0.4

[State 13090, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 13090, VarSet]
type = VarSet
trigger1 = Time = 0
var(11) = 256

[State 13090, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(10),var(11)

[State 13090, VarAdd]
type = VarAdd
trigger1 = Time >= 20
trigger1 = var(10) < 256
var(10) = 16

[State 8090, VarAdd]
type = VarAdd
trigger1 = Time >= 20
trigger1 = var(11) > 0
var(11) = -16

[State 13090, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 13091
ignorehitpause = 1

;----------------------------------------------------------------------
; WinPose 4

[Statedef 13091]
type = A
movetype = A
physics = N
anim = 13090
ctrl = 0
velset = 0,0
sprpriority = 10

[State 13091, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 13091, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 13090
time = -1
ignorehitpause = 1

[State 13091, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13091, PosSet]
type = PosSet
trigger1 = 1
y = 0

;----------------------------------------------------------------------
; Intro
;----------------------------------------------------------------------

[Statedef 14010]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 14010, VarRandom]
type = VarRandom
trigger1 = Time = 1
v = 0
range = 0,2

[State 14010, VarRandom];Pos X
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,50

[State 14010, VarRandom];Positive or Negative?
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 14010, VarSet];var(2) converter
type = VarSet
trigger1 = Time = 1
var(3) = ifelse(var(2) = 1,1,-1)

[State 14010, PosAdd]
type = PosAdd
trigger1 = Time = 1
x = var(1)*var(3)

[State 14010, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 2
value = 14010+var(0)
persistent = 0

[State 14010, VelSet]
type = VelSet
trigger1 = Time = 2
trigger1 = var(0) = 0
x = 30
y = 60

[State 14010, VelSet]
type = VelSet
trigger1 = Time = 2
trigger1 = var(0) = 1
x = 30
y = 60

[State 14010, VelSet]
type = VelSet
trigger1 = Time = 2
trigger1 = var(0) = 2
x = 20
y = 60

[State 14010, ChangeState]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 14011

[Statedef 14011]
type = A
movetype = I
physics = N
anim = 14015+var(0)
ctrl = 0
velset = 0,0

[State 14011, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 14011, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Sound"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 30200
ID = 1
ignorehitpause = 1

[State 14011, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 14015]
type = A
movetype = I
physics = N
anim = 48
ctrl = 0
velset = 0,0

[State 14015, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.45

[State 14015, ChangeState]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 14016

[Statedef 14016]
type = A
movetype = I
physics = N
anim = 49
ctrl = 0
velset = 0,0

[State 14016, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 14016, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1

[State 14016, ParentVarSet]
type = ParentVarSet
trigger1 = AnimTime = -1
var(10) = 1

[State 14016, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

