;======================================================================
;======================================================================
; Helper states file for "Ayu Tukimiya"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Effect
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Dash

[Statedef 10100]
type = A
movetype = I
physics = N
anim = 10101
ctrl = 0
sprpriority = 5

[State 10100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10100
time = -1
ignorehitpause = 1

[State 10100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10100, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
mul = 0,0,0
time = -1
ignorehitpause = 1

[State 10100, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 250,450

[State 10100, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 20,80

[State 10100, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = var(0)

[State 10100, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = var(1)

[State 10100, VelSet]
type = VelSet
trigger1 = isHelper(10100)
x = -1*(fvar(0)/100)

[State 10100, VelSet]
type = VelSet
trigger1 = isHelper(10105)
x = fvar(0)/100

[State 10100, VelAdd]
type = VelAdd
trigger1 = 1
y = fvar(1)/1000

[State 10100, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Special Move
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; 623 + A or B

[Statedef 11200]
type = A
movetype = A
physics = N
anim = 11200
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

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

[State 11200, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
mul = 0,0,0
time = -1
ignorehitpause = 1

[State 11200, VelSet]
type = VelSet
trigger1 = Time = 2
x = 6
y = -11

[State 11200, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(10) < 3
triggerall = Time > 0
trigger1 = Time % 3 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = floor(7*root,fvar(0)),3
getpower = 25,15
givepower = 15,7
pausetime = 4,0
guard.pausetime = 4,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5.0,-8.5
guard.velocity = -3
air.velocity = -5.0,-8.5
airguard.velocity = -3,-3
fall.recover = 1
fall.recovertime = ceil(100*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1
p2stateno = 45030

[State 11200, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 11200, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[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 = 31004
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 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 11200, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 11200, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 11200, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11200, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -400

;----------------------------------------------------------------------
; 623 + C

[Statedef 11220]
type = A
movetype = A
physics = N
anim = 11200
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11220, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

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

[State 11220, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
mul = 0,0,0
time = -1
ignorehitpause = 1

[State 11220, VelSet]
type = VelSet
trigger1 = Time = 2
x = 6
y = -11

[State 11220, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(10) < 3
triggerall = Time > 0
trigger1 = Time % 3 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = floor(7*root,fvar(0)),3
getpower = 25,15
givepower = 15,7
pausetime = 4,0
guard.pausetime = 4,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4.25,-9.75
guard.velocity = -3
air.velocity = -4.25,-9.75
airguard.velocity = -3,-3
fall.recover = 1
fall.recovertime = ceil(100*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1
p2stateno = 45030

[State 11220, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 11220, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[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 = 31004
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 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 11220, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 11220, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 11220, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11220, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -400

;----------------------------------------------------------------------
; 623 + C

[Statedef 11270]
type = A
movetype = A
physics = N
anim = 11270
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11270, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11270, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11270
time = -1
ignorehitpause = 1

[State 11270, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11270, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
mul = 0,0,0
time = -1
ignorehitpause = 1

[State 11270, VelSet]
type = VelSet
trigger1 = Time = 2
x = 6
y = 11

[State 11270, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = Time > 0
trigger1 = Time % 3 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = floor(7*root,fvar(0)),3
getpower = 25,15
givepower = 15,7
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,3
guard.velocity = -3
air.velocity = -2,3
airguard.velocity = -3,-3
fall.recover = 0
fall.recovertime = ceil(100*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 41271

[State 11270, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 11270, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[State 11270, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 11270, 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 11270, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 11270, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11270, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 11271

;----------------------------------------------------------------------
; 623 + C

[Statedef 11271]
type = S
movetype = A
physics = N
anim = 11271
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11271, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11271, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11271
time = -1
ignorehitpause = 1

[State 11271, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11271, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 11271, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 11271, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 11271, PlaySnd]
type = PlaySnd
trigger1 = Root,Var(15) = 0
trigger1 = Time = 0
value = s3,3
ignorehitpause = 1

[State 11271, PlaySnd]
type = PlaySnd
trigger1 = Root,Var(15) = 1
trigger1 = Time = 0
value = s3,9
ignorehitpause = 1

[State 11271, EnvShake]
type = EnvShake
trigger1 = Root,Var(15) = 1
trigger1 = Time = 0
time = 10
freq = 80
ampl = 10

[State 11271, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = floor(100*root,fvar(0)),25
getpower = 100,50
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-8
guard.velocity = -3
air.velocity = 0,-8
airguard.velocity = 0,-8
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
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)

[State 11271, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 11271, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[State 11271, 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 11271, 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 11271, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 20
ignorehitpause = 1

[State 11271, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11271, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 214214 + A

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

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

[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, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16100, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16100, VelSet]
type = VelSet
trigger1 = Time = 1
x = 6

[State 16100, VelMul]
type = VelMul
trigger1 = Time > 10
trigger1 = Vel X > 0
x = 0.9

[State 16100, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(10) < 6
trigger1 = Time % 6 = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = floor(20*root,fvar(0)),3
getpower = 0,0
givepower = 15,7
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4,-2
guard.velocity = -5
air.velocity = 0,-3
airguard.velocity = -3,-3
fall.recover = 0
fall.recovertime = 10+ceil(0.75*66*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.4

[State 16100, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 16100, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[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 = 31002
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 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 16100, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 16100, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 16100, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16100, DestroySelf]
type = DestroySelf
trigger1 = Time >= 38

;----------------------------------------------------------------------
; 214214 + B

[Statedef 16110]
type = A
movetype = A
physics = N
anim = 16100
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16110, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16110
time = -1
ignorehitpause = 1

[State 16110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16110, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16100, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16110, VelSet]
type = VelSet
trigger1 = Time = 1
x = 6

[State 16110, VelMul]
type = VelMul
triggerall = Vel X > 0
trigger1 = Time > 25
x = 0.9

[State 16110, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(10) < 12
trigger1 = Time % 6 = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = floor(15*root,fvar(0)),3
getpower = 0,0
givepower = 15,7
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4,-2
guard.velocity = -5
air.velocity = 0,-3
airguard.velocity = -3,-3
fall.recover = 0
fall.recovertime = 10+ceil(0.75*66*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.4

[State 16110, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 16110, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[State 16110, 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 16110, 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 16110, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16110, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 16110, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 16110, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16110, DestroySelf]
type = DestroySelf
trigger1 = Time >= 74

;----------------------------------------------------------------------
; 214214 + C

[Statedef 16120]
type = A
movetype = A
physics = N
anim = 16100
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16120, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16120
time = -1
ignorehitpause = 1

[State 16120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16120, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16120, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16120, VelSet]
type = VelSet
trigger1 = Time = 1
x = 6

[State 16120, VelMul]
type = VelMul
triggerall = isHelper(16121)
triggerall = Vel X > 0
trigger1 = Time > 30
;trigger2 = Time > 20
;trigger2 = var(10) > 0
x = 0.9

[State 16120, VelMul]
type = VelMul
triggerall = isHelper(16122)
triggerall = Vel X > 0
trigger1 = Time > 15
x = 0.9

[State 16120, VelMul]
type = VelMul
triggerall = isHelper(16123)
trigger1 = Vel X > 0
x = 0.9

[State 16120, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(10) < 13
trigger1 = Time % 6 = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = floor(10*root,fvar(0)),2
getpower = 0,0
givepower = 15,7
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4,-2
guard.velocity = -5
air.velocity = 0,-3
airguard.velocity = -3,-3
fall.recover = 0
fall.recovertime = 10+ceil(0.75*66*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
yaccel = 0.4

[State 16120, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 16120, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[State 16120, 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 16120, 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 16120, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 16120, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 16120, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 16120, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16120, DestroySelf]
type = DestroySelf
trigger1 = Time >= 94

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

[Statedef 16200]
type = S
movetype = A
physics = S
anim = 16200
ctrl = 0
sprpriority = 5

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

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

[State 16200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16200, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16200, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16200, ChangeState]
type = ChangeState
trigger1 = Root,var(13) = 1
trigger2 = isHelper(16220) = 0
trigger2 = Root,StateNo != 6200
trigger3 = isHelper(16220) = 1
trigger3 = Root,StateNo != 6220
value = 16201

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

[Statedef 16201]
type = S
movetype = A
physics = S
anim = 16201
ctrl = 0
sprpriority = 5

[State 16201, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16200
time = -1
ignorehitpause = 1

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

[State 16201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16201, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16201, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16201, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16210]
type = S
movetype = A
physics = S
anim = 16210
ctrl = 0
sprpriority = 5

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

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

[State 16210, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16210, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16210, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16210, ChangeState]
type = ChangeState
trigger1 = Root,var(13) = 1
trigger2 = isHelper(16220) = 0
trigger2 = Root,StateNo != 6210
trigger3 = isHelper(16220) = 1
trigger3 = Root,StateNo != 6220
value = 16211

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

[Statedef 16211]
type = S
movetype = A
physics = S
anim = 16211
ctrl = 0
sprpriority = 5

[State 16211, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16210
time = -1
ignorehitpause = 1

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

[State 16211, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16211, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16211, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16211, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16220]
type = S
movetype = A
physics = S
anim = 16220
ctrl = 0
sprpriority = 5

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

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

[State 16220, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16220, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16220, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16220, ChangeState]
type = ChangeState
trigger1 = Root,var(13) = 1
trigger2 = Root,StateNo != 6220
value = 16221

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

[Statedef 16221]
type = S
movetype = A
physics = S
anim = 16221
ctrl = 0
sprpriority = 5

[State 16221, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16220
time = -1
ignorehitpause = 1

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

[State 16221, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16221, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 16221, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 16221, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; AA4BC

[Statedef 17000]
type = A
movetype = A
physics = N
anim = 17002+random%2
ctrl = 0
velset = 0,0
sprpriority = 3

[State 17000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17000
time = -1
ignorehitpause = 1

[State 17000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 17000, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 17000, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 17000, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,5
ignorehitpause = 1

[State 17000, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,20
ignorehitpause = 1

[State 17000, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,200
ignorehitpause = 1

[State 17000, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(0) = -1*(var(1)/10)
ignorehitpause = 1

[State 17000, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(1) = -1*(var(2)/100)
ignorehitpause = 1

[State 17000, VelSet]
type = VelSet
trigger1 = 1
x = 7+var(0)
y = fvar(0)
ignorehitpause = 1

[State 17000, VelAdd]
type = VelAdd
trigger1 = 1
y = fvar(1)
ignorehitpause = 1

[State 17000, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = floor(40*root,fvar(0)),5
getpower = 0,0
givepower = 15,6
pausetime = 0,5
guard.pausetime = 0,5
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-6
guard.velocity = -3
air.velocity = -6,-6
airguard.velocity = -3,-9
fall.recover = 0
fall.recovertime = ceil(100*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1
p2stateno = 47000

[State 17000, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
trigger2 = RoundState != 2
movetype = I
ignorehitpause = 1

[State 17000, StateTypeSet]
type = StateTypeSet
triggerall = RoundState = 2
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[State 17000, HitCount]
type = Helper
trigger1 = NumHelper(17002) = 0
trigger1 = MoveHit
helpertype = normal
name = "HitCount"
postype = p2
facing = -1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 17002
ID = 17002
ignorehitpause = 1

[State 17000, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 17000, 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 17000, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

[State 17000, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 17001
ignorehitpause = 1

[State 17000, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17000, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;----------------------------------------------------------------------
; AA4BC

[Statedef 17001]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 3

[State 17001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17001
time = -1
ignorehitpause = 1

[State 17001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 17001, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
mul = 128,0,0
time = -1
ignorehitpause = 1

[State 17001, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 17001, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;----------------------------------------------------------------------
; AA4BC <Dummy>

[Statedef 17002]
type = A
movetype = A
physics = N
anim = 17002
ctrl = 0
sprpriority = 3

[State 17002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State 17002, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17002
time = -1
ignorehitpause = 1

[State 17002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17002, Hitdef]
type = Hitdef
trigger1 = isHelper(17002)
trigger1 = Root,var(4) = 1
trigger1 = HitCount < 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
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))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-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*80*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
numhits = 0
persistent = 0
p2facing = 1
p2stateno = 47000

[State 17002, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
value = 99990
ignorehitpause = 1
persistent = 0

[State 17002, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17002, DestroySelf]
type = DestroySelf
trigger1 = P2MoveType != H

;----------------------------------------------------------------------
; AA4BC

[Statedef 17003]
type = A
movetype = A
physics = N
anim = 17001
ctrl = 0
velset = 0,0
sprpriority = 5

[State 17003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17003, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17003
time = -1
ignorehitpause = 1

[State 17003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17003, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 3
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = floor(100*root,fvar(0)),5
getpower = 25,15
givepower = 15,7
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = s1,6
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-13
guard.velocity = -5
air.velocity = 0,-13
airguard.velocity = -3,-4
fall.recover = 0
fall.recovertime = ceil(100*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.275
p2facing = 1
p2stateno = 47001

[State 17003, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 17003, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 1
movetype = A
ignorehitpause = 1

[State 17003, HitEffect]
type = Null;Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31000
ignorehitpause = 1

[State 17003, 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 17003, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 17003, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 17003, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Intro 3

[Statedef 14020]
type = S
movetype = I
physics = N
anim = 4020+random%2
ctrl = 0
sprpriority = -5

[State 14020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14020
time = -1
ignorehitpause = 1

[State 14020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 14020, VelSet]
type = VelSet
trigger1 = 1
x = 8

[State 14020, Effect]
type = Explod
trigger1 = Time % 5 = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
value = s3,0
channel = 3

[State 14020, ChangeState]
type = ChangeState
trigger1 = RootDist X < 10
value = 14021

[State 14020, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2

;----------------------------------------------------------------------
; Intro 3

[Statedef 14021]
type = S
movetype = I
physics = N
anim = 4022
ctrl = 0
sprpriority = -5

[State 14021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 14021, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 14021, Effect]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14021, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 10
freq = 80
ampl = 4

[State 14021, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s2,4

[State 14021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 14022

[State 14021, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2

;----------------------------------------------------------------------
; Intro 3

[Statedef 14022]
type = S
movetype = I
physics = N
anim = 4023
ctrl = 0
sprpriority = -5

[State 14022, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 14022, ChangeState]
type = Turn
trigger1 = Time = 0

[State 14022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
value = s3,0
channel = 3

[State 14022, 1]
type = VelSet
trigger1 = Time > 0
x = const(velocity.walk.fwd.x)

[State 14022, ParentVarSet]
type = ParentVarSet
trigger1 = Time > 0
trigger1 = RootDist X <= 0
var(12) = 1
ignorehitpause = 1

[State 14022, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = Root,var(13) != 0

;----------------------------------------------------------------------
; Intro 1 (Special)

[Statedef 14100]
type = A
movetype = A
physics = N
anim = 14100
ctrl = 0
velset = 0,0
sprpriority = 5

[State 14100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14100
time = -1
ignorehitpause = 1

[State 14100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14100, VelSet]
type = VelSet
trigger1 = Time = 2
x = 5
y = 15

[State 14100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 14101

;----------------------------------------------------------------------
; Intro 1 (Special)

[Statedef 14101]
type = S
movetype = A
physics = N
anim = 14101
ctrl = 0
velset = 0,0
sprpriority = 5

[State 14101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14101, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14101
time = -1
ignorehitpause = 1

[State 14101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 14101, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,3
ignorehitpause = 1

[State 14101, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Intro 3 (Special)

[Statedef 14120]
type = S
movetype = I
physics = N
anim = 4020+random%2
ctrl = 0
sprpriority = -5

[State 14120, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14120
time = -1
ignorehitpause = 1

[State 14120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 14120, VelSet]
type = VelSet
trigger1 = 1
x = 8

[State 14120, Effect]
type = Explod
trigger1 = Time % 5 = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
value = s3,0
channel = 3

[State 14120, ChangeState]
type = ChangeState
trigger1 = RootDist X <= -600
value = 14121

[State 14120, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2

;----------------------------------------------------------------------
; Intro 3

[Statedef 14121]
type = S
movetype = I
physics = N
anim = 0
ctrl = 0
velset = 0,0
sprpriority = -5

[State 14122, Turn]
type = Turn
trigger1 = Time = 0

[State 14122, ChangeState]
type = ChangeState
trigger1 = Time = 30
value = 14122

;----------------------------------------------------------------------
; Intro 3

[Statedef 14122]
type = S
movetype = I
physics = N
anim = 4020+random%2
ctrl = 0
sprpriority = -5

[State 14122, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14122
time = -1
ignorehitpause = 1

[State 14122, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14122, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 14122, VelSet]
type = VelSet
trigger1 = Time > 0
x = 8

[State 14122, Effect]
type = Explod
trigger1 = Time % 5 = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14122, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
value = s3,0
channel = 3

[State 14122, ChangeState]
type = ChangeState
trigger1 = RootDist X < 10
value = 14021

[State 14122, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2

;----------------------------------------------------------------------
; Intro (Special)

[Statedef 14200]
type = S
movetype = A
physics = N
anim = 4200
ctrl = 0
velset = 0,0
sprpriority = 3

[State 14200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14200, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 2
flag = Invisible
ignorehitpause = 1

[State 14200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14200
time = -1
ignorehitpause = 1

[State 14200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14200, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 0,var(0)
ignorehitpause = 1

[State 14200, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 256
ignorehitpause = 1

[State 14200, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = var(0) > 128
var(0) = -8
ignorehitpause = 1

[State 14200, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = RootDist X = [61,120]
x = 1.5
ignorehitpause = 1

[State 14200, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = RootDist X = [31,60]
x = 0.75
ignorehitpause = 1

[State 14200, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = RootDist X = [0.5,30]
x = 0.5
ignorehitpause = 1

[State 14200, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = RootDist X = [-120,-61]
x = -1.5
ignorehitpause = 1

[State 14200, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = RootDist X = [-60,-31]
x = -0.75
ignorehitpause = 1

[State 14200, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = RootDist X = [-30,0.5]
x = -0.5
ignorehitpause = 1

[State 14200, PosAdd]
type = PosAdd
trigger1 = Time > 0
trigger1 = RootDist X = 0
x = 0
persistent = 0
ignorehitpause = 1

[State 14200, ParentVarAdd]
type = ParentVarAdd
trigger1 = RootDist X = 0
var(12) = 1
persistent = 0
ignorehitpause = 1

[State 14200, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = Root,Var(12) = 4

;----------------------------------------------------------------------
; Intro (Special)

[Statedef 14205]
type = A
movetype = I
physics = N
anim = 14205+random%2
ctrl = 0
velset = 0,0
sprpriority = 3

[State 14205, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14205
time = -1
ignorehitpause = 1

[State 14205, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 14205, PalFX]
type = PalFX
trigger1 = Root,Var(15) = 1
color = 0
time = -1
ignorehitpause = 1

[State 14205, Trans]
type = Trans
trigger1 = Root,Var(15) = 1
trans = sub
ignorehitpause = 1

[State 14205, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,5
ignorehitpause = 1

[State 14205, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,20
ignorehitpause = 1

[State 14205, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,200
ignorehitpause = 1

[State 14205, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(0) = -1*(var(1)/10)
ignorehitpause = 1

[State 14205, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(1) = -1*(var(2)/100)
ignorehitpause = 1

[State 14205, VelSet]
type = VelSet
trigger1 = 1
x = 7+var(0)
y = fvar(0)
ignorehitpause = 1

[State 14205, VelAdd]
type = VelAdd
trigger1 = 1
y = fvar(1)
ignorehitpause = 1

[State 14205, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -50

