;======================================================================
;======================================================================
; Helper states file for "Mai Kawasumi"
;======================================================================
;======================================================================

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

;----------------------------------------------------------------------
; 412 + C <AfterImage - Parent>

[Statedef 11120]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 5

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

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

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

[State 11120, Helper]
type = Helper
trigger1 = Time = 3
trigger2 = Time = 6
trigger3 = Time = 9
trigger4 = Time = 12
helpertype = normal
ownpal = 1
name = "AfterImage_11121"
ID = 11121
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 11121
ignorehitpause = 1

[State 11120, DestroySelf]
type = DestroySelf
trigger1 = Time > 12
trigger1 = NumHelper(11121) = 0

;----------------------------------------------------------------------
; 412 + C <AfterImage>

[Statedef 11121]
type = S
movetype = I
physics = N
anim = 1120
ctrl = 0
sprpriority = 5

[State 11121, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11121
time = -1
ignorehitpause = 1

[State 11121, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11121, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11121, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 128,128
ignorehitpause = 1

[State 11121, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 100

[State 11121, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = -1
x = 10

[State 11121, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) = -1
physics = N

[State 11121, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
trigger1 = Vel X > 0
x = 0.93

[State 11121, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
trigger3 = Root,StateNo != 1120

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

[Statedef 11400]
type = A
movetype = A
physics = N
anim = 11400
ctrl = 0
sprpriority = 6
velset = 0,0

[State 11400, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11400
time = -1
ignorehitpause = 1

[State 11400, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11400, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11400, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
trigger2 = Time = 15
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),2
getpower = 50,25
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4,-5
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11400, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11400, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11400, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 11400, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11400, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 412 + Z

[Statedef 12600]
type = A
movetype = A
physics = N
anim = 12600
ctrl = 0
sprpriority = 6
velset = 0,0

[State 12600, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 12600
time = -1
ignorehitpause = 1

[State 12600, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 12600, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 12600, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3.25,-5
guard.velocity = -5
air.velocity = -3.25,-5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1
p2stateno = 42600

[State 12600, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 12600, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 12600, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 35
ignorehitpause = 1

[State 12600, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 12601

[State 12600, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 12600, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 12601]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 6
velset = 0,0

[State 12601, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 12601
time = -1
ignorehitpause = 1

[State 12601, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 12601, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 12601, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16000]
type = A
movetype = A
physics = N
anim = 16000
ctrl = 0
sprpriority = 6
velset = 7.5,0

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

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

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

[State 16000, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 16000, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 16000, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(0) < 5
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*45),10
getpower = 0,0
givepower = 25,15
pausetime = 5,5
guard.pausetime = 5,5
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-4
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

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

[State 16000, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 4
ignorehitpause = 1

[State 16000, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16000, ChangeState]
type = ChangeState
trigger1 = var(0) = 5
value = 16001
ignorehitpause = 1

[State 16000, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

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

[Statedef 16001]
type = A
movetype = I
physics = N
anim = 16001
ctrl = 0
sprpriority = 6
velset = ifelse(PrevStateNo = 16050,6,0),0

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

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

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

[State 16001, VelMul]
type = VelMul
trigger1 = Vel X > 0
x = 0.9

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

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

[Statedef 16010]
type = A
movetype = A
physics = N
anim = 16010
ctrl = 0
sprpriority = 6
velset = 10.5,0

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

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

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

[State 16010, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 16010, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 16010, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(0) < 7
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),11
getpower = 0,0
givepower = 15,7
pausetime = 5,5
guard.pausetime = 5,5
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-4
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16010, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16010, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16010, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 91
ignorehitpause = 1

[State 16010, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16010, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

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

[Statedef 16020]
type = A
movetype = A
physics = N
anim = 16020
ctrl = 0
sprpriority = 6
velset = 13,0

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

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

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

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

[State 16020, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 16020, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(0) < 10
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*55),12
getpower = 0,0
givepower = 15,7
pausetime = 5,5
guard.pausetime = 5,5
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-4
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 16020, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16020, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16020, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 16020, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16020, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

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

[Statedef 16050]
type = A
movetype = A
physics = N
anim = 16050
ctrl = 0
sprpriority = 6
velset = 9.5,0

[State 16050, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16050
time = -1
ignorehitpause = 1

[State 16050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16050, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*100),10
getpower = 0,0
givepower = 25,15
pausetime = 5,5
guard.pausetime = 5,5
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-6
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 16050, HitEffect]
type = Helper
triggerall = NumHelper(16055) = 0
trigger1 = MoveHit
helpertype = normal
name = "Counter"
postype = p1
pos = ceil(P2Dist X),ceil(P2Dist Y)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16055
ID = 16055
ignorehitpause = 1

[State 16050, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 16050, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16050, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 92
ignorehitpause = 1

[State 16050, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 16001
ignorehitpause = 1

[State 16050, VelMul]
type = VelMul
trigger1 = Time > 25
trigger1 = Vel X > 2
x = 0.9

[State 16050, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16050, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -100

;----------------------------------------------------------------------
; 214214 + A or B or C <Dummy>

[Statedef 16055]
type = A
movetype = A
physics = N
anim = 16055
ctrl = 0
sprpriority = 3

[State 16055, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State 16055, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 16055
time = -1
ignorehitpause = 1

[State 16055, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16055, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
trigger1 = HitCount < 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-6
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 40
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
numhits = 0

[State 16055, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
value = 99990
ignorehitpause = 1
persistent = 0

[State 16055, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16055, DestroySelf]
type = DestroySelf
trigger1 = P2MoveType != H

;----------------------------------------------------------------------
; 214214 + A or B or C - Ring

[Statedef 16100]
type = A
movetype = I
physics = N
anim = 16100
ctrl = 0
sprpriority = 4

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

[State 16100, AngleDraw]
type = AngleDraw
trigger1 = isHelper(1)
value = var(1)
scale = fvar(0),fvar(0)/5

[State 16100, AngleDraw]
type = AngleDraw
trigger1 = isHelper(2)
value = var(1)
scale = fvar(0),fvar(0)/5

[State 16100, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 16100, VarAdd];Angle initialize
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(1)
v = 1
range = 10,80

[State 16100, VarAdd];Angle initialize
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(2)
v = 1
range = 100,170

[State 16100, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 16100, VarAdd];Scale
type = VarAdd
trigger1 = Time = [1,10]
fvar(0) = 0.1

[State 16100, VarAdd];Scale
type = VarAdd
trigger1 = Time > 10
fvar(0) = 0.01

[State 16100, VarAdd];Transition
type = VarAdd
trigger1 = Time = [10,35]
var(0) = 10

[State 16100, DestroySelf]
type = DestroySelf
trigger1 = Time > 35

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

[Statedef 17200]
type = A
movetype = A
physics = N
anim = 17200
ctrl = 0
sprpriority = 6
velset = 0,0

[State 17200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17200
time = -1
ignorehitpause = 1

[State 17200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17200, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*70),2
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-6
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
persistent = 0

[State 17200, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 17200, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 17200, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 93
ignorehitpause = 1

[State 17200, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17200, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Chibi-Mai Statements
;
; 20000 	- Waiting
; 20001		- Appear
; 20005		- Damaged
; 20009		- Common Disappear

;----------------------------------------------------------------------
; Chibi-Mai <Waiting>

[Statedef 20000]
type = S
movetype = I
physics = N
anim = 20000
ctrl = 0
velset = 0,0
sprpriority = 5

[State 20000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 20000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 20000, Turn]
type = Turn
trigger1 = ceil(P2Dist X) < -10

[State 20001, ParentVarSet]
type = ParentVarSet
trigger1 = PrevStateNo = [21000,29999]
trigger1 = Time = 0
fvar(11) = 100
ignorehitpause = 1

[State 20001, ParentVarSet]
type = ParentVarSet
trigger1 = PrevStateNo = [21000,29999]
trigger1 = Time = 0
fvar(12) = 1
ignorehitpause = 1

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,MoveType = H
trigger1 = Root,StateNo != [120,155]
value = 20005

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(20009) >= 1
trigger2 = Root,fvar(11) <= 0 && Root,fvar(12) = 1
value = 20009

[State 20000, ChangeState]
type = ChangeState
triggerall = Root,Command = "236z"
trigger1 = Root,StateNo != [120,155]
value = 22300

[State 20000, ChangeState]
type = ChangeState
triggerall = Root,Command = "22z"
trigger1 = Root,StateNo != [120,155]
value = 22500

[State 20000, ChangeState]
type = ChangeState
triggerall = Root,Command = "412z"
trigger1 = Root,StateNo != [120,155]
value = 22600

[State 20000, ChangeState]
type = ChangeState
triggerall = Root,Command = "214z"
trigger1 = Root,StateNo != [120,155]
value = 22700

[State 20000, DestroySelf]
type = DestroySelf
trigger1 = Root,NumProjID(26050) >= 1
trigger2 = Root,NumProjID(26060) >= 1
trigger3 = Root,NumProjID(26070) >= 1

;----------------------------------------------------------------------
; Chibi-Mai <Appear>

[Statedef 20001]
type = S
movetype = I
physics = N
anim = 20000
ctrl = 0
sprpriority = 5

[State 20001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 20001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 20001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 20001, Explod]
type = Explod
trigger1 = Time = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 20001, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
fvar(11) = 100
ignorehitpause = 1

[State 20001, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
fvar(12) = 1
ignorehitpause = 1

[State 20001, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(0) = 1.5
ignorehitpause = 1

[State 20001, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(1) = 0
ignorehitpause = 1

[State 20001, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(0) = -0.1
ignorehitpause = 1

[State 20001, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(1) = 0.2
ignorehitpause = 1

[State 20001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(0)

[State 20001, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 20001, ChangeState]
type = ChangeState
trigger1 = Time > 6
value = 20000

;----------------------------------------------------------------------
; Chibi-Mai <Damaged>

[Statedef 20005]
type = A
movetype = I
physics = N
anim = 20005
ctrl = 0
sprpriority = 5
velset = ifelse(PrevStateNo != 20000,0,-6),ifelse(PrevStateNo != 20000,0,-6)

[State 20005, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 20005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 20005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 20005, VelMul]
type = VelMul
trigger1 = Vel X < 0
x = 0.9

[State 20005, VelMul]
type = VelMul
trigger1 = Vel Y < 0
y = 0.9

[State 20005, ChangeState]
type = ChangeState
trigger1 = Time > 36
value = 20009

;----------------------------------------------------------------------
; Chibi-Mai <Appear>

[Statedef 20009]
type = S
movetype = I
physics = N
ctrl = 0
sprpriority = 5

[State 20009, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 20009, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 20009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 20009, ParentVarSet]
type = ParentVarSet
triggerall = Time = 6
trigger1 = PrevStateNo = 20000
trigger2 = PrevStateNo = 21300
trigger3 = PrevStateNo = 21500
trigger4 = PrevStateNo = 22600
fvar(12) = 2
ignorehitpause = 1

[State 20009, ParentVarSet]
type = ParentVarSet
triggerall = Time = 6
trigger1 = PrevStateNo = 20005
trigger2 = PrevStateNo = 22300
trigger3 = PrevStateNo = 22500
trigger4 = PrevStateNo = 22701
trigger5 = PrevStateNo = 26001
trigger6 = PrevStateNo = 26011
trigger7 = PrevStateNo = 26021
trigger8 = PrevStateNo = 26052
trigger9 = PrevStateNo = 26062
trigger10 = PrevStateNo = 26072
fvar(12) = 3
ignorehitpause = 1

[State 20009, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 6
fvar(11) = 100
ignorehitpause = 1

[State 20009, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(0) = 1.0
ignorehitpause = 1

[State 20009, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(1) = 1.0
ignorehitpause = 1

[State 20009, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(0) = 0.1
ignorehitpause = 1

[State 20009, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(1) = -0.2
ignorehitpause = 1

[State 20009, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(0)

[State 20009, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 20009, DestroySelf]
type = DestroySelf
trigger1 = Time > 6

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

[Statedef 21300]
type = A
movetype = A
physics = N
anim = 21300
ctrl = 0
sprpriority = 5
velset = 5,0

[State 21300, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 21300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 21300, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 21300, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 21300, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
trigger1 = Vel X > 0
x = 0.8

[State 21300, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21300, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 4
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),2
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 21300, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 21300, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 21300, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 90
ignorehitpause = 1

[State 21300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21300, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 56
value = 21301

[State 21300, ChangeState]
type = ChangeState
trigger1 = Time > 68
value = 20009

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

[Statedef 21310]
type = A
movetype = A
physics = N
anim = 21300
ctrl = 0
sprpriority = 5
velset = 5,0

[State 21310, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 21310, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21310, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 21310, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 21310, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 21310, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
trigger1 = Vel X > 0
x = 0.8

[State 21310, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21310, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 4
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),2
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 21310, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 21310, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 21310, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 90
ignorehitpause = 1

[State 21310, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21310, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 30
value = 21301

[State 21310, ChangeState]
type = ChangeState
trigger1 = Time > 45
value = 20000

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

[Statedef 21320]
type = A
movetype = A
physics = N
anim = 21300
ctrl = 0
sprpriority = 5
velset = 5,0

[State 21320, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 21320, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21320, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 21320, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 21320, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 21320, VelSet]
type = VelMul
trigger1 = AnimElemTime(3) < 0
trigger1 = Vel X > 0
x = 0.9

[State 21320, VelSet]
type = VelSet
trigger1 = Anim = 21300
trigger1 = AnimElemTime(4) = 0
x = 1.7

[State 21320, VelSet]
type = VelSet
trigger1 = NumHelper(30301) = 0
trigger1 = AnimElemTime(4) >= 0
x = 0

[State 21320, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21320, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "StageEdge_Detector"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30300
ID = 30301
ignorehitpause = 1

[State 21320, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 16
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),2
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 21320, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 21320, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 21320, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 90
ignorehitpause = 1

[State 21320, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21320, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 100
value = 21301

[State 21320, ChangeState]
type = ChangeState
trigger1 = Time > 132
value = 20000

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

[Statedef 22300]
type = A
movetype = A
physics = N
anim = 22300
ctrl = 0
sprpriority = 5
velset = 5,0

[State 22300, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 22300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 22300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 22300, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 22300, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 22300, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 22300, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
trigger1 = Vel X > 0
x = 0.9

[State 22300, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 0.5

[State 22300, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = NumHelper(30302) = 0
x = 0
ignorehitpause = 1

[State 22300, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "StageEdge_Detector"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30300
ID = 30302
ignorehitpause = 1

[State 22300, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 8
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),2
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 22300, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 22300, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 22300, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 90
ignorehitpause = 1

[State 22300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 22300, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 63
value = 21301

[State 22300, ChangeState]
type = ChangeState
trigger1 = Time > 76
value = 20009

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

[Statedef 21400]
type = S
movetype = I
physics = N
anim = 21400
ctrl = 0
sprpriority = 5

[State 21400, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 21400, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 21400, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 21400, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21400, PosSet]
type = PosSet
trigger1 = Time > 0
trigger1 = NumHelper(30303) = 0
x = 100*facing
persistent = 0

[State 21400, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "StageEdge_Detector"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30300
ID = 30303
ignorehitpause = 1

[State 21400, HitEffect]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Explosion_11400"
postype = p1
pos = 65,-45
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11400
ignorehitpause = 1

[State 21400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 21500]
type = A
movetype = A
physics = N
anim = 21500
ctrl = 0
sprpriority = 5

[State 21500, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 21500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 21500, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 21500, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 21500, VelSet]
type = VelSet
trigger1 = Anim = 21500
trigger1 = AnimElemTime(6) = 0
x = 4.25
y = -4.75

[State 21500, VelMul]
type = VelMul
trigger1 = Anim = 21500
trigger1 = AnimElemTime(6) >= 0
trigger1 = Vel X > 0.5
x = 0.9

[State 21500, VelMul]
type = VelMul
trigger1 = Anim = 21500
trigger1 = AnimElemTime(6) >= 0
trigger1 = Vel Y < -0.5
y = 0.9

[State 21500, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 21500, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 6
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 10,5
givepower = 5,2
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2.5,-5.0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 21500, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 21500, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 21500, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 21500, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 21500, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 71
value = 21501

[State 21500, ChangeState]
type = ChangeState
trigger1 = Time > 75
value = 20009

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

[Statedef 22500]
type = A
movetype = A
physics = N
anim = 22500
ctrl = 0
sprpriority = 5

[State 22500, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 22500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 22500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 22500, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 22500, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 22500, VelSet]
type = VelSet
trigger1 = Anim = 22500
trigger1 = AnimElemTime(2) = 0
x = 7.5
y = -4.5

[State 22500, VelMul]
type = VelMul
trigger1 = Anim = 22500
trigger1 = AnimElemTime(2) >= 0
trigger1 = Vel X > 0.75
x = 0.9

[State 22500, VelMul]
type = VelMul
trigger1 = Anim = 22500
trigger1 = AnimElemTime(2) >= 0
trigger1 = Vel Y < -0.5
y = 0.9

[State 22500, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 22500, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 6
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 10,5
givepower = 5,2
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10210
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2.5,-6
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 22500, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 22500, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 22500, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 22500, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 22500, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 85
value = 21501

[State 22500, ChangeState]
type = ChangeState
trigger1 = Time > 88
value = 20009

;----------------------------------------------------------------------
; 412 + Z

[Statedef 22600]
type = S
movetype = I
physics = N
anim = 22600
ctrl = 0
sprpriority = 5

[State 22600, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 22600, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 22600, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 22600, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 22600, HitEffect]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Spark_12600"
postype = p1
pos = 32,-56
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 12600
ignorehitpause = 1

[State 22600, ChangeState]
type = ChangeState
trigger1 = Time > 63
value = 20009

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

[Statedef 22700]
type = A
movetype = A
physics = N
anim = 22700
ctrl = 0
sprpriority = 5

[State 22700, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 22700, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 22700, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 12

[State 22700, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = NumHelper(30304) = 0
x = 0

[State 22700, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "StageEdge_Detector"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30300
ID = 30304
ignorehitpause = 1

[State 22700, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 22700, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 8
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),2
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 22700, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 22700, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 22700, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

[State 22700, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 22700, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 30
trigger2 = AnimElemTime(4) >= 0
trigger2 = ceil(P2Dist X) <= 120
value = 22701

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

[Statedef 22701]
type = A
movetype = A
physics = N
anim = 22701
ctrl = 0
sprpriority = 5

[State 22701, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 22701, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 22701, VelSet]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
trigger1 = Vel X > 0.5
x = 0.75

[State 22701, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = NumHelper(30304) = 0
x = 0
ignorehitpause = 1

[State 22701, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "StageEdge_Detector"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30300
ID = 30304
ignorehitpause = 1

[State 22701, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 22701, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 2
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*40),2
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 22701, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 22701, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 22701, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

[State 22701, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 22701, ChangeState]
type = ChangeState
trigger1 = Time > 45
value = 20009

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

[Statedef 26000]
type = A
movetype = I
physics = N
anim = 26000
ctrl = 0
velset = -2.5,0
sprpriority = 5

[State 26000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26000, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26000, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 26000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 26001

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

[Statedef 26001]
type = S
movetype = A
physics = N
anim = 26001
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26001, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26001, HitEffect]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
stateno = 16000
name = "Projectile_16010"
postype = p1
pos = 15,-50
ownpal = 1
ignorehitpause = 1
;pausemovetime = 9999
;supermovetime = 9999

[State 26001, ChangeState]
type = ChangeState
trigger1 = Time > 110
value = 20009

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

[Statedef 26010]
type = A
movetype = I
physics = N
anim = 26000
ctrl = 0
velset = -2.5,0
sprpriority = 5

[State 26010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26010, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26010, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 26010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 26011

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

[Statedef 26011]
type = S
movetype = A
physics = N
anim = 26001
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26011, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26011, HitEffect]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
stateno = 16010
name = "Projectile_16010"
postype = p1
pos = 25,-55
ownpal = 1
ignorehitpause = 1
;pausemovetime = 9999
;supermovetime = 9999

[State 26011, ChangeState]
type = ChangeState
trigger1 = Time > 110
value = 20009

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

[Statedef 26020]
type = A
movetype = I
physics = N
anim = 26000
ctrl = 0
velset = -3,0
sprpriority = 5

[State 26020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26020, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26020, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 26020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 26021

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

[Statedef 26021]
type = S
movetype = A
physics = N
anim = 26001
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26021, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26021, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26021, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26021, HitEffect]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
stateno = 16020
name = "Projectile_16020"
postype = p1
pos = -30,-55
ownpal = 1
ignorehitpause = 1
;pausemovetime = 9999
;supermovetime = 9999

[State 26021, ChangeState]
type = ChangeState
trigger1 = Time > 110
value = 20009

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

[Statedef 26050]
type = A
movetype = I
physics = N
anim = 26050
ctrl = 0
velset = 0,0
facep2 = 1
sprpriority = 5

[State 26050, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26050, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26050, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 26050, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 26051

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

[Statedef 26051]
type = S
movetype = A
physics = N
anim = 26051
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26051, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26051, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26051, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26051, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26051, HitEffect]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Projectile_16050"
postype = p1
pos = 20,-55
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16050
ignorehitpause = 1

[State 26051, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 26052

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

[Statedef 26052]
type = S
movetype = A
physics = N
anim = 26052
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26052, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26052, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26052, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26052, HitEffect]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Projectile_16050"
postype = p1
pos = 20,-55
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16050
ignorehitpause = 1

[State 26052, ChangeState]
type = ChangeState
trigger1 = Time > 104
value = 20009

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

[Statedef 26060]
type = A
movetype = I
physics = N
anim = 26050
ctrl = 0
velset = 0,0
facep2 = 1
sprpriority = 5

[State 26060, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26060, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26060, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26060, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26060, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 26060, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 26061

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

[Statedef 26061]
type = S
movetype = A
physics = N
anim = 26051
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26061, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26061, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26061, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26061, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26061, HitEffect]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Projectile_16050"
postype = p1
pos = 20,-80+(random%100)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16050
ignorehitpause = 1

[State 26061, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 26062

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

[Statedef 26062]
type = S
movetype = A
physics = N
anim = 26062
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26062, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26062, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26062, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26062, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26062, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 26062, HitEffect]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Projectile_16050"
postype = p1
pos = 20,-80+(random%100)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16050
ignorehitpause = 1

[State 26062, ChangeState]
type = ChangeState
trigger1 = var(1) < 3
trigger1 = Time > 20
value = 26062

[State 26062, ChangeState]
type = ChangeState
trigger1 = var(1) = 3
trigger1 = Time > 104
value = 20009

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

[Statedef 26070]
type = A
movetype = I
physics = N
anim = 26050
ctrl = 0
velset = 0,0
facep2 = 1
sprpriority = 5

[State 26070, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26070, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26070, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26070, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26070, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 26070, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 26071

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

[Statedef 26071]
type = S
movetype = A
physics = N
anim = 26051
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26071, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26071, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26071, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26071, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26071, HitEffect]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Projectile_16050"
postype = p1
pos = 20,-80+(random%100)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16050
ignorehitpause = 1

[State 26071, ChangeState]
type = ChangeState
trigger1 = Time > 25
value = 26072

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

[Statedef 26072]
type = S
movetype = A
physics = N
anim = 26072
ctrl = 0
velset = 0,0
sprpriority = 5

[State 26072, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 20005
time = -1
ignorehitpause = 1

[State 26072, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26072, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 26072, Trans]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 26072, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 26072, HitEffect]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Projectile_16050"
postype = p1
pos = 20,-90+(random%120)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16050
ignorehitpause = 1

[State 26072, ChangeState]
type = ChangeState
trigger1 = var(1) < 7
trigger1 = Time >= 20
value = 26072

[State 26072, ChangeState]
type = ChangeState
trigger1 = var(1) = 7
trigger1 = Time >= 100
value = 20009

;----------------------------------------------------------------------
; 236236 + Z

[Statedef 27000]
type = A
movetype = I
physics = N
anim = 27000
ctrl = 0
sprpriority = 5

[State 27000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 27000
time = -1
ignorehitpause = 1

[State 27000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27000, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 27000, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
y = -5

[State 27000, VelMul]
type = VelMul
trigger1 = Vel Y < 0.5
y = 0.9

[State 27000, DestroySelf]
type = DestroySelf
trigger1 = Time > 70

;----------------------------------------------------------------------
; 236236 + Z

[Statedef 27300]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 5

[State 27300, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 27300
time = -1
ignorehitpause = 1

[State 27300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27300, ParentVarSet]
type = ParentVarSet
trigger1 = Root,StateNo != [7300,7309]
fvar(11) = 0
ignorehitpause = 1

[State 27300, DestroySelf]
type = DestroySelf
trigger1 = Root,fvar(11) = 0

;----------------------------------------------------------------------
; Effect - Recover

[Statedef 29000]
type = A
movetype = I
physics = N
anim = 10600
ctrl = 0
sprpriority = 5

[State 29000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 29000
time = -1
ignorehitpause = 1

[State 29000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 29000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 29000, AssertSpecial]
type = BindToRoot
trigger1 = 1
time = -1
facing = 0
pos = 10,-40
ignorehitpause = 1

[State 29000, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
fvar(11) = 0
ignorehitpause = 1

[State 29000, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
fvar(12) = 0
ignorehitpause = 1

[State 29000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 29000, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Effect - Ended

[Statedef 29001]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 5

[State 29001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 29001
time = -1
ignorehitpause = 1

[State 29001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 29001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 29001, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
fvar(11) = 100
ignorehitpause = 1

[State 29001, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
fvar(12) = 5
ignorehitpause = 1

[State 29001, DestroySelf]
type = DestroySelf
trigger1 = Time = 1

