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

;----------------------------------------------------------------------
; Intro and Matchover
;----------------------------------------------------------------------
;170 		- TimeOver
;180 		- WinPose State Selector
;190 		- Introduction State Selector

[Statedef 170]
type = S
movetype = I
physics = S
anim = 170
ctrl = 0
velset = 0,0

[State 170, Turn]
type = Turn
trigger1 = Time = 0
persistent = 0

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

[Statedef 180]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0

[State 180, ChangeState]
type = ChangeState
triggerall = RoundState != 0
trigger1 = Random % 2 = 0
value = 3000

[State 180, ChangeState]
type = ChangeState
triggerall = RoundState != 0
trigger1 = Random % 2 = 1
value = 3010

[Statedef 190]
type = S
movetype = I
physics = S
anim = 0
ctrl = 0
velset = 0,0

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = Invisible

[State 190, ChangeState]
type = ChangeState
triggerall = var(15) = 0
trigger1 = Time = 1
value = 4000+((random%2)*100)+((random%3)*10)

[State 190, ChangeState]
type = ChangeState
triggerall = var(15) = 1
trigger1 = Time = 1
value = 4200

;----------------------------------------------------------------------
; Stand Light Attack

[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
ctrl = 0
poweradd = 20

[State 200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 200, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*18),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = (2.0-fvar(0))*-4.25,0
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-2.0+EnemyNear,Vel Y*0.75),-2.0)
airguard.velocity = -2.8,-7.5
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 = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

;----------------------------------------------------------------------
; Stand Medium Attack(Near)

[Statedef 210]
type = S
movetype = A
physics = N
anim = 210
ctrl = 0
velset = 2,0
poweradd = 35

[State 210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 210, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 210, VelMul]
type = VelMul
trigger1 = Vel X > 0
x = 0.9

[State 210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*34),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-6,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.25+EnemyNear,Vel Y*0.75),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-6.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

;----------------------------------------------------------------------
; Stand Medium Attack(Far)

[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
ctrl = 0
poweradd = 35

[State 220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 220, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 220, VelMul]
type = VelMul
trigger1 = Vel X > 0
x = 0.9

[State 220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*35),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.75),-2.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-6.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

;----------------------------------------------------------------------
; Stand Strong Attack

[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
ctrl = 0
poweradd = 35

[State 230, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 230, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 230, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 230, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 230, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,6
ignorehitpause = 1

[State 230, Effect]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 15110
postype = p1
pos = 67,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 230, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*55),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
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-fvar(0))*-8.5,0
guard.velocity = -5
air.velocity = -2.75,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.75),-2.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-10.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 230, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(1) = 0
trigger1 = AnimElem = 5
attr = S,NA
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*60),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-7,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.75),-2.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-9.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 230, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 6 + B

[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
ctrl = 0
poweradd = 35

[State 240, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 240, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 240, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 240, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 240, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 240, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
physics = N
statetype = A

[State 240, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 3.5
y = -3

[State 240, VelAdd]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.45

[State 240, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) > 0
trigger1 = Pos Y >= 0
x = 0
y = 0
ignorehitpause = 1

[State 240, VelSet]
type = PosSet
trigger1 = AnimElemTime(2) > 0
trigger1 = Pos Y >= 0
trigger2 = MoveContact
trigger3 = MoveReversed
y = 0
ignorehitpause = 1

[State 240, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) > 0
trigger1 = Pos Y >= 0
physics = S
statetype = S
ignorehitpause = 1

[State 240, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*45),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-5.5,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.25+EnemyNear,Vel Y*0.75),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-7.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 240, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 6 + C

[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
ctrl = 0
poweradd = 50

[State 250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = AnimElemTime(4) = 0
var(0) = 3
ignorehitpause = 1

[State 250, VarSet];MoveContact initialize
type = VarSet
trigger1 = AnimElemTime(5) < 0
var(1) = 0
ignorehitpause = 1

[State 250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 250, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 250, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 250, Reversaldef]
type = ReversalDef
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
reversal.attr = SA,AA
attr = S,SA
pausetime = 10,10
sparkno = S10270
sparkxy = 20,0
hitsound = S1,7
numhits = 0
ignorehitpause = 1

[State 250, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*60),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10160
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-fvar(0))*-0.5,-10.5
guard.velocity = -5
air.velocity = -0.5,-10
airguard.velocity = -2.8,-7.5
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 250, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Crouch Light Attack

[Statedef 300]
type = C
movetype = A
physics = C
anim = 300
ctrl = 0
poweradd = 20

[State 300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 300, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 300, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 300, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = C,NA
hitflag = MAF
guardflag = L
animtype = light
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*17),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 9
guard.hittime = 8
air.hittime = 9
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = (2.0-fvar(0))*-4.25,0
guard.velocity = -4.25
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-2.25+EnemyNear,Vel Y*0.75),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-4.4
air.cornerpush.veloff = 0
down.cornerpush.veloff = -4.4
guard.cornerpush.veloff = -4.4
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Medium Attack

[Statedef 310]
type = C
movetype = A
physics = C
anim = 310
ctrl = 0
poweradd = 35

[State 310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 310, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.06
ignorehitpause = 1

[State 310, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 310, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
attr = C,NA
hitflag = MAF
guardflag = M
animtype = Medium
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-70+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-5.25,0
guard.velocity = -4.25
air.velocity = -2.25,-8.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-4.4
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Strong Attack

[Statedef 320]
type = C
movetype = A
physics = C
anim = 320
ctrl = 0
poweradd = 50

[State 320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 320, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 320, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s1,1
ignorehitpause = 1

[State 320, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10260
postype = p1
pos = 65,-20
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 6
attr = C,NA
hitflag = MAF
guardflag = L
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*55),0
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
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-fvar(0))*0,-7
guard.velocity = -4.25
air.velocity = 0,-7.0
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.75

[State 320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Ariel Light Attack

[Statedef 400]
type = A
movetype = A
physics = A
anim = 400
ctrl = 0
poweradd = 20

[State 400, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 400, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 400, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 400, VarSet];Buffer Flush
type = VarSet
trigger1 = Time = 0
var(27) = 0
ignorehitpause = 1

[State 400, VarSet];PrevStateNo
type = VarSet
trigger1 = PrevStateNo = [100,115]
var(10) = 1
ignorehitpause = 1

[State 400, VelSet]
type = VelSet
trigger1 = PrevStateNo = [100,115]
trigger1 = Time = 0
x = Vel X / 2

[State 400, VelAdd]
type = VelAdd
trigger1 = var(10) = 1
y = 0.3

[State 400, StateTypeSet]
type = StateTypeSet
trigger1 = var(10) = 1
trigger1 = Time = 0
physics = N

[State 400, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 400, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*17),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = (2.0-fvar(0))*-4,0
guard.velocity = -3
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.75),-3.5)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-0.2
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 400, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

[State 400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Medium Attack

[Statedef 410]
type = A
movetype = A
physics = A
anim = 410
ctrl = 0
poweradd = 35

[State 410, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 2
ignorehitpause = 1

[State 410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 410, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.065
ignorehitpause = 1

[State 410, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 410, VarSet];Buffer Flush
type = VarSet
trigger1 = Time = 0
var(27) = 0
ignorehitpause = 1

[State 410, VarSet];PrevStateNo
type = VarSet
trigger1 = PrevStateNo = [100,115]
var(10) = 1
ignorehitpause = 1

[State 410, VelSet]
type = VelSet
trigger1 = PrevStateNo = [100,115]
trigger1 = Time = 0
x = Vel X / 2

[State 410, VelAdd]
type = VelAdd
trigger1 = var(10) = 1
y = 0.3

[State 410, StateTypeSet]
type = StateTypeSet
trigger1 = var(10) = 1
trigger1 = Time = 0
physics = N

[State 410, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 410, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
air.hittime = 16
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = (2.0-fvar(0))*-6,0
guard.velocity = -3
air.velocity = -3.25,ifelse(EnemyNear,Vel Y <= 0,(-2.25+EnemyNear,Vel Y*0.75),-2.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-0.2
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 410, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

[State 410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 420]
type = A
movetype = A
physics = A
anim = 420
ctrl = 0
poweradd = 35

[State 420, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 420, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.08
ignorehitpause = 1

[State 420, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 420, VarSet];Buffer Flush
type = VarSet
trigger1 = Time = 0
var(27) = 0
ignorehitpause = 1

[State 420, VarSet];PrevStateNo
type = VarSet
trigger1 = PrevStateNo = [100,115]
var(10) = 1
ignorehitpause = 1

[State 420, VelSet]
type = VelSet
trigger1 = PrevStateNo = [100,115]
trigger1 = Time = 0
x = Vel X / 2

[State 420, VelAdd]
type = VelAdd
trigger1 = var(10) = 1
y = 0.3

[State 420, StateTypeSet]
type = StateTypeSet
trigger1 = var(10) = 1
trigger1 = Time = 0
physics = N

[State 420, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,1
channel = 1
ignorehitpause = 1

[State 420, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),0
getpower = 35,7
givepower = 14,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
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-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -2.75,ifelse(EnemyNear,Vel Y <= 0,(-2.75+EnemyNear,Vel Y*0.75),-2.75)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 420, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

[State 420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;----------------------------------------------------------------------
; 3 + C

[Statedef 430]
type = A
movetype = A
physics = A
anim = 430
ctrl = 0
poweradd = 50

[State 430, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 430, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 430, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 430, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.07
ignorehitpause = 1

[State 430, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 430, VarSet];Buffer Flush
type = VarSet
trigger1 = Time = 0
var(27) = 0
ignorehitpause = 1

[State 430, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X != 0
x = Vel X / 2

[State 430, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.6

[State 430, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 0
physics = N

[State 430, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 430, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),0
getpower = 25,5
givepower = 8,3
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
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-fvar(0))*-5,0
guard.velocity = -3
air.velocity = -3.25,-3.25
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-0.2
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 430, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 431
ignorehitpause = 1

[State 430, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 432
ctrl = 0

;----------------------------------------------------------------------
; 3 + C

[Statedef 431]
type = A
movetype = A
physics = A
anim = 43
velset = -2.75,-8
ctrl = 0

[State 431, CtrlSet]
type = CtrlSet
trigger1 = Time = 10
value = 1

;----------------------------------------------------------------------
; 3 + C

[Statedef 432]
type = A
movetype = I
physics = N
anim = 432
velset = 0,0
ctrl = 0

[State 432, 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 432, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 432, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 432, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 432, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Throw - Start

[Statedef 500]
type = S
movetype = A
physics = S
anim = 500
ctrl = 0
getpower = 70

[State 500, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 500, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 500, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = S,NT
hitflag = M-
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 510
p2stateno = 40510
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 500, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 500, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(5) = 0
time = 10
freq = 80
ampl = 4

[State 500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s2,4

[State 500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Throw - Success

[Statedef 510]
type = S
movetype = A
physics = S
anim = 510
ctrl = 0

[State 510, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.25
ignorehitpause = 1

[State 510, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(5) = 0
value = ceil(-110*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 510, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 510, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = 32,0

[State 510, TargetState]
type = TargetState
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
value = 40510

[State 510, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
pos = 28,-45

[State 510, TargetState]
type = TargetState
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
value = 40511

[State 510, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
pos = 33,-36

[State 510, TargetState]
type = TargetState
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
value = 40512

[State 510, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 10,-60

[State 510, TargetState]
type = TargetState
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
value = 40513

[State 510, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) = 0
pos = 0,-60

[State 510, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 40514

[State 510, ChangeState]
type = Turn
trigger1 = AnimElemTime(7) = 0

[State 510, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = -30

[State 510, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Throw - Start

[Statedef 520]
type = A
movetype = A
physics = A
anim = 520
ctrl = 0
getpower = 70

[State 520, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 520, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 520, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 520, Hitdef]
type = Hitdef
trigger1 = AnimElem = 1
attr = A,NT
hitflag = A-
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-70
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 530
p2stateno = 40530
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 520, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 420

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 530]
type = A
movetype = A
physics = N
anim = 530
ctrl = 0
velset = 0,0

[State 530, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = 18,-60

[State 530, TargetState]
type = TargetState
trigger1 = AnimElem = 1
value = 40530

[State 530, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
pos = 30,-85

[State 510, TargetState]
type = TargetState
trigger1 = AnimElem = 2
value = 40531

[State 530, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
pos = 26,1

[State 510, TargetState]
type = TargetState
trigger1 = AnimElem = 3
value = 40532

[State 530, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
pos = 17,0

[State 530, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
pos = 17,0

[State 530, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -13

[State 530, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.45

[State 530, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 531

;----------------------------------------------------------------------
; Ariel Throw - Landing

[Statedef 531]
type = A
movetype = A
physics = N
anim = 531
ctrl = 0
velset = 0,0

[State 531, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 531, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.25
ignorehitpause = 1

[State 531, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-110*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 531, Projectile]
type = Projectile
trigger1 = Time = 0
projID = 31500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 531, TargetState]
type = TargetState
trigger1 = Time = 1
value = 40533

[State 531, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = -3
y = -7.5

[State 531, Gravity]
type = Gravity
trigger1 = AnimElemTime(2) >= 0

[State 531, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(2) > 0
trigger1 = Pos Y >= 0
value = 532

;----------------------------------------------------------------------
; Ariel Throw - Landing

[Statedef 532]
type = S
movetype = A
physics = S
anim = 47
ctrl = 0
velset = 0,0

[State 532, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1

[State 532, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 532, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Charge

[Statedef 600]
type = S
movetype = A
physics = S
anim = 600
ctrl = 0
velset = 0,0

[State 600, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 600, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 600, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 600, Pause]
type = Pause 
trigger1 = Time = 0
time = 30
movetime = 30
ignorehitpause = 1

[State 600, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 600, VarSet]
type = Null;VarSet
trigger1 = Time = 0
fvar(2) = fvar(2)*(1.0-fvar(1))
ignorehitpause = 1

[State 600, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(16) = 3
fvar(2) = fvar(15)/200
persistent = 0
ignorehitpause = 1

[State 600, VarSet];RainForce Gauge initialize
type = VarSet
trigger1 = Time = 1
fvar(15) = 0
ignorehitpause = 1

[State 600, VarSet];Flicker Instant Charge Flag initialize
type = VarSet
trigger1 = Time = 2
trigger1 = var(16) = 1
var(16) = 0
ignorehitpause = 1

[State 600, VarSet];Correction
type = Null;VarSet
trigger1 = Time = 2
fvar(18) = 1
ignorehitpause = 1

[State 600, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,3
ignorehitpause = 1

[State 600, Explod]
type = Explod
trigger1 = Time = 0
anim = 10600
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 600, Explod]
type = Explod
trigger1 = Time = 0
anim = 10601
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 600, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11320
ignorehitpause = 1

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Instant Charge

[Statedef 610]
type = A
movetype = A
physics = N
anim = 610
ctrl = 0

[State 610, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 610, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 610, Pause]
type = Pause 
trigger1 = Time = 0
time = 30
movetime = 30
ignorehitpause = 1

[State 610, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 610, VarSet]
type = Null;VarSet
trigger1 = Time = 0
fvar(2) = fvar(2)*(1.0-fvar(1))
ignorehitpause = 1

[State 610, VarSet];Damage Correction
type = VarAdd
trigger1 = Time = 0
trigger1 = fvar(16) = 3
fvar(2) = fvar(15)/200
persistent = 0
ignorehitpause = 1

[State 610, VarSet];RainForce Gauge initialize
type = VarSet
trigger1 = Time = 1
fvar(15) = 0
ignorehitpause = 1

[State 610, VarSet];Flicker Instant Charge Flag initialize
type = VarSet
trigger1 = Time = 2
trigger1 = var(16) = 1
var(16) = 0
ignorehitpause = 1

[State 610, VarSet];Correction
type = Null;VarSet
trigger1 = Time = 2
fvar(18) = 1
ignorehitpause = 1

[State 610, VarSet];Air Jump flag initialize
type = Null;VarSet
trigger1 = Time = 0
var(5) = 0

[State 610, VarSet];Air Dash flag initialize
type = VarSet
trigger1 = Time = 0
var(7) = 0

[State 610, VarSet];Save Velocity
type = VarSet
trigger1 = Time = 0
fvar(20) = Vel X
ignorehitpause = 1

[State 610, VarSet];Save Velocity
type = VarSet
trigger1 = Time = 0
fvar(21) = Vel Y
ignorehitpause = 1

[State 610, VelSet]
type = VelSet
trigger1 = Time = 1
x = 0
y = 0

[State 610, VelSet]
type = VelSet
trigger1 = Time = 30
x = fvar(20)
y = fvar(21)

[State 610, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 30
statetype = A
physics = A

[State 610, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,3
ignorehitpause = 1

[State 610, Explod]
type = Explod
trigger1 = Time = 0
anim = 10600
postype = p1
pos = 0,-40
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 610, Explod]
type = Explod
trigger1 = Time = 0
anim = 10601
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 610, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11320
ignorehitpause = 1

[State 610, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 111320
ignorehitpause = 1

[State 610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

;---------------------------------------------------------------------------
; WinPose 1

[Statedef 3000]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3000
velset = 0,0

[State 3000, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 90
flag = RoundNotOver

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; WinPose 2

[Statedef 3010]
type = S
movetype = I
physics = S
ctrl = 0
anim = 21
velset = 0,0

[State 3010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 180
flag = RoundNotOver

[State 3010, VelSet]
type = VelSet
trigger1 = Time > 0
x = const(velocity.walk.back.x)

[State 3010, PlaySnd]
type = PlaySnd
triggerall = ScreenPos X > -100
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
value = s3,0
channel = 3

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Intro 1

[Statedef 4000]
type = A
movetype = I
physics = N
anim = 4000
ctrl = 0

[State 4000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4000, PosSet]
type = PosSet
trigger1 = Time = 0
y = -900
ignorehitpause = 1

[State 4000, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.45
ignorehitpause = 1

[State 4000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 4001

;---------------------------------------------------------------------------
; Intro 1

[Statedef 4001]
type = S
movetype = I
physics = S
velset = 0,0
anim = 4001
ctrl = 0

[State 4001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4001, 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 4001, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 4001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 4001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 4001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4001, ChangeState]
type = ChangeState
trigger1 = Time > 90
value = 4002

;---------------------------------------------------------------------------
; Intro 1

[Statedef 4002]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4002
velset = 0,0

[State 4002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Intro 2

[Statedef 4010]
type = A
movetype = I
physics = N
anim = 4010
ctrl = 0

[State 4010, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4010, PosSet]
type = PosSet
trigger1 = Time = 0
y = -320
ignorehitpause = 1

[State 4010, VelSet]
type = VelSet
trigger1 = Time = 1
y = 1
ignorehitpause = 1

[State 4010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,0
channel = 4
ignorehitpause = 1

[State 4010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4010, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 4011

;---------------------------------------------------------------------------
; Intro 2

[Statedef 4011]
type = S
movetype = I
physics = S
ctrl = 0
anim = 47
velset = 0,0

[State 4011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4011, PosSet]
type = PosSet
trigger1 = 1
y = 0
ignorehitpause = 1

[State 4011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[Statedef 4020]
type = S
movetype = I
physics = S
ctrl = 0
anim = 0
velset = 0,0

[State 4020, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 4020, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 4020, VarAdd]
type = VarAdd
trigger1 = var(12) = 1
var(13) = 1
ignorehitpause = 1

[State 4020, AssertSpecial]
type = AssertSpecial
trigger1 = var(12) = 0
flag = Intro
flag2 = Invisible

[State 4020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4020, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
ownpal = 1
name = "Dummy"
postype = p1
pos = 600,0
facing = -1
pausemovetime = 0
supermovetime = 0
stateno = 14020
ignorehitpause = 1

[State 4020, ChangeState]
type = ChangeState
trigger1 = var(13) = 2
value = 0

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

[Statedef 4100]
type = A
movetype = I
physics = N
anim = 4000
ctrl = 0

[State 4100, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4100, PosSet]
type = PosSet
trigger1 = Time = 0
y = -900
ignorehitpause = 1

[State 4100, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.45
ignorehitpause = 1

[State 4100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -35
value = 4101

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

[Statedef 4101]
type = A
movetype = I
physics = N
anim = 4101
ctrl = 0
velset = 0,0

[State 4101, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4101, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 4101, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 4101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 1
value = s3,4
ignorehitpause = 1

[State 4101, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 0
y = -8
ignorehitpause = 1

[State 4101, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.4
ignorehitpause = 1

[State 4101, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Wing_9101"
postype = p1
pos = -5,-20
pausemovetime = 0
supermovetime = 0
stateno = 14100
ignorehitpause = 1

[State 4101, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 4102

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

[Statedef 4102]
type = S
movetype = A
physics = S
anim = 1202
ctrl = 0
velset = 0,0

[State 4102, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 4102, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
channel = 3

[State 4102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Intro 2 (Special)

[Statedef 4110]
type = A
movetype = I
physics = N
anim = 4110
ctrl = 0

[State 4110, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4110, PosSet]
type = PosSet
trigger1 = Time = 0
y = -320
ignorehitpause = 1

[State 4110, VelSet]
type = VelSet
trigger1 = Time = 1
y = 1
ignorehitpause = 1

[State 4110, VelSet]
type = VelSet
trigger1 = Pos Y >= -40
y = 0
ignorehitpause = 1

[State 4110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s2,0
channel = 4
ignorehitpause = 1

[State 4110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4110, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -40
trigger1 = AnimElem = 6,10
value = 4111

;---------------------------------------------------------------------------
; Intro 2 (Special)

[Statedef 4111]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4111
velset = 0,0

[State 4111, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4111, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4111, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4111, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s4,2
ignorehitpause = 1

[State 4111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4112

;---------------------------------------------------------------------------
; Intro 2 (Special)

[Statedef 4112]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4112
velset = 0,0

[State 4112, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 4112, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 4112, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4112, VelSet]
type = VelSet
trigger1 = Time = 5
y = 1
ignorehitpause = 1

[State 4112, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 4011

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

[Statedef 4120]
type = S
movetype = I
physics = S
ctrl = 0
anim = 0
velset = 0,0

[State 4120, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 4120, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 4120, VarAdd]
type = VarAdd
trigger1 = var(12) = 1
var(13) = 1
ignorehitpause = 1

[State 4120, AssertSpecial]
type = AssertSpecial
trigger1 = var(12) = 0
flag = Intro
flag2 = Invisible

[State 4120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4120, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
ownpal = 1
name = "Dummy"
postype = p1
pos = -300,0
pausemovetime = 0
supermovetime = 0
stateno = 14120
ignorehitpause = 1

[State 4120, ChangeState]
type = ChangeState
trigger1 = var(13) = 2
value = 0

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

[Statedef 4200]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4200
velset = 0,0

[State 4200, VarSet]
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 4200, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 255
ignorehitpause = 1

[State 4200, VarAdd]
type = VarAdd
trigger1 = Time > 120
trigger1 = var(13) > 0
var(13) = -5
ignorehitpause = 1

[State 4200, VarRandom]
type = VarRandom
trigger1 = 1
v = 30
range = 40,280
ignorehitpause = 1

[State 4200, Trans]
type = Trans
trigger1 = var(12) != 4
trans = addalpha
alpha = 0,128
ignorehitpause = 1

[State 4200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 4200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4200, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0

[State 4200, Explod]
type = Explod
trigger1 = Time = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 4200, Explod]
type = Explod
trigger1 = Time = 0
anim = 10330
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,4

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,1

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,2

[State 4200, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,3

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = 120,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = 90,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = 60,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = 30,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = -30,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = -60,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = -90,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time = 41
helpertype = normal
ownpal = 1
name = "Shadow"
postype = p1
pos = -120,0
pausemovetime = 0
supermovetime = 0
stateno = 14200
ignorehitpause = 1

[State 4200, Helper]
type = Helper
trigger1 = Time > 41
trigger1 = Time % 2 = 0
trigger1 = NumHelper(17000) < 20
helpertype = normal
name = "Wing"
postype = p1
pos = -120,-1*ceil(Pos Y)+60-var(30)
ownpal = 1
stateno = 14205
pausemovetime = 0
supermovetime = 0
ignorehitpause = 1

[State 4200, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
mul = var(13),0,0
time = 1
ignorehitpause = 1

[State 4200, ChangeState]
type = ChangeState
trigger1 = var(12) = 4
value = 4201

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

[Statedef 4201]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4200
velset = 0,0
sprpriority = -10

[State 4201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 4201, VarAdd]
type = VarAdd
trigger1 = Time > 70
trigger1 = var(13) < 255
var(13) = 5
ignorehitpause = 1

[State 4201, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 256
invertall = 0
mul = var(13),var(13),var(13)
time = 1
ignorehitpause = 1

[State 4201, ChangeState]
type = ChangeState
trigger1 = Time > 120
value = 4202

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

[Statedef 4202]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4201
velset = 0,0

[State 4202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 4202, ChangeState]
type = ChangeState
trigger1 = Time > 80
value = 0

