;======================================================================
;======================================================================
; Helper states file for "Kano Kirishima"
;======================================================================
;======================================================================

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

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

[Statedef 10235]
type = A
movetype = A
physics = N
anim = 10235
ctrl = 0
velset = 0,0
sprpriority = 5

[State 10235, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10235, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10235
time = -1
ignorehitpause = 1

[State 10235, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10235, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*65),2
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-5
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 10235, 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 10235, 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 10235, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 10235, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(1) = 1
ignorehitpause = 1

[State 10235, ParentVarSet]
type = ParentVarSet
trigger1 = MoveGuarded
var(1) = 2
ignorehitpause = 1

[State 10235, ParentVarSet]
type = ParentVarSet
trigger1 = MoveReversed
var(1) = 3
ignorehitpause = 1

[State 10235, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 10235, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236 + Z

[Statedef 10710]
type = A
movetype = A
physics = N
anim = 10710
ctrl = 0
velset = 0,0
sprpriority = 5

[State 10710, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10710, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10710
time = -1
ignorehitpause = 1

[State 10710, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10710, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),2
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4,-4
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 10710, 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 10710, 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 10710, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 25
ignorehitpause = 1

[State 10710, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(1) = 1
ignorehitpause = 1

[State 10710, ParentVarSet]
type = ParentVarSet
trigger1 = MoveGuarded
var(1) = 2
ignorehitpause = 1

[State 10710, ParentVarSet]
type = ParentVarSet
trigger1 = MoveReversed
var(1) = 3
ignorehitpause = 1

[State 10710, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 10710, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 214 + A or B or C

[Statedef 11000]
type = A
movetype = A
physics = N
anim = 11000
ctrl = 0
velset = 10,0
sprpriority = 5

[State 11000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11000
time = -1
ignorehitpause = 1

[State 11000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11000, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 5

[State 11000, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*30),2
getpower = 0,0
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,0
guard.velocity = -2
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11000, 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 11000, 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 11000, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 11000, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11001
ignorehitpause = 1

[State 11000, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100
trigger2 = Root,MoveType = H && (Root,StateNo != [120,155])

;----------------------------------------------------------------------
; 236 + A or B or C

[Statedef 11001]
type = A
movetype = A
physics = N
anim = 11001
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11001
time = -1
ignorehitpause = 1

[State 11001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11001, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*20),2
getpower = 0,0
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,-5
guard.velocity = -2
air.velocity = -5,-5
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11001, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

[State 11001, 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 11001, 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 11001, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 9
ignorehitpause = 1

[State 11001, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11001, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H && (Root,StateNo != [120,155])

;----------------------------------------------------------------------
; 236 + A or B or C

[Statedef 11100]
type = A
movetype = A
physics = N
anim = 11100
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11100
time = -1
ignorehitpause = 1

[State 11100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11100, PlaySnd]
type = PlaySnd
trigger1 = IsHelper(11101) = 1
trigger1 = AnimElemTime(5) = 0
value = s3,3

[State 11100, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(20) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*45),8
getpower = 0,0
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-80+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-4
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
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(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
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
;p2stateno = 45030

[State 11100, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11100, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31009
ignorehitpause = 1

[State 11100, 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 11100, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 11100, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(20) = 1
ignorehitpause = 1

[State 11100, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11100, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H && (Root,StateNo != [120,155])

;----------------------------------------------------------------------
; 236 + A or B or C

[Statedef 11110]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11110, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11110
time = -1
ignorehitpause = 1

[State 11110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11110, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Thunder"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11101
ignorehitpause = 1

[State 11110, HitEffect]
type = Helper
trigger1 = Time = 5
helpertype = normal
name = "Thunder"
postype = p1
pos = 30,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 11110, HitEffect]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Thunder"
postype = p1
pos = 60,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 11110, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11110, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(11100) = 0
trigger1 = NumHelper(11101) = 0

;----------------------------------------------------------------------
; 236 + A or B or C

[Statedef 11120]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11120, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11120
time = -1
ignorehitpause = 1

[State 11120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11120, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Thunder"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11101
ignorehitpause = 1

[State 11120, HitEffect]
type = Helper
trigger1 = Time = 5
helpertype = normal
name = "Thunder"
postype = p1
pos = 30,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 11120, HitEffect]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Thunder"
postype = p1
pos = 60,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 11120, HitEffect]
type = Helper
trigger1 = Time = 15
helpertype = normal
name = "Thunder"
postype = p1
pos = 90,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 11120, HitEffect]
type = Helper
trigger1 = Time = 20
helpertype = normal
name = "Thunder"
postype = p1
pos = 120,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 11120, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11120, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(11100) = 0
trigger1 = NumHelper(11101) = 0

;----------------------------------------------------------------------
; 421 + A or B or C

[Statedef 11200]
type = A
movetype = A
physics = N
anim = 11200
ctrl = 0
velset = 0,-5
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, VelSet]
type = VelSet
trigger1 = Time = 20
x = 0
y = 0

[State 11200, VarSet]
type = VarSet
trigger1 = IsHelper(11201)
var(1) = 31

[State 11200, VarSet]
type = VarSet
trigger1 = IsHelper(11202)
var(1) = 36

[State 11200, VarSet]
type = VarSet
trigger1 = IsHelper(11203)
var(1) = 41

[State 11200, VarSet]
type = VarSet
trigger1 = IsHelper(11204)
var(1) = 46

[State 11200, VarSet]
type = VarSet
trigger1 = IsHelper(11205)
var(1) = 51

[State 11200, VarSet]
type = VarSet
triggerall = ceil(P2Dist X) <= 59
trigger1 = Time = var(1)
var(0) = 5

[State 11200, VarSet]
type = VarSet
triggerall = ceil(P2Dist X) = [60,139]
trigger1 = Time = var(1)
var(0) = 4

[State 11200, VarSet]
type = VarSet
triggerall = ceil(P2Dist X) = [140,219]
trigger1 = Time = var(1)
var(0) = 3

[State 11200, VarSet]
type = VarSet
triggerall = ceil(P2Dist X) >= 220
trigger1 = Time = var(1)
var(0) = 2

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 5
triggerall = ceil(P2BodyDist Y) >= 180
trigger1 = Time = var(1)+1
var(1) = 5

[State 11200, VarSet]
type = VarSet
trigger1 = Time = var(1)+1
trigger1 = var(0) = 5
trigger1 = ceil(P2BodyDist Y) = [153,179]
var(0) = 4

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 5
triggerall = ceil(P2BodyDist Y) = [117,152]
trigger1 = Time = var(1)+1
var(0) = 3

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 5
triggerall = ceil(P2BodyDist Y) = [81,116]
trigger1 = Time = var(1)+1
var(0) = 2

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 5
triggerall = ceil(P2BodyDist Y) <= 80
trigger1 = Time = var(1)+1
var(0) = 1

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 4
triggerall = ceil(P2BodyDist Y) >= 153
trigger1 = Time = var(1)+1
var(0) = 4

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 4
triggerall = ceil(P2BodyDist Y) = [117,152]
trigger1 = Time = var(1)+1
var(0) = 3

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 4
triggerall = ceil(P2BodyDist Y) = [81,116]
trigger1 = Time = var(1)+1
var(0) = 2

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 4
triggerall = ceil(P2BodyDist Y) <= 80
trigger1 = Time = var(1)+1
var(0) = 1

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 3
triggerall = ceil(P2BodyDist Y) >= 117
trigger1 = Time = var(1)+1
var(0) = 3

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 3
triggerall = ceil(P2BodyDist Y) = [81,116]
trigger1 = Time = var(1)+1
var(0) = 2

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 3
triggerall = ceil(P2BodyDist Y) <= 80
trigger1 = Time = var(1)+1
var(0) = 1

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 2
triggerall = ceil(P2BodyDist Y) >= 81
trigger1 = Time = var(1)+1
var(0) = 2

[State 11200, VarSet]
type = VarSet
triggerall = var(0) = 2
triggerall = ceil(P2BodyDist Y) <= 80
trigger1 = Time = var(1)+1
var(0) = 1

[State 11200, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "var(0) = %d P2BodyDist = %d"
params = var(0),ceil(P2Dist Y)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 11200, ChangeState]
type = ChangeState
trigger1 = Time = var(1)+2
value = 11201

[State 11200, DestroySelf]
type = DestroySelf
trigger1 = Root,MoveType = H && (Root,StateNo != [120,155])

;----------------------------------------------------------------------
; 421 + A or B or C

[Statedef 11201]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11201, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11201
time = -1
ignorehitpause = 1

[State 11201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11201, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 11200+var(0)

[State 11201, VelSet]
type = VelSet
trigger1 = var(0) = 5
x = 3.5
y = 9

[State 11201, VelSet]
type = VelSet
trigger1 = var(0) = 4
x = 5.5
y = 7.5

[State 11201, VelSet]
type = VelSet
trigger1 = var(0) = 3
x = 7
y = 6

[State 11201, VelSet]
type = VelSet
trigger1 = var(0) = 2
x = 8.5
y = 4

[State 11201, VelSet]
type = VelSet
trigger1 = var(0) = 1
x = 9
y = 2

[State 11201, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(45*root,fvar(0)),0
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+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))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
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
p2facing = 1
;p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 11201, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45050+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

[State 11201, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 11201, 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 11201, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 11201, HitCount]
type = Helper
trigger1 = NumHelper(11208) = 0
trigger1 = MoveHit
helpertype = normal
name = "HitCount"
postype = p2
facing = -1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11208
ID = 11208
ignorehitpause = 1

[State 11201, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11202
ignorehitpause = 1

[State 11201, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11201, DestroySelf]
type = DestroySelf
trigger1 = Pos Y > 80
trigger2 = FrontEdgeBodyDist < -80

;----------------------------------------------------------------------
; 421 + A or B or C

[Statedef 11202]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11209
velset = 0,0
sprpriority = 5

[State 11202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11202, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11202
time = -1
ignorehitpause = 1

[State 11202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11202, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 412 + A or B or C <Dummy>

[Statedef 11208]
type = A
movetype = A
physics = N
anim = 11208
ctrl = 0
sprpriority = 3

[State 11208, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11208, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 11203
time = -1
ignorehitpause = 1

[State 11208, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11208, Hitdef]
type = Hitdef
trigger1 = isHelper(11208)
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 = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
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 = 45050+ifelse(Root,var(20)=1,0,5)

[State 11208, Hitdef]
type = Hitdef
trigger1 = isHelper(16003)
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
trigger1 = HitCount < 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,1
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10+random%20,-20+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,-4
guard.velocity = -5
air.velocity = 0,-4
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
numhits = 0
persistent = 0
p2facing = 1
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)

[State 11208, Hitdef]
type = Hitdef
trigger1 = isHelper(16205)
trigger1 = Root,var(4) = 1
trigger1 = HitCount < 1
attr = A,SP
hitflag = MAF
guardflag = L
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10+random%20,-20+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))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
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
p2facing = 1
numhits = 0
persistent = 0
;p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 11208, TargetState]
type = TargetState
trigger1 = isHelper(16205)
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45070+ifelse(Root,var(20)=1,0,5)
persistent = 0
ignorehitpause = 1

[State 11208, Hitdef]
type = Hitdef
trigger1 = isHelper(16215)
trigger1 = Root,var(4) = 1
trigger1 = HitCount < 1
attr = A,SP
hitflag = MAF
guardflag = L
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10+random%20,-20+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))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
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
p2facing = 1
numhits = 0
persistent = 0
;p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 11208, TargetState]
type = TargetState
trigger1 = isHelper(16215)
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45070+ifelse(Root,var(20)=1,0,5)
persistent = 0
ignorehitpause = 1

[State 11208, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
value = 99990
ignorehitpause = 1
persistent = 0

[State 11208, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11208, DestroySelf]
type = DestroySelf
trigger1 = P2MoveType != H

;----------------------------------------------------------------------
; 236236 + A

[Statedef 16000]
type = A
movetype = A
physics = N
ctrl = 0
velset = 11,6.5
anim = 16000
sprpriority = 5

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

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

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

[State 16000, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(50*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+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 = -2,-3
fall.recover = 1
fall.recovertime = 10+ceil(0.75*50*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
;p2stateno = 45010+ifelse(Root,var(20)=1,0,10)

[State 16000, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

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

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

[State 16000, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16000, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
trigger3 = Pos Y >= 5
value = 16001
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 236236 + A

[Statedef 16001]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 99990
sprpriority = 5

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

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

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

[State 16001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,11

[State 16001, Helper]
type = Helper
trigger1 = Time = 0
trigger2 = Time = 12
helpertype = normal
name = "Explosion"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16001, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Explosion"
postype = p1
pos = 60,-30
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16001, Helper]
type = Helper
trigger1 = Time = 4
helpertype = normal
name = "Explosion"
postype = p1
pos = -25,-60
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16001, Helper]
type = Helper
trigger1 = Time = 16
helpertype = normal
name = "Explosion"
postype = p1
pos = 40,20
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16001, DestroySelf]
type = DestroySelf
trigger1 = Time > 5
trigger1 = NumHelper(16002) = 0

;----------------------------------------------------------------------
; 236236 + A

[Statedef 16002]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 16002
sprpriority = 5

[State 16002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16002, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16002, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(30*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,1
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+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,-5.5
guard.velocity = -5
air.velocity = 0,-5.5
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)

[State 16002, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

[State 16002, HitCount]
type = Helper
trigger1 = NumHelper(16003) = 0
trigger1 = MoveHit
helpertype = normal
name = "HitCount"
postype = p2
facing = -1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11208
ID = 16003
ignorehitpause = 1

[State 16002, 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 16002, 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 16002, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 16002, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16002, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236236 + B

[Statedef 16010]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 99990
sprpriority = 5

[State 16010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Explosion"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16010, Helper]
type = Helper
trigger1 = Time = 4
helpertype = normal
name = "Explosion"
postype = p1
pos = 45,-55
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16010, Helper]
type = Helper
trigger1 = Time = 8
helpertype = normal
name = "Explosion"
postype = p1
pos = -40,-100
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16010, Helper]
type = Helper
trigger1 = Time = 10
helpertype = normal
name = "Explosion"
postype = p1
pos = 0,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16010, Helper]
type = Helper
trigger1 = Time = 16
helpertype = normal
name = "Explosion"
postype = p1
pos = -20,-85
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16010, Helper]
type = Helper
trigger1 = Time = 19
helpertype = normal
name = "Explosion"
postype = p1
pos = 35,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16002
ID = 16002
ignorehitpause = 1

[State 16010, EnvShake]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 4
trigger3 = Time = 8
trigger4 = Time = 10
trigger5 = Time = 16
trigger6 = Time = 19
time = 20
ampl = -5

[State 16010, DestroySelf]
type = DestroySelf
trigger1 = Time > 5
trigger1 = NumHelper(16002) = 0

;----------------------------------------------------------------------
; 236236 + B

[Statedef 16011]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 16011
sprpriority = 5

[State 16011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16011, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time % 40 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(20*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,1
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-90+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,-4.5
guard.velocity = -5
air.velocity = -2,-4.5
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1sprpriority = 5
p2facing = 1
;p2stateno = 45010+ifelse(Root,var(20)=1,0,10)

[State 16011, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

[State 16011, 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 16011, 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 16011, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16011, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 16011, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16011, DestroySelf]
type = DestroySelf
trigger1 = Time > 400
trigger2 = var(10) >= 3

;----------------------------------------------------------------------
; 236236 + C

[Statedef 16020]
type = A
movetype = A
physics = N
ctrl = 0
velset = 18,-18
anim = 16020
sprpriority = 5

[State 16020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16020, VarSet]
type = VarSet
trigger1 = isHelper(16021)
trigger1 = Time = 0
var(0) = 240
ignorehitpause = 1

[State 16020, VarSet]
type = VarSet
trigger1 = isHelper(16022)
trigger1 = Time = 0
var(0) = 290
ignorehitpause = 1

[State 16020, VarSet]
type = VarSet
trigger1 = isHelper(16023)
trigger1 = Time = 0
var(0) = 340
ignorehitpause = 1

[State 16020, VarSet]
type = VarSet
trigger1 = isHelper(16024)
trigger1 = Time = 0
var(0) = 390
ignorehitpause = 1

[State 16020, VarSet]
type = VarSet
trigger1 = isHelper(16025)
trigger1 = Time = 0
var(0) = 440
ignorehitpause = 1

[State 16020, VarSet]
type = VarSet
trigger1 = isHelper(16026)
trigger1 = Time = 0
var(0) = 490
ignorehitpause = 1

[State 16020, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(80*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-50+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,-4.5
guard.velocity = -5
air.velocity = -2,-4.5
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.4

[State 16020, 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 16020, 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 16020, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 4
ignorehitpause = 1

[State 16020, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16020, ChangeState]
type = ChangeState
trigger1 = Pos Y <= -500
value = 16021
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + C

[Statedef 16021]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 99990
sprpriority = 5

[State 16021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16021, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16021, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16021, PosAdd]
type = PosAdd
trigger1 = Time = 240
x = 160-random%320

[State 16021, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = ceil(RootDist X)

[State 16021, PosAdd]
type = PosAdd
trigger1 = Time = [1,240]
x = -ceil(ScreenPos X-fvar(0))

[State 16021, PosAdd]
type = PosAdd
trigger1 = Time = 240
x = -80-random%160

[State 16021, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = ScreenPos X

[State 16021, ChangeState]
type = ChangeState
trigger1 = Time > var(0)
value = 16022
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + C

[Statedef 16022]
type = A
movetype = A
physics = N
ctrl = 0
velset = 5,11
anim = 16021
sprpriority = 5

[State 16022, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16022, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16022, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16022, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,23

[State 16022, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 10
value = 16023
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + C

[Statedef 16023]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 16022
sprpriority = 5

[State 16023, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16023, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16000
time = -1
ignorehitpause = 1

[State 16023, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16023, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,24

[State 16024, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

[State 16023, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 16023, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = AnimElemTime(2) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(80*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-70+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,-4
guard.velocity = -5
air.velocity = 0,-4
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = 0.4

[State 16023, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = AnimElemTime(3) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(100*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-70+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,-6
guard.velocity = -5
air.velocity = -2,-6
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
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 16023, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

[State 16023, 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 16023, 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 16023, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 15
ignorehitpause = 1

[State 16023, Explod]
type = Explod
trigger1 = Time = 0
anim = 16023
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16023, Explod]
type = Explod
trigger1 = Time = 0
anim = 16024
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16023, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16023, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16100]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0.5,0
anim = 16100
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, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.01

[State 16100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,27
persistent = 0

[State 16100, ChangeState]
type = ChangeState
trigger1 = Root,command != "holda"
trigger2 = Time > 360
value = 16101

[State 16100, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [120,155]
trigger1 = Root,MoveType = H

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

[Statedef 16101]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 99990

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

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

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

[State 16101, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Thunder"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16102
ID = 16102
ignorehitpause = 1

[State 16101, Helper]
type = Helper
trigger1 = Time = 8
helpertype = normal
name = "Thunder"
postype = p1
pos = -50,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16102
ID = 16102
ignorehitpause = 1

[State 16101, Helper]
type = Helper
trigger1 = Time = 16
helpertype = normal
name = "Thunder"
postype = p1
pos = 50,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16102
ID = 16102
ignorehitpause = 1

[State 16101, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,6
persistent = 0

[State 16101, DestroySelf]
type = DestroySelf
trigger1 = Time > 5
trigger1 = NumHelper(16102) = 0

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

[Statedef 16102]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 16102
sprpriority = 5

[State 16102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16102, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16102
time = -1
ignorehitpause = 1

[State 16102, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16102, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),8
getpower = 0,0
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-80+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-4
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
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(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
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
;p2stateno = 45030

[State 16102, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16102, 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 16102, 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 16102, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 16102, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16102, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16110]
type = A
movetype = A
physics = N
anim = 16110
ctrl = 0
velset = 0.25,0
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, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 16110, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,7
persistent = 0

[State 16110, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*80),8
getpower = 0,0
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-3
guard.velocity = -2
air.velocity = -6,-3
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
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
;p2stateno = 45030

[State 16110, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
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 = 31004
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
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 4
ignorehitpause = 1

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

[State 16110, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(39) = 0
value = 16111

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

[Statedef 16111]
type = A
movetype = A
physics = N
ctrl = 0
velset = 12,0
sprpriority = 5

[State 16111, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16111, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16111
time = -1
ignorehitpause = 1

[State 16111, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16111, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,8
persistent = 0

[State 16111, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,9
persistent = 0

[State 16111, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 16111, PosAdd]
type = PosAdd
trigger1 = MoveContact
x = -3
ignorehitpause = 1

[State 16111, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(10) < 17
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*25),2
getpower = 0,0
givepower = 25,15
pausetime = 4,4
guard.pausetime = 4,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-4
guard.velocity = -5
air.velocity = -6,-3
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
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
;p2stateno = 45030

[State 16111, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16111, 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 16111, 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 16111, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16111, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16111, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

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

[Statedef 16120]
type = S
movetype = A
physics = N
ctrl = 0
anim = 16121
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, Helper]
type = Helper
trigger1 = Time = 18
trigger2 = Time > 18
trigger2 = Time % 16 = 0
helpertype = normal
name = "Pillar"
postype = p1
pos = 50-random%100,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16122
ID = 16122
ignorehitpause = 1

[State 16120, Explod]
type = Explod
trigger1 = Time = 0
trigger2 = Time > 0
trigger2 = Time % 35 = 0
anim = 16024
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16120, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,20
persistent = 0

[State 16120, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,21
persistent = 0

[State 16120, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,22
persistent = 0

[State 16120, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

[State 16120, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(300*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+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,-6
guard.velocity = -5
air.velocity = 0,-6
airguard.velocity = -2,-3
fall.recover = 0
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
p1sprpriority = 5
p2facing = 1
;p2stateno = 46121

[State 16120, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46121
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 = 0
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 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

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

[State 16120, ChangeState]
type = ChangeState
trigger1 = Time >= 104
value = 16121

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

[Statedef 16121]
type = S
movetype = A
physics = N
ctrl = 0
anim = 16122
velset = 0,0

[State 16121, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16121, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16121
time = -1
ignorehitpause = 1

[State 16121, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16121, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16122]
type = S
movetype = A
physics = N
ctrl = 0
anim = 16123
velset = 0,0

[State 16122, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16122, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16122
time = -1
ignorehitpause = 1

[State 16122, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16122, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,12
persistent = 0

[State 16122, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

[State 16122, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(65*root,fvar(0)),8
getpower = 0,0
givepower = 25,12
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-80+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,-6
guard.velocity = -5
air.velocity = 0,-6
airguard.velocity = -2,-3
fall.recover = 0
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 = 46121

[State 16122, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 46121
ignorehitpause = 1

[State 16122, 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 16122, 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 16122, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 16122, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16122, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16200]
type = A
movetype = A
physics = N
ctrl = 0
anim = 99990
velset = 0,0
sprpriority = -5

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

[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, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 0,3

[State 16200, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,5

[State 16200, VarRandom]
type = VarRandom
trigger1 = 1
v = 2
range = 0,1

[State 16200, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Needle"
postype = p1
pos = 0,var(1)*ifelse(var(2) = 1,1,-1)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16201
ID = 16200+var(0)
ignorehitpause = 1

[State 16200, Helper]
type = Helper
triggerall = var(3) = 0
trigger1 = Time = 5
helpertype = normal
name = "Needle"
postype = p1
pos = 50,var(1)*ifelse(var(2) = 1,1,-1)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16201
ID = 16200+var(0)
ignorehitpause = 1

[State 16200, Helper]
type = Helper
triggerall = var(3) = 0
trigger1 = Time = 10
helpertype = normal
name = "Needle"
postype = p1
pos = 100,var(1)*ifelse(var(2) = 1,1,-1)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16201
ID = 16200+var(0)
ignorehitpause = 1

[State 16200, Helper]
type = Helper
triggerall = var(3) = 0
trigger1 = Time = 15
helpertype = normal
name = "Needle"
postype = p1
pos = 150,var(1)*ifelse(var(2) = 1,1,-1)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16201
ID = 16200+var(0)
ignorehitpause = 1

[State 16200, Helper]
type = Helper
triggerall = var(3) = 0
trigger1 = Time = 20
helpertype = normal
name = "Needle"
postype = p1
pos = 200,var(1)*ifelse(var(2) = 1,1,-1)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16201
ID = 16200+var(0)
ignorehitpause = 1

[State 16200, Helper]
type = Helper
triggerall = var(3) = 0
trigger1 = Time = 25
helpertype = normal
name = "Needle"
postype = p1
pos = 250,var(1)*ifelse(var(2) = 1,1,-1)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16201
ID = 16200+var(0)
ignorehitpause = 1

[State 16200, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(16200) = 0
trigger1 = NumHelper(16201) = 0
trigger1 = NumHelper(16202) = 0
trigger1 = NumHelper(16203) = 0

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

[Statedef 16201]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 16201, ChangeAnim]
type = ChangeAnim
trigger1 = isHelper(16200)
trigger1 = Time = 0
value = 16200

[State 16201, ChangeAnim]
type = ChangeAnim
trigger1 = isHelper(16201)
trigger1 = Time = 0
value = 16201

[State 16201, ChangeAnim]
type = ChangeAnim
trigger1 = isHelper(16202)
trigger1 = Time = 0
value = 16202

[State 16201, ChangeAnim]
type = ChangeAnim
trigger1 = isHelper(16203)
trigger1 = Time = 0
value = 16203

[State 16201, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
attr = A,SP
hitflag = MAF
guardflag = L
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(80*root,fvar(0)),0
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+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))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
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
p2facing = 1
;p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 16201, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45070+ifelse(Root,var(20)=1,0,5)
ignorehitpause = 1

[State 16201, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 16201, 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 16201, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 16201, HitCount]
type = Helper
trigger1 = NumHelper(16205) = 0
trigger1 = MoveHit
helpertype = normal
name = "HitCount"
postype = p2
facing = -1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11208
ID = 16205
ignorehitpause = 1

[State 16201, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(3) = 1
ignorehitpause = 1

[State 16201, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11202
ignorehitpause = 1

[State 16201, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

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

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

[Statedef 16210]
type = A
movetype = A
physics = N
anim = 16210
ctrl = 0
velset = 13.5,0
sprpriority = 5

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

[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, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*0),0
getpower = 0,0
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,0
guard.velocity = -2
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16210, 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 16210, 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 16210, HitCount]
type = Helper
trigger1 = NumHelper(16215) = 0
trigger1 = MoveHit
helpertype = normal
name = "HitCount"
postype = p2
facing = -1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11208
ID = 16215
ignorehitpause = 1

[State 16210, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 16211
ignorehitpause = 1

[State 16210, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16210, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

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

[Statedef 16211]
type = A
movetype = A
physics = N
anim = 16211
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 16211, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,16

[State 16211, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),8
getpower = 0,0
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,0
guard.velocity = -2
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*80*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
;p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 16211, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45070+ifelse(Root,var(20)=1,0,5)
ignorehitpause = 1

[State 16211, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 16211, 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 16211, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 16211, Explod]
type = Explod
trigger1 = Time < 16
trigger1 = Time % 2 = 0
anim = 11209
postype = p1
pos = 0,0
random = 120,120
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16211, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

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

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

[Statedef 16220]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

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

[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, PosAdd]
type = PosAdd
trigger1 = Time % 2 = 0
x = 16

[State 16220, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,25

[State 16220, Helper]
type = Helper
trigger1 = Time % 3 = 0
helpertype = normal
ownpal = 1
postype = p1
pos = 0,var(1)-30
pausemovetime = 0
supermovetime = 0
stateno = 16221
ID = 16221
ignorehitpause = 1

[State 16220, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [120,155]
trigger1 = Root,MoveType = H
trigger2 = FrontEdgeBodyDist <= -100

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

[Statedef 16221]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 16221, Explod]
type = Explod
trigger1 = Time = 0
anim = 16220
postype = p1
pos = 0,10
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16221, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 25
value = 16221

[State 16221, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(40*root,fvar(0)),0
getpower = 0,0
givepower = 15,6
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-80+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))*-3,-2
guard.velocity = -3
air.velocity = -3,-2
airguard.velocity = -2,-3
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
;p2stateno = 45060+ifelse(Root,var(20)=1,0,5)

[State 16221, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45060+ifelse(Root,var(20)=1,0,5)
ignorehitpause = 1

[State 16221, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 16221, 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 16221, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 15
ignorehitpause = 1

[State 16221, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 2141236 + A

[Statedef 16300]
type = A
movetype = A
physics = N
anim = 16300
ctrl = 0
sprpriority = 5

[State 16300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16300, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16300
time = -1
ignorehitpause = 1

[State 16300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16300, Explod]
type = Explod
trigger1 = Time % 2 = 0
anim = 16302
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16300, VelSet]
type = VelSet
trigger1 = Time = 0
x = -7
y = ifelse(P2BodyDist Y >= 50,2,-2)

[State 16300, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y < -100
y = -0.4

[State 16300, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [-100,-51]
y = -0.3

[State 16300, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [-50,30]
y = -0.2

[State 16300, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [31,75]
y = 0.2

[State 16300, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [75,100]
y = 0.3

[State 16300, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [100,200]
y = 0.4

[State 16300, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 200
y = 0.5

[State 16300, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.2

[State 16300, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*70),6
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-4
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16300, 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 16300, 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 16300, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

[State 16300, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 16301
ignorehitpause = 1

[State 16300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State -3, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "Y = %f"
params = P2Dist Y
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 16300, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

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

[Statedef 16301]
type = A
movetype = A
physics = N
anim = 16301
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16301, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16301
time = -1
ignorehitpause = 1

[State 16301, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16301, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 2141236 + B

[Statedef 16310]
type = A
movetype = A
physics = N
anim = 16300
ctrl = 0
sprpriority = 5

[State 16310, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16310, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16310
time = -1
ignorehitpause = 1

[State 16310, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16310, Explod]
type = Explod
trigger1 = Time % 2 = 0
anim = 16302
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16310, VelSet]
type = VelSet
trigger1 = Time = 0
x = -7
y = ifelse(P2BodyDist Y >= 50,2,-2)

[State 16310, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y < -120
y = -0.4

[State 16310, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [-120,-71]
y = -0.3

[State 16310, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [-70,30]
y = -0.2

[State 16310, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [31,55]
y = 0.2

[State 16310, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [55,150]
y = 0.3

[State 16310, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 150
y = 0.4

[State 16310, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.2

[State 16310, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*85),9
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-4
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16310, 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 16310, 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 16310, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

[State 16310, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 16301
ignorehitpause = 1

[State 16310, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16310, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 16320]
type = A
movetype = A
physics = N
anim = 16300
ctrl = 0
sprpriority = 5

[State 16320, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16320, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16320
time = -1
ignorehitpause = 1

[State 16320, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16320, Explod]
type = Explod
trigger1 = Time % 2 = 0
anim = 16302
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16320, VelSet]
type = VelSet
trigger1 = Time = 0
x = -7
y = ifelse(P2BodyDist Y >= 50,2,-2)

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y < -120
y = -0.4

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [-120,-71]
y = -0.3

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [-70,50]
y = -0.2

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [51,300]
y = 0.2

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y = [301,350]
y = 0.3

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 350
y = 0.4

[State 16320, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.2

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y < -50
y = -0.3

[State 16320, VelAdd]
type = VelAdd
trigger1 = Time >= 10
trigger1 = P2BodyDist Y > 100
y = 0.3

[State 16320, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*95),14
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-4
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
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 = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16320, 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 16320, 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 16320, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

[State 16320, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 16301
ignorehitpause = 1

[State 16320, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16320, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

;----------------------------------------------------------------------
; 22 + B

[Statedef 16400]
type = A
movetype = I
physics = N
anim = 16400
ctrl = 0
velset = 0,0
sprpriority = 7

[State 16400, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16400, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16400
time = -1
ignorehitpause = 1

[State 16400, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16400, VarSet]
type = VarSet
trigger1 = Time = 1
var(0) = 0
ignorehitpause = 1

[State 16400, ParentVarSet]
type = ParentVarSet
trigger1 = AnimElem = 11
var(11) = 1
ignorehitpause = 1

[State 16400, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = s3,19
ignorehitpause = 1

[State 16400, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
ownpal = 1
name = "Safety_wall_6401"
postype = p1
pos = 0,10
pausemovetime = 0
supermovetime = 0
stateno = 16401
ID = 16401
persistent = 0
ignorehitpause = 1

[State 16400, DestroySelf]
type = DestroySelf
trigger1 = Time > 30
trigger1 = NumHelper(16401) = 0

;----------------------------------------------------------------------
; 22 + B

[Statedef 16401]
type = A
movetype = I
physics = N
anim = 16401
ctrl = 0
velset = 0,0
sprpriority = 7

[State 16401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16401, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16401
time = -1
ignorehitpause = 1

[State 16401, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16401, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 16402

;----------------------------------------------------------------------
; 22 + B

[Statedef 16402]
type = A
movetype = I
physics = N
anim = 16402
ctrl = 0
velset = 0,0
sprpriority = 7

[State 16402, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16402, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 16402
time = -1
ignorehitpause = 1

[State 16402, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 16402, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 1
ignorehitpause = 1

[State 16402, Reversaldef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP
pausetime = 0,0
sparkno = S10125
sparkxy = 20,0
hitsound = S2,2
numhits = 0
p1sprpriotity = 7
p1stateno = 16405
ignorehitpause = 1

[State 16402, Explod]
type = Explod
trigger1 = NumExplod(16405) = 0
trigger1 = Time = 0
anim = 16405
ID = 16405
postype = p1
pos = 0,0
ontop = 1
facing = 1
bindtime = -1
removetime = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16402, MoveHitReset]
type = MoveHitReset
trigger1 = 1
ignorehitpause = 1

[State 16402, ChangeState]
type = ChangeState
trigger1 = RootDist X != [-30,30]
trigger2 = Root,StateType = A
value = 16403

[State 16402, ChangeState]
type = ChangeState
trigger1 = var(0) > 780
value = 16404

;----------------------------------------------------------------------
; 22 + B

[Statedef 16403]
type = A
movetype = I
physics = N
anim = 16403
ctrl = 0
velset = 0,0
sprpriority = 7

[State 16403, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16403, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16403
time = -1
ignorehitpause = 1

[State 16403, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16403, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 1
ignorehitpause = 1

[State 16403, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 16405
ignorehitpause = 1

[State 16403, ChangeState]
type = ChangeState
trigger1 = ceil(RootDist X) = [-30,30]
trigger1 = Root,StateType != A
value = 16402

[State 16403, ChangeState]
type = ChangeState
trigger1 = var(0) > 780
value = 16404

;----------------------------------------------------------------------
; 22 + B

[Statedef 16404]
type = A
movetype = A
physics = N
anim = 16404
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16404, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16404, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16404
time = -1
ignorehitpause = 1

[State 16404, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16404, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 16405
ignorehitpause = 1

[State 16404, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 22 + B

[Statedef 16405]
type = A
movetype = I
physics = N
anim = 16402
ctrl = 0
velset = 0,0
sprpriority = 7

[State 16405, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16405, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16405, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 1
ignorehitpause = 1

[State 16405, TargetDrop]
type = TargetDrop
trigger1 = 1
excludeID = -1

[State 16405, ChangeState]
type = ChangeState
trigger1 = 1
value = 16402

;----------------------------------------------------------------------
; 2141236 + Z - Ring

[Statedef 17002]
type = A
movetype = I
physics = N
anim = 17002
ctrl = 0
sprpriority = 4

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

[State 17002, AngleDraw]
type = AngleDraw
trigger1 = isHelper(1)
value = var(1)
scale = fvar(0),fvar(0)/5

[State 17002, AngleDraw]
type = AngleDraw
trigger1 = isHelper(2)
value = var(1)
scale = fvar(0),fvar(0)/5

[State 17002, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 17002, VarAdd];Angle initialize
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(1)
v = 1
range = 10,80

[State 17002, VarAdd];Angle initialize
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(2)
v = 1
range = 100,170

[State 17002, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 17002, VarAdd];Scale
type = VarAdd
trigger1 = Time = [1,10]
fvar(0) = 0.1

[State 17002, VarAdd];Scale
type = VarAdd
trigger1 = Time > 10
fvar(0) = 0.01

[State 17002, VarAdd];Transition
type = VarAdd
trigger1 = Time = [10,35]
var(0) = 10

[State 17002, PalFX]
type = PalFX
trigger1 = 1
time = -1
mul = 255,0,0

[State 17002, DestroySelf]
type = DestroySelf
trigger1 = Time > 35

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

[Statedef 14000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 16121
velset = 0,0
sprpriority = 5

[State 14000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14000
time = -1
ignorehitpause = 1

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14000, Helper]
type = Helper
trigger1 = Time = 18
trigger2 = Time > 18
trigger2 = Time % 16 = 0
helpertype = normal
name = "Pillar"
postype = p1
pos = 50-random%100,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 14002
ID = 19002
ignorehitpause = 1

[State 14000, Explod]
type = Explod
trigger1 = Time = 0
trigger2 = Time > 0
trigger2 = Time % 35 = 0
anim = 16024
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,20
volume = -255
persistent = 0

[State 14000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,21
volume = -255
persistent = 0

[State 14000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,22
volume = -255
persistent = 0

[State 14000, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

[State 14000, ChangeState]
type = ChangeState
trigger1 = Time >= 104
value = 14001

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

[Statedef 14001]
type = S
movetype = I
physics = N
ctrl = 0
anim = 16122
velset = 0,0

[State 14001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14001
time = -1
ignorehitpause = 1

[State 14001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14001, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 14002]
type = S
movetype = I
physics = N
ctrl = 0
anim = 16123
velset = 0,0

[State 14002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14002, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14002
time = -1
ignorehitpause = 1

[State 14002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,12
volume = -255
persistent = 0

[State 14002, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

[State 14002, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 14010]
type = A
movetype = I
physics = N
anim = 440
ctrl = 0
velset = 0,0
poweradd = 50

[State 14010, Turn]
type = Turn
trigger1 = isHelper(19011)
persistent = 0

[State 14010, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7.5*1.5
y = 8.4*1.5

[State 14010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,8
volume = -255
abspan = 1
ignorehitpause = 1

[State 14010, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 14011
ctrl = 0

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

[Statedef 14011]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 16022
sprpriority = 5

[State 14011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14011
time = -1
ignorehitpause = 1

[State 14011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
volume = -255
value = s3,24

[State 14011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
volume = -255
value = s3,11

[State 14011, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
volume = -255
value = s1,6

[State 14011, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -8

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

[State 14011, Explod]
type = Explod
trigger1 = Time = 0
anim = 19011
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14011, Explod]
type = Explod
trigger1 = Time = 0
anim = 16024
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14011, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(10) = 1
ignorehitpause = 1

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

