;======================================================================
;======================================================================
; Super Move states file for "Kano Kirishima"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Super Move 
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Z

[Statedef 700]
type = S
movetype = I
physics = S
anim = 700
ctrl = 0

[State 700, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 700, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 700, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 700, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 700, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 700, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 700, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 700, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 700, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 700, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 1
value = 701
ctrl = 0

;----------------------------------------------------------------------
; Z

[Statedef 701]
type = S
movetype = I
physics = S
anim = 701
ctrl = 0

[State 701, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + Z

[Statedef 710]
type = S
movetype = A
physics = S
anim = 710
ctrl = 0

[State 710, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 710, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 710, NotHitBy]
type = NotHitBy
trigger1 = Time < 11
value = SCA
time = 1
ignorehitpause = 1

[State 710, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 0
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 710, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 0
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 710, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,1
persistent = 0

[State 710, VarSet]
type = VarSet
trigger1 = AnimElemTime(4) = 0
fvar(11) = 1.0

[State 710, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 710, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Charge_700"
postype = p1
pos = 7,-42
pausemovetime = 0
supermovetime = 0
stateno = 10710
ID = 10710
ignorehitpause = 1

[State 710, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + A

[Statedef 1000]
type = S
movetype = I
physics = S
ctrl = 0

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1000, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1000, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1000, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1000, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1000, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1000, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1001
ctrl = 0

;----------------------------------------------------------------------
; 214 + A

[Statedef 1001]
type = S
movetype = A
physics = S
ctrl = 0

[State 1001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1001, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1001

[State 1001, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1001
elem = var(33)

[State 1001, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.25

[State 1001, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -40

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s3,5

[State 1001, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1001"
postype = p1
pos = 42,-44
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + B

[Statedef 1010]
type = S
movetype = I
physics = S
ctrl = 0

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1010, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1010, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1010, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1010, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1010, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1010, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1010, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1010, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1010, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1010, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1010, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1010, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1010, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1010, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1010, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1011
ctrl = 0

;----------------------------------------------------------------------
; 214 + B

[Statedef 1011]
type = S
movetype = A
physics = S
ctrl = 0

[State 1011, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1011, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1011, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1011

[State 1011, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1011
elem = var(33)

[State 1011, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.5

[State 1011, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -40

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
trigger2 = AnimElemTime(14) = 0
value = s3,5
channel = 1

[State 1011, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1011"
postype = p1
pos = 42,-44
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1011, Helper]
type = Helper
trigger1 = AnimElemTime(14) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1011"
postype = p1
pos = 39,-67
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1011, Helper]
type = Helper
trigger1 = AnimElemTime(14) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1011"
postype = p1
pos = 39,-18
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214 + C

[Statedef 1020]
type = S
movetype = I
physics = S
ctrl = 0

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1020, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1020, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1020, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1020, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1020, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1020, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1020, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1020, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1020, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1020, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1020, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1020, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1020, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1021
ctrl = 0

;----------------------------------------------------------------------
; 214 + C

[Statedef 1021]
type = S
movetype = A
physics = S
ctrl = 0

[State 1021, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1021, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1021, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1021

[State 1021, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1021
elem = var(33)

[State 1021, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.75

[State 1021, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -60

[State 1021, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
trigger2 = AnimElemTime(14) = 0
trigger3 = AnimElemTime(17) = 0
value = s3,5
channel = 1

[State 1021, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1021"
postype = p1
pos = 42,-44
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1021, Helper]
type = Helper
trigger1 = AnimElemTime(14) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1021"
postype = p1
pos = 39,-67
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1021, Helper]
type = Helper
trigger1 = AnimElemTime(14) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1021"
postype = p1
pos = 39,-18
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1021, Helper]
type = Helper
trigger1 = AnimElemTime(17) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1021"
postype = p1
pos = 39,-93
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1021, Helper]
type = Helper
trigger1 = AnimElemTime(17) = 0
helpertype = normal
ownpal = 1
name = "Firebolt_1021"
postype = p1
pos = 39,-7
pausemovetime = 0
supermovetime = 0
stateno = 11000
ID = 11000
ignorehitpause = 1

[State 1021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1100]
type = S
movetype = I
physics = S
ctrl = 0

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1100, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1100, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1100, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1100, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1100, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1100, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1100, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1100, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1100, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1100, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1101
ctrl = 0

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

[Statedef 1101]
type = S
movetype = A
physics = S
ctrl = 0

[State 1101, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1101, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1101, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(10) >= 1
var(16) = 1
ignorehitpause = 1

[State 1101, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(12) <= 4
var(17) = 1
ignorehitpause = 1

[State 1101, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1101, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1101

[State 1101, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1101
elem = var(33)

[State 1101, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.25

[State 1101, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -20

[State 1101, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Lightningbolt_1101"
postype = p1
pos = 150,0
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11101
ignorehitpause = 1

[State 1101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1110]
type = S
movetype = I
physics = S
ctrl = 0

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1110, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1110, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1110, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1110, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1110, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1110, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1110, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1110, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1110, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1110, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1111
ctrl = 0

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

[Statedef 1111]
type = S
movetype = A
physics = S
ctrl = 0

[State 1111, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1111, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1111, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(10) >= 1
var(16) = 1
ignorehitpause = 1

[State 1111, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(12) <= 4
var(17) = 1
ignorehitpause = 1

[State 1111, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1111, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1101

[State 1111, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1101
elem = var(33)

[State 1111, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.5

[State 1111, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -20

[State 1111, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Lightningbolt_1111"
postype = p1
pos = 125,0
pausemovetime = 0
supermovetime = 0
stateno = 11110
ignorehitpause = 1

[State 1111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1120]
type = S
movetype = I
physics = S
ctrl = 0

[State 1120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1120, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1120, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1120, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1120, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1120, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1120, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1120, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1120, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1120, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1121
ctrl = 0

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

[Statedef 1121]
type = S
movetype = A
physics = S
ctrl = 0

[State 1121, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1121, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1121, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(10) >= 1
var(16) = 1
ignorehitpause = 1

[State 1121, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(12) <= 4
var(17) = 1
ignorehitpause = 1

[State 1121, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1121, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1101

[State 1121, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1101
elem = var(33)

[State 1121, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.75

[State 1121, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -60

[State 1121, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Lightningbolt_1121"
postype = p1
pos = 100,0
pausemovetime = 0
supermovetime = 0
stateno = 11120
ignorehitpause = 1

[State 1121, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 421 + A

[Statedef 1200]
type = S
movetype = I
physics = S
ctrl = 0

[State 1200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1200, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1200, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1200, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1200, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1200, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1200, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1200, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1200, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1200, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1200, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1200, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1201
ctrl = 0

;----------------------------------------------------------------------
; 421 + A

[Statedef 1201]
type = S
movetype = A
physics = S
ctrl = 0

[State 1201, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1201

[State 1201, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1201
elem = var(33)

[State 1201, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.25

[State 1201, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -20

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,4
persistent = 0

[State 1201, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1201"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11201
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 421 + B

[Statedef 1210]
type = S
movetype = I
physics = S
ctrl = 0

[State 1210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1210, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1210, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1210, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1210, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1210, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1210, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1210, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1210, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1210, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1210, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1210, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1211
ctrl = 0

;----------------------------------------------------------------------
; 421 + B

[Statedef 1211]
type = S
movetype = A
physics = S
ctrl = 0

[State 1211, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1201

[State 1211, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1201
elem = var(33)

[State 1211, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.5

[State 1211, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -20

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,4
persistent = 0

[State 1211, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1211"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11201
ignorehitpause = 1

[State 1211, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1211"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11202
ignorehitpause = 1

[State 1211, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1211"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11203
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 421 + C

[Statedef 1220]
type = S
movetype = I
physics = S
ctrl = 0

[State 1220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1220, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720

[State 1220, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
trigger1 = fvar(11) < 0.99
value = 720
elem = var(33)

[State 1220, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0227

[State 1220, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1220, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 1220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 1220, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1220, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1220, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 1220, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 1221
ctrl = 0

;----------------------------------------------------------------------
; 421 + C

[Statedef 1221]
type = S
movetype = A
physics = S
ctrl = 0

[State 1221, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 950
trigger1 = Time = 0
value = 1201

[State 1221, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo = 950
trigger1 = Time = 0
value = 1201
elem = var(33)

[State 1221, VarAdd]
type = VarAdd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = -0.75

[State 1221, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -60

[State 1221, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,4
persistent = 0

[State 1221, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1221"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11201
ignorehitpause = 1

[State 1221, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1221"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11202
ignorehitpause = 1

[State 1221, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1221"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11203
ignorehitpause = 1

[State 1221, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1221"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11204
ignorehitpause = 1

[State 1221, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Coldbolt_1221"
postype = p1
pos = -5,-80
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11205
ignorehitpause = 1

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

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

[Statedef 6000]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6000, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6000, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6000, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0303

[State 6000, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6000, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6000, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6000, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6000, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6000, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6000, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6000, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6001
ctrl = 0

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

[Statedef 6001]
type = S
movetype = A
physics = S
anim = 6001
ctrl = 0

[State 6001, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6001, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6001, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6001, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(9) < 2
flag = NoBG
ignorehitpause = 1

[State 6001, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10300
postype = p1
pos = 9,-93
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6001, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(6) = 0
value = -1000
ignorehitpause = 1

[State 6001, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6001, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6001, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(9) >= 1
var(16) = 1
ignorehitpause = 1

[State 6001, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(10) <= 30
var(17) = 1
ignorehitpause = 1

[State 6001, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(10) > 30
var(17) = 0
ignorehitpause = 1

[State 6001, VarSet]
type = VarSet
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6001, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,10
persistent = 0

[State 6001, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
ownpal = 1
name = "FireBall_6001"
postype = p1
pos = 10,-100
pausemovetime = 0
supermovetime = 0
stateno = 16000
ignorehitpause = 1

[State 6001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6010]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6010, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6010, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6010, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6010, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0454

[State 6010, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6010, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6010, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6010, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6010, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6010, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6010, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6010, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6011
ctrl = 0

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

[Statedef 6011]
type = S
movetype = A
physics = S
anim = 6011
ctrl = 0

[State 6011, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 3
value = SCA
time = 1
ignorehitpause = 1

[State 6011, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6011, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6011, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(6) < 1
flag = NoBG
ignorehitpause = 1

[State 6011, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10310
postype = p1
pos = 7,-64
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6011, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -2000
ignorehitpause = 1

[State 6011, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6011, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 1
value = s3,11
persistent = 0

[State 6011, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 1
value = s3,12
persistent = 0

[State 6011, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 1
value = s3,13
persistent = 0

[State 6011, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 1
helpertype = normal
ownpal = 1
name = "Explosion_6011"
postype = p1
pos = 40,0
pausemovetime = 0
supermovetime = 0
stateno = 16010
ignorehitpause = 1

[State 6011, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 1
helpertype = normal
ownpal = 1
name = "Firewall_6011"
postype = p1
pos = 40,20
pausemovetime = 0
supermovetime = 0
stateno = 16011
ignorehitpause = 1

[State 6011, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 1
helpertype = normal
ownpal = 1
name = "Firewall_6011"
postype = p1
pos = 55,10
pausemovetime = 0
supermovetime = 0
stateno = 16011
ignorehitpause = 1

[State 6011, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 1
helpertype = normal
ownpal = 1
name = "Firewall_6011"
postype = p1
pos = 70,0
pausemovetime = 0
supermovetime = 0
stateno = 16011
ignorehitpause = 1

[State 6011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6020]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6020, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0303

[State 6020, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6020, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6020, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6020, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6020, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6020, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6020, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6020, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6021
ctrl = 0

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

[Statedef 6021]
type = S
movetype = A
physics = S
anim = 6021
ctrl = 0

[State 6021, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(23) < 6
value = SCA
time = 1
ignorehitpause = 1

[State 6021, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6021, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(3) >= 0
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6021, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s4,4
persistent = 0

[State 6021, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6021, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(22) < 1
flag = NoBG
ignorehitpause = 1

[State 6021, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10320
postype = p1
pos = 5,-45
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6021, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -3000
ignorehitpause = 1

[State 6021, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6021, Helper]
type = Helper
trigger1 = AnimElemTime(22) = 1
helpertype = normal
ownpal = 1
name = "Meteor_6021"
postype = p1
pos = 16,-41
pausemovetime = 0
supermovetime = 0
stateno = 16020
ID = 16021
ignorehitpause = 1

[State 6021, Helper]
type = Helper
trigger1 = AnimElemTime(26) = 1
helpertype = normal
ownpal = 1
name = "Meteor_6021"
postype = p1
pos = 16,-41
pausemovetime = 0
supermovetime = 0
stateno = 16020
ID = 16022
ignorehitpause = 1

[State 6021, Helper]
type = Helper
trigger1 = AnimElemTime(30) = 1
helpertype = normal
ownpal = 1
name = "Meteor_6021"
postype = p1
pos = 16,-41
pausemovetime = 0
supermovetime = 0
stateno = 16020
ID = 16023
ignorehitpause = 1

[State 6021, Helper]
type = Helper
trigger1 = AnimElemTime(34) = 1
helpertype = normal
ownpal = 1
name = "Meteor_6021"
postype = p1
pos = 16,-41
pausemovetime = 0
supermovetime = 0
stateno = 16020
ID = 16024
ignorehitpause = 1

[State 6021, Helper]
type = Helper
trigger1 = AnimElemTime(38) = 1
helpertype = normal
ownpal = 1
name = "Meteor_6021"
postype = p1
pos = 16,-41
pausemovetime = 0
supermovetime = 0
stateno = 16020
ID = 16025
ignorehitpause = 1

[State 6021, Helper]
type = Helper
trigger1 = AnimElemTime(42) = 1
helpertype = normal
ownpal = 1
name = "Meteor_6021"
postype = p1
pos = 16,-41
pausemovetime = 0
supermovetime = 0
stateno = 16020
ID = 16026
ignorehitpause = 1

[State 6021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6100]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6100, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6100, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6100, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6100, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0303

[State 6100, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6100, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6100, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6100, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6100, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6100, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6101
ctrl = 0

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

[Statedef 6101]
type = S
movetype = A
physics = S
anim = 6101
ctrl = 0

[State 6101, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6101, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6101, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(11) >= 36
var(16) = 1
ignorehitpause = 1

[State 6101, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(11) <= 44
var(17) = 1
ignorehitpause = 1

[State 6101, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(12) >= 0
var(17) = 0
ignorehitpause = 1

[State 6101, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6101, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(7) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6101, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(7) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6101, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(7) >= 1
trigger1 = AnimElemTime(9) < 2
flag = NoBG
ignorehitpause = 1

[State 6101, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 1
anim = 10300
postype = p1
pos = 9,-93
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6101, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(7) = 1
value = -1000
ignorehitpause = 1

[State 6101, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6101, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 1
helpertype = normal
ownpal = 1
name = "ThunderStorm_6101"
postype = p1
pos = 75,0
pausemovetime = 0
supermovetime = 0
stateno = 16100
ignorehitpause = 1

[State 6101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6110]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6110, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6110, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6110, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6110, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0303

[State 6110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6110, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6110, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6110, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6111
ctrl = 0

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

[Statedef 6111]
type = S
movetype = A
physics = S
anim = 6111
ctrl = 0

[State 6111, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6111, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6111, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(11) >= 0
var(16) = 1
ignorehitpause = 1

[State 6111, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(28) <= 2
var(17) = 1
ignorehitpause = 1

[State 6111, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(28) > 2
var(17) = 0
ignorehitpause = 1

[State 6111, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6111, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(7) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6111, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(7) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6111, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(7) >= 1
trigger1 = AnimElemTime(9) < 2
flag = NoBG
ignorehitpause = 1

[State 6111, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 1
anim = 10310
postype = p1
pos = 9,-93
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6111, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(7) = 1
value = -2000
ignorehitpause = 1

[State 6111, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6111, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "JupterThunder_6111"
postype = p1
pos = 35,-45
pausemovetime = 0
supermovetime = 0
stateno = 16110
ignorehitpause = 1

[State 6111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6120]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6120, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0303

[State 6120, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6120, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6120, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6120, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6121
ctrl = 0

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

[Statedef 6121]
type = S
movetype = A
physics = S
anim = 6121
ctrl = 0

[State 6121, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 10
value = SCA
time = 1
ignorehitpause = 1

[State 6121, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 1
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = s4,4
persistent = 0

[State 6121, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6121, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 1
flag = NoBG
ignorehitpause = 1

[State 6121, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6121, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(7) = 1
value = -3000
ignorehitpause = 1

[State 6121, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6121, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 1
anim = 16120
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6121, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 30
helpertype = normal
ownpal = 1
name = "Lord_of_Vermillion_6121"
postype = p1
pos = -10,15
pausemovetime = 0
supermovetime = 0
stateno = 16120
ignorehitpause = 1

[State 6121, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6200]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6200, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6200, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6200, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6200, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0454

[State 6200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6200, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6200, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6200, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6200, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6201
ctrl = 0

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

[Statedef 6201]
type = S
movetype = A
physics = S
anim = 6201
ctrl = 0

[State 6201, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6201, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6201, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6201, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(9) < 2
flag = NoBG
ignorehitpause = 1

[State 6201, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10300
postype = p1
pos = 9,-93
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6201, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(6) = 0
value = -1000
ignorehitpause = 1

[State 6201, VarSet]
type = VarSet
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6201, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s3,17
persistent = 0

[State 6201, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 4
helpertype = normal
ownpal = 1
name = "Frost_6201"
postype = p1
pos = 75,0
pausemovetime = 0
supermovetime = 0
stateno = 16200
ignorehitpause = 1

[State 6201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6210]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6210, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6210, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6210, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6210, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0454

[State 6210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6210, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6210, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6210, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6210, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6211
ctrl = 0

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

[Statedef 6211]
type = S
movetype = A
physics = S
anim = 6211
ctrl = 0

[State 6211, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6211, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6211, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6211, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) < 1
flag = NoBG
ignorehitpause = 1

[State 6211, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10310
postype = p1
pos = -2,-54
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6211, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 0
value = -2000
ignorehitpause = 1

[State 6211, VarSet]
type = VarSet
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6211, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,15
persistent = 0

[State 6211, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 1
helpertype = normal
ownpal = 1
name = "Frost_6211"
postype = p1
pos = 10,-54
pausemovetime = 0
supermovetime = 0
stateno = 16210
ignorehitpause = 1

[State 6211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6220]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6220, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0303

[State 6220, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6220, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = Time > 4
var(16) = 1
ignorehitpause = 1

[State 6220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = Time >= 4
var(17) = 1
ignorehitpause = 1

[State 6220, VarSet];Flicker Instant Charge Input Flag
type = Null;VarSet
trigger1 = AnimElemTime(12) > 4
var(17) = 0
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6220, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6220, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6220, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6221
ctrl = 0

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

[Statedef 6221]
type = S
movetype = A
physics = S
anim = 6221
ctrl = 0

[State 6221, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 9
ignorehitpause = 1

[State 6221, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6221, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6221, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.15
ignorehitpause = 1

[State 6221, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 6221, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 8
attr = S,NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*50),0
getpower = 0,0
givepower = 15,10
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-5
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-6.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 6221, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6221, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 2
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6221, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 2
value = s4,4
persistent = 0

[State 6221, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 2
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6221, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 2
flag = NoBG
ignorehitpause = 1

[State 6221, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 2
anim = 10320
postype = p1
pos = 0,-20
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6221, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 2
value = -3000
ignorehitpause = 1

[State 6221, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6221, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 2
helpertype = normal
ownpal = 1
name = "Storm_Gust_6221"
postype = p1
pos = -20,30
pausemovetime = 0
supermovetime = 0
stateno = 16220
ignorehitpause = 1

[State 6221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6300]
type = S
movetype = A
physics = S
anim = 6300
ctrl = 0

[State 6300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6300, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(16) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6300, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6300, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6300, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(15) < 0
flag = NoBG
ignorehitpause = 1

[State 6300, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6300, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -1000
ignorehitpause = 1

[State 6300, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElemTime(11) = 0
fvar(11) = 0

[State 6300, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(11) < 0
fvar(11) = 0.0625

[State 6300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(16) = 10
trigger3 = AnimElemTime(16) = 20
value = s3,14
channel = 1

[State 6300, Helper]
type = Helper
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(16) = 10
trigger3 = AnimElemTime(16) = 20
helpertype = normal
ownpal = 1
name = "SoulStrike_6300"
postype = p1
pos = 32,-43
pausemovetime = 0
supermovetime = 0
stateno = 16300
ignorehitpause = 1

[State 6300, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6300, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(33) >= 0
var(16) = 1
ignorehitpause = 1

[State 6300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(30) >= 0
trigger1 = AnimElemTime(36) <= 2
var(17) = 1
ignorehitpause = 1

[State 6300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(36) > 2
var(17) = 0
ignorehitpause = 1

[State 6300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6310]
type = S
movetype = A
physics = S
anim = 6310
ctrl = 0

[State 6310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6310, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(16) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6310, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6310, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6310, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(15) < 0
flag = NoBG
ignorehitpause = 1

[State 6310, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6310, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -2000
ignorehitpause = 1

[State 6310, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElemTime(11) = 0
fvar(11) = 0

[State 6310, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(11) < 0
fvar(11) = 0.0625

[State 6310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(16) = 10
trigger3 = AnimElemTime(16) = 20
trigger4 = AnimElemTime(16) = 30
value = s3,14
channel = 1

[State 6310, Helper]
type = Helper
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(16) = 10
trigger3 = AnimElemTime(16) = 20
trigger4 = AnimElemTime(16) = 30
helpertype = normal
ownpal = 1
name = "SoulStrike_6310"
postype = p1
pos = 32,-43
pausemovetime = 0
supermovetime = 0
stateno = 16310
ignorehitpause = 1

[State 6310, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6310, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(33) >= 0
var(16) = 1
ignorehitpause = 1

[State 6310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(30) >= 0
trigger1 = AnimElemTime(36) <= 2
var(17) = 1
ignorehitpause = 1

[State 6310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(36) > 2
var(17) = 0
ignorehitpause = 1

[State 6310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6320]
type = S
movetype = A
physics = S
anim = 6310
ctrl = 0

[State 6320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6320, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(16) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6320, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 1
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = s4,4
persistent = 0

[State 6320, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(3) = 1
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6320, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(15) < 0
flag = NoBG
ignorehitpause = 1

[State 6320, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6320, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 1
value = -3000
ignorehitpause = 1

[State 6320, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimElemTime(11) = 0
fvar(11) = 0

[State 6320, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(11) < 0
fvar(11) = 0.0625

[State 6320, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(3) >= 0
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(16) = 10
trigger3 = AnimElemTime(16) = 20
trigger4 = AnimElemTime(16) = 30
trigger5 = AnimElemTime(16) = 40
value = s3,14
channel = 1

[State 6320, Helper]
type = Helper
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(16) = 10
trigger3 = AnimElemTime(16) = 20
trigger4 = AnimElemTime(16) = 30
trigger5 = AnimElemTime(16) = 40
helpertype = normal
ownpal = 1
name = "SoulStrike_6320"
postype = p1
pos = 32,-43
pausemovetime = 0
supermovetime = 0
stateno = 16320
ignorehitpause = 1

[State 6320, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6320, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(33) >= 0
var(16) = 1
ignorehitpause = 1

[State 6320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(30) >= 0
trigger1 = AnimElemTime(36) <= 2
var(17) = 1
ignorehitpause = 1

[State 6320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(36) > 2
var(17) = 0
ignorehitpause = 1

[State 6320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6400]
type = S
movetype = I
physics = S
anim = 720
ctrl = 0

[State 6400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6400, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 10
var(10) = 0

[State 6400, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo != 950
trigger1 = AnimElemTime(4) = 0
value = s3,0
persistent = 0

[State 6400, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
var(10) = 1

[State 6400, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
fvar(11) = 0.0303

[State 6400, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6400, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6400, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10700
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6400, Explod]
type = Explod
trigger1 = var(10) = 10
anim = 10701
postype = p1
pos = 0,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 6400, ChangeState]
type = ChangeState
trigger1 = fvar(11) >= 0.99
value = 6401
ctrl = 0

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

[Statedef 6401]
type = S
movetype = A
physics = S
anim = 6401
ctrl = 0

[State 6401, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 2
value = SCA
time = 1
ignorehitpause = 1

[State 6401, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6401, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6401, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
flag = NoBG
ignorehitpause = 1

[State 6401, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6401, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(2) = 0
value = -2000
ignorehitpause = 1

[State 6401, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
fvar(11) = 0

[State 6401, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,18
ignorehitpause = 1

[State 6401, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Safety_wall_6401"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16400
ID = 16400
ignorehitpause = 1

[State 6401, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
ctrl = 0

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = Time < 50
value = SCA
time = 1
ignorehitpause = 1

[State 7000, SuperPause]
type = Pause
trigger1 = Time = 0
time = 1
movetime = 1

[State 7000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 38
movetime = 38
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4
persistent = 0

[State 7000, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = Time <= 40
flag = NoBG
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10330
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -3000
ignorehitpause = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,0
persistent = 0

[State 7000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7000, Hitdef]
type = Hitdef
trigger1 = AnimElem = 8
attr = S,HT
hitflag = MA
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 7, Hit
damage = 0,0
getpower = 0,0
givepower = 200,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,0
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 7001
p2stateno = 47001
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 2141236 + Z - Success

[Statedef 7001]
type = S
movetype = A
physics = S
anim = 7001
ctrl = 0

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 58,-64

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
pos = 54,-70

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
pos = 46,-86

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
pos = 33,-98

[State 7001, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
pos = 32,-98

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,25
ignorehitpause = 1

[State 7001, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 17000
postype = Left
pos = 160,210
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 7001, ChangeState]
type = ChangeState
trigger1 = Time >= 455
value = 7002

;----------------------------------------------------------------------
; 2141236 + Z - Success

[Statedef 7002]
type = S
movetype = A
physics = S
anim = 7002
ctrl = 0

[State 7002, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-500*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 7002, TargetState]
type = TargetState
trigger1 = Time = 0
value = 47002

[State 7002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,26
ignorehitpause = 1

[State 7002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s5,0
volume = 255
ignorehitpause = 1

[State 7002, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -5

[State 7002, Explod]
type = Explod
trigger1 = Time = 0
anim = 10290
postype = p1
pos = 27,-87
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 7002, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 27,-87
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 17002
ID = 1
ignorehitpause = 1

[State 7002, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 27,-87
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 17002
ID = 2
ignorehitpause = 1

[State 7002, ChangeState]
type = ChangeState
trigger1 = Time >= 90
value = 7003

;----------------------------------------------------------------------
; 2141236 + Z - Success

[Statedef 7003]
type = S
movetype = A
physics = S
anim = 7003
ctrl = 0

[State 7003, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 33,-19

[State 7003, TargetState]
type = TargetState
trigger1 = Time = 1
value = 47003

[State 7003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

