;======================================================================
;======================================================================
; Super Move states file for "Makoto Sawatari"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; 623 + A

[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
poweradd = 100

[State 1000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N

[State 1000, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 3.0
y = -4.0

[State 1000, VelSet]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.75

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 1000, Effect]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -15,10
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,-3.5
guard.velocity = -3
air.velocity = -6.5,-6.5
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1001

;----------------------------------------------------------------------
; 623 + A - Landing

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

[State 1001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

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

[State 1001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 623 + B

[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0
poweradd = 100

[State 1010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 3.5
y = -5.0

[State 1010, VelSet]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.75

[State 1010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 1010, Effect]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -15,10
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+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,-8.5
guard.velocity = -3
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1011

;----------------------------------------------------------------------
; 623 + B - Landing

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

[State 1011, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

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

[State 1011, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

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

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

[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
ctrl = 0
poweradd = 100

[State 1020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = Time < 21
value = SCA
time = 1
ignorehitpause = 1

[State 1020, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 1.0
y = -3.5

[State 1020, VelSet]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.75

[State 1020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 1020, Effect]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -15,10
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+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))*-2.0,-5.5
guard.velocity = -3
air.velocity = -2.0,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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1021

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

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

[State 1021, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

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

[State 1021, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 1021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1022

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

[Statedef 1022]
type = S
movetype = A
physics = S
anim = 1020
ctrl = 0

[State 1022, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1022, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1022, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1022, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.11
ignorehitpause = 1

[State 1022, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s0,0
channel = 1
ignorehitpause = 1

[State 1022, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N

[State 1022, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 2.0
y = -7.0

[State 1022, VelSet]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.75

[State 1022, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 1022, Effect]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -15,10
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1022, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*50),5
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5.5,-8.5
guard.velocity = -3
air.velocity = -5.5,ifelse(EnemyNear,Vel Y <= 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45000

[State 1022, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 1023

;----------------------------------------------------------------------
; 623 + A - Landing

[Statedef 1023]
type = S
movetype = A
physics = S
anim = 1023
ctrl = 0
velset = 0,0

[State 1023, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1023, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1023, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1023, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1023, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 1023, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
poweradd = 100

[State 1100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[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 = AnimElemTime(4) >= 1
var(16) = 1
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 1100, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,0
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
ignorehitpause = 1

[State 1100, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1100"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1110
ctrl = 0
poweradd = 100

[State 1110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[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 = AnimElemTime(4) >= 1
var(16) = 1
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 1110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,0
ignorehitpause = 1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
ignorehitpause = 1

[State 1110, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1110"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11110
ignorehitpause = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1120
ctrl = 0
poweradd = 100

[State 1120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 21
ignorehitpause = 1

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[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 = AnimElemTime(4) >= 1
var(16) = 1
ignorehitpause = 1

[State 1120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(5) < 0
var(17) = 1
ignorehitpause = 1

[State 1120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(5) >= 0
var(17) = 0
ignorehitpause = 1

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s0,0
ignorehitpause = 1

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1120"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1120"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1120"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1120"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1120"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1120"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Hanabi_1120"
postype = p1
pos = 27,-79
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
poweradd = 100

[State 1200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[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 = AnimElemTime(5) >= 1
var(16) = 1
ignorehitpause = 1

[State 1200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(6) < 0
var(17) = 1
ignorehitpause = 1

[State 1200, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(6) >= 0
var(17) = 0
ignorehitpause = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,0
ignorehitpause = 1

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Smoke_1200"
postype = p1
pos = 20,-25
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
poweradd = 100

[State 1210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[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 = AnimElemTime(5) >= 1
var(16) = 1
ignorehitpause = 1

[State 1210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(6) < 0
var(17) = 1
ignorehitpause = 1

[State 1210, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(6) >= 0
var(17) = 0
ignorehitpause = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,0
ignorehitpause = 1

[State 1210, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Smoke_1210"
postype = p1
pos = 20,-25
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11210
ID = 11210
ignorehitpause = 1

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
poweradd = 100

[State 1220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[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 = AnimElemTime(5) >= 1
var(16) = 1
ignorehitpause = 1

[State 1220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(6) < 0
var(17) = 1
ignorehitpause = 1

[State 1220, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(6) >= 0
var(17) = 0
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,0
ignorehitpause = 1

[State 1220, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Smoke_1220"
postype = p1
pos = 20,-25
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11220
ID = 11220
ignorehitpause = 1

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100

[State 1300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1300, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1300, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 2
value = s3,0
ignorehitpause = 1

[State 1300, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 2
anim = 11305
ID = 2000
postype = p1
pos = 34,-80
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 2
helpertype = normal
name = "Bullet_1300"
postype = p1
pos = 42,-86
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11300
ignorehitpause = 1

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1310
ctrl = 0
poweradd = 100

[State 1310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1310, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1310, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 2
value = s3,0
ignorehitpause = 1

[State 1310, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 2
anim = 11315
ID = 2000
postype = p1
pos = -34,-80
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 2
helpertype = normal
name = "Bullet_1310"
postype = p1
pos = -42,-86
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11301
ID = 11310
ignorehitpause = 1

[State 1310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100

[State 1320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1320, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1320, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1320, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1320, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1320, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 2
value = s3,0
ignorehitpause = 1

[State 1320, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 2
anim = 11305
ID = 2000
postype = p1
pos = 34,-80
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 2
helpertype = normal
name = "Bullet_1320"
postype = p1
pos = 42,-86
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11320
ID = 11300
ignorehitpause = 1

[State 1320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6000]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
velset = 0,0

[State 6000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

[State 6000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6000, SuperPause]
type = SuperPause
trigger1 = Time = 11
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1
persistent = 0

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [11,51]
flag = NoBG
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10300
postype = p1
pos = 37,-43
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 10
value = -1000
persistent = 0
ignorehitpause = 1

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6000, HitEffect]
type = Helper
trigger1 = Time = 60
helpertype = normal
name = "Fire_6000"
postype = p1
pos = 68,-33
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16000
ID = 16000
ignorehitpause = 1

[State 6000, ChangeState]
type = ChangeState
trigger1 = Time >= 108
value = 6001

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

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

[State 6001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6001, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6001, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

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

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

[Statedef 6010]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
velset = 0,0

[State 6010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

[State 6010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6010, SuperPause]
type = SuperPause
trigger1 = Time = 11
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1
persistent = 0

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [11,51]
flag = NoBG
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10300
postype = p1
pos = 37,-43
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6010, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 10
value = -1000
persistent = 0
ignorehitpause = 1

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6010, HitEffect]
type = Helper
trigger1 = Time = 60
helpertype = normal
name = "Fire_6010"
postype = p1
pos = 68,-33
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16010
ID = 16010
ignorehitpause = 1

[State 6010, ChangeState]
type = ChangeState
trigger1 = Time >= 108
value = 6011

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

[Statedef 6011]
type = S
movetype = A
physics = S
anim = 6001
ctrl = 0

[State 6011, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6011, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6011, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6011, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6011, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

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

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

[Statedef 6020]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
velset = 0,0

[State 6020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

[State 6020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6020, SuperPause]
type = SuperPause
trigger1 = Time = 11
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1
persistent = 0

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [11,51]
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10300
postype = p1
pos = 37,-43
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6020, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(3) = 10
value = -1000
persistent = 0
ignorehitpause = 1

[State 6020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6020, HitEffect]
type = Helper
trigger1 = Time = 60
helpertype = normal
name = "Fire_6020"
postype = p1
pos = 68,-33
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16020
ID = 16020
ignorehitpause = 1

[State 6020, ChangeState]
type = ChangeState
trigger1 = Time >= 108
value = 6021

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

[Statedef 6021]
type = S
movetype = A
physics = S
anim = 6001
ctrl = 0

[State 6021, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6021, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6021, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6021, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6021, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

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

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

[Statedef 6100]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0
velset = 0,0

[State 6100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6100, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6100, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1
persistent = 0

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6100, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000
persistent = 0
ignorehitpause = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = Time >= 39
value = 6101

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

[Statedef 6101]
type = S
movetype = A
physics = S
anim = 6101
ctrl = 0
sprpriority = 5

[State 6101, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6101, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6101, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6101, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
ignorehitpause = 1

[State 6101, HitEffect]
type = Helper
trigger1 = AnimElemTime(3) = 2
helpertype = normal
name = "Fire_6101"
postype = p1
pos = 70,-42
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16100
ID = 16100
ignorehitpause = 1

[State 6101, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [0,10]
x = 6
y = -0.5

[State 6101, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [11,14]
y = -0.25

[State 6101, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [15,17]
y = 0

[State 6101, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) > 17
y = 0.75

[State 6101, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0
player = 16,13

[State 6101, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(11) < 5
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(4) >= 0
trigger2 = AnimElemTime(4) != 0
trigger2 = AnimElemTime(4) % 6 = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*40),5
getpower = 0,0
givepower = 10,5
pausetime = 6,6
guard.pausetime = 6,6
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-6,-2.5
guard.velocity = -3
air.velocity = -6,-1.5
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 6101, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(11) = 1
ignorehitpause = 1

[State 6101, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 5
trigger1 = Pos Y >= 0
value = 6102

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

[Statedef 6102]
type = S
movetype = A
physics = N
anim = 6102
ctrl = 0
velset = Vel X,0

[State 6102, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6102, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6102, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6102, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6102, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0.02
ignorehitpause = 1

[State 6102, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 33
ignorehitpause = 1

[State 6102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6102, VelMul]
type = VelMul
trigger1 = Time >= 10
x = 0.9
ignorehitpause = 1

[State 6102, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6110]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0
velset = 0,0

[State 6110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6110, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6110, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1
persistent = 0

[State 6110, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 52
ignorehitpause = 1

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6110, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -2000
persistent = 0
ignorehitpause = 1

[State 6110, ChangeState]
type = ChangeState
trigger1 = Time >= 39
value = 6111

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

[Statedef 6111]
type = S
movetype = A
physics = S
anim = 6101
ctrl = 0
sprpriority = 5

[State 6111, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6111, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6111, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6111, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6111, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6111, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6111, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
ignorehitpause = 1

[State 6111, Effect]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -15,10
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6111, HitEffect]
type = Helper
trigger1 = AnimElemTime(3) = 2
helpertype = normal
name = "Fire_6111"
postype = p1
pos = 70,-42
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16100
ID = 16110
ignorehitpause = 1

[State 6111, Explod]
type = Explod
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) % 3 = 0
anim = 16110
postype = p1
random = 50,50
pos = 90,-50
facing = 1
;bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 6
ignorehitpause = 0

[State 6111, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [0,15]
x = 7
y = -1

[State 6111, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [15,21]
y = -0.25

[State 6111, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [22,27]
y = 0

[State 6111, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) > 27
y = 1.0

[State 6111, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0
player = 16,13

[State 6111, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(11) < 11
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(4) >= 0
trigger2 = AnimElemTime(4) != 0
trigger2 = AnimElemTime(4) % 4 = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*33),4
getpower = 0,0
givepower = 10,5
pausetime = 6,6
guard.pausetime = 6,6
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-7,-2.5
guard.velocity = -3
air.velocity = -7,-1.5
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 6111, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(11) = 1
ignorehitpause = 1

[State 6111, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 5
trigger1 = Pos Y >= 0
value = 6112

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

[Statedef 6112]
type = S
movetype = A
physics = N
anim = 6102
ctrl = 0
velset = Vel X,0

[State 6112, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6112, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6112, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6112, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6112, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0.02
ignorehitpause = 1

[State 6111, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
edge = 10,0
ignorehitpause = 1

[State 6112, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 33
ignorehitpause = 1

[State 6112, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6112, VelMul]
type = VelMul
trigger1 = Time >= 10
x = 0.9
ignorehitpause = 1

[State 6112, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6120]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0
velset = 0,0

[State 6120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6120, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6120, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1
persistent = 0

[State 6120, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 106
ignorehitpause = 1

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,4
ignorehitpause = 1

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
ignorehitpause = 1

[State 6120, 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
persistent = 0
sprpriority = 2

[State 6120, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -3000
persistent = 0
ignorehitpause = 1

[State 6120, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6120, ChangeState]
type = ChangeState
trigger1 = Time >= 39
value = 6121

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

[Statedef 6121]
type = S
movetype = A
physics = S
anim = 6101
ctrl = 0
sprpriority = 5

[State 6121, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6121, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6121, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6121, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6121, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6121, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6121, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6121, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
ignorehitpause = 1

[State 6121, Effect]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -15,10
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 6121, HitEffect]
type = Helper
trigger1 = AnimElemTime(3) = 2
helpertype = normal
name = "Fire_6121"
postype = p1
pos = 70,-42
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16100
ID = 16120
ignorehitpause = 1

[State 6121, HitEffect]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Fire_6121"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16120
ignorehitpause = 1

[State 6121, Explod]
type = Explod
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(4) % 2 = 0
anim = 16110
postype = p1
random = 50,50
pos = 90,-50
facing = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 6
ignorehitpause = 0

[State 6121, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [0,22]
x = 8
y = -1.5

[State 6121, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [22,31]
y = -0.5

[State 6121, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = [32,40]
y = 0

[State 6121, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) > 40
y = 1.5

[State 6121, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0
player = 16,13

[State 6121, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(11) < 19
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(4) >= 0
trigger2 = AnimElemTime(4) != 0
trigger2 = AnimElemTime(4) % 2 = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*32),4
getpower = 0,0
givepower = 10,5
pausetime = 6,6
guard.pausetime = 6,6
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-8,-2.5
guard.velocity = -3
air.velocity = -8,-1.5
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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 6121, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(11) = 1
ignorehitpause = 1

[State 6121, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 5
trigger1 = Pos Y >= 0
value = 6122

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

[Statedef 6122]
type = S
movetype = A
physics = N
anim = 6102
ctrl = 0
velset = Vel X,0

[State 6122, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
ignorehitpause = 1

[State 6122, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6122, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6122, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 6122, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0.02
ignorehitpause = 1

[State 6122, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
edge = 10,0
ignorehitpause = 1

[State 6122, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6122, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(2) = 0
x = 33
ignorehitpause = 1

[State 6122, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6122, VelMul]
type = VelMul
trigger1 = Time >= 10
x = 0.9
ignorehitpause = 1

[State 6122, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6200]
type = C
movetype = A
physics = C
anim = 6200
ctrl = 0
velset = 0,0

[State 6200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6200, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(12) < 25
value = SCA
time = 1
ignorehitpause = 1

[State 6200, SuperPause]
type = SuperPause
trigger1 = Time = 8
time = 42
movetime = 42
anim = -1
sound = s4,1
darken = 0
p2defmul = 1
persistent = 0

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(12) < 25
flag = NoBG
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6200, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 0
value = -1000
ignorehitpause = 1

[State 6200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6200, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -1.5
y = -7.5
ignorehitpause = 1

[State 6200, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(12) < 0
y = 0.9
ignorehitpause = 1

[State 6200, VelSet]
type = VelSet
trigger1 = AnimElemTime(12) = 0
x = 0
y = 0
ignorehitpause = 1

[State 6200, VelSet]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = -0.6
y = -1.0
persistent = 0
ignorehitpause = 1

[State 6200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(13) >= 1
y = 0.025
ignorehitpause = 1

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
name = "Shot_6200"
postype = p1
pos = 0,-1*ceil(Pos Y)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16200
persistent = 0
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
anim = 2430
ID = 2000
postype = p1
pos = 38,-10
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 6200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
value = s3,0
channel = 4
ignorehitpause = 1

[State 6200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*5),1
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,6
guard.velocity = -3
air.velocity = -9,9
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
p2stateno = 46201

[State 6200, ChangeState]
type = ChangeState
trigger1 = Time >= 102
value = 6201

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

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

[State 6201, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6201, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6201, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6201, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6201, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6201, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.15
ignorehitpause = 1

[State 6201, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -20
value = 6202

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

[Statedef 6202]
type = S
movetype = A
physics = S
anim = 6202
ctrl = 0
velset = 0,0

[State 6202, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6202, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6202, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6202, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6202, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6202, CtrlSet]
type = CtrlSet
trigger1 = Time >= 16
value = 1
ignorehitpause = 1

[State 6202, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6210]
type = C
movetype = A
physics = C
anim = 6200
ctrl = 0
velset = 0,0

[State 6210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6210, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(16) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6210, SuperPause]
type = SuperPause
trigger1 = Time = 8
time = 42
movetime = 42
anim = -1
sound = s4,2
darken = 0
p2defmul = 1
persistent = 0

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(12) < 25
flag = NoBG
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6210, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 0
value = -2000
ignorehitpause = 1

[State 6210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6210, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -1.5
y = -7.5
ignorehitpause = 1

[State 6210, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(12) < 0
y = 0.9
ignorehitpause = 1

[State 6210, VelSet]
type = VelSet
trigger1 = AnimElemTime(12) = 0
x = 0
y = 0
ignorehitpause = 1

[State 6210, VelSet]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = -0.6
y = -1.0
persistent = 0
ignorehitpause = 1

[State 6210, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(13) >= 1
y = 0.025
ignorehitpause = 1

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
name = "Shot_6210"
postype = p1
pos = 0,-1*ceil(Pos Y)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16210
persistent = 0
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
anim = 2430
ID = 2000
postype = p1
pos = 38,-10
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 6210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
value = s3,0
channel = 4
ignorehitpause = 1

[State 6210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*5),1
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,6
guard.velocity = -3
air.velocity = -9,9
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
p2stateno = 46201

[State 6210, ChangeState]
type = ChangeState
trigger1 = Time >= 130
value = 6211

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

[Statedef 6211]
type = A
movetype = A
physics = N
anim = 6201
ctrl = 0

[State 6211, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6211, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6211, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6211, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6211, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6211, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.15
ignorehitpause = 1

[State 6211, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -20
value = 6212

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

[Statedef 6212]
type = S
movetype = A
physics = S
anim = 6202
ctrl = 0
velset = 0,0

[State 6212, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6212, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6212, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6212, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6212, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6212, CtrlSet]
type = CtrlSet
trigger1 = Time >= 16
value = 1
ignorehitpause = 1

[State 6212, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6220]
type = S
movetype = A
physics = S
anim = 6200
ctrl = 0
velset = 0,0

[State 6220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6220, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(16) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6220, SuperPause]
type = SuperPause
trigger1 = Time = 8
time = 42
movetime = 42
anim = -1
sound = s4,3
darken = 0
p2defmul = 1
persistent = 0

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,4
ignorehitpause = 1

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(12) < 25
flag = NoBG
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6220, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 0
value = -3000
ignorehitpause = 1

[State 6220, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6220, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -1.5
y = -7.5
ignorehitpause = 1

[State 6220, VelMul]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(12) < 0
y = 0.9
ignorehitpause = 1

[State 6220, VelSet]
type = VelSet
trigger1 = AnimElemTime(12) = 0
x = 0
y = 0
ignorehitpause = 1

[State 6220, VelSet]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = -0.6
y = -0.75
persistent = 0
ignorehitpause = 1

[State 6220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(13) >= 1
y = 0.015
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
name = "Shot_6220"
postype = p1
pos = 0,-1*ceil(Pos Y)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16220
persistent = 0
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
anim = 2430
ID = 2000
postype = p1
pos = 38,-10
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
value = s3,0
channel = 4
ignorehitpause = 1

[State 6220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(16) = 0
trigger2 = AnimElemTime(20) = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*5),1
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,6
guard.velocity = -3
air.velocity = -9,9
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
p2stateno = 46201

[State 6220, ChangeState]
type = ChangeState
trigger1 = Time >= 172
value = 6221

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

[Statedef 6221]
type = A
movetype = A
physics = N
anim = 6201
ctrl = 0

[State 6221, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
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) = 0.02
ignorehitpause = 1

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

[State 6221, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.15
ignorehitpause = 1

[State 6221, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6221, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -20
value = 6222

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

[Statedef 6222]
type = S
movetype = A
physics = S
anim = 6202
ctrl = 0
velset = 0,0

[State 6222, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6222, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6222, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6222, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6222, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6222, CtrlSet]
type = CtrlSet
trigger1 = Time >= 16
value = 1
ignorehitpause = 1

[State 6222, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
color = 0
invertall = 1
time = 30
ignorehitpause = 1

[State 6222, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6250]
type = A
movetype = A
physics = N
anim = 6250
ctrl = 0
velset = 0,0

[State 6250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6250, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6250, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6250, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6250, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 25
value = SCA
time = 1
ignorehitpause = 1

[State 6250, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 42
movetime = 42
anim = -1
sound = s4,1
darken = 0
p2defmul = 1
persistent = 0

[State 6250, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 25
flag = NoBG
ignorehitpause = 1

[State 6250, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6250, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -1000
ignorehitpause = 1

[State 6250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6250, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -1.5
y = -7.5
ignorehitpause = 1

[State 6250, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
y = 0.9
ignorehitpause = 1

[State 6250, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0
y = 0
ignorehitpause = 1

[State 6250, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -0.6
y = -1.0
persistent = 0
ignorehitpause = 1

[State 6250, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 1
y = 0.025
ignorehitpause = 1

[State 6250, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
name = "Shot_6250"
postype = p1
pos = 0,-1*ceil(Pos Y)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16200
persistent = 0
ignorehitpause = 1

[State 6250, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
anim = 2430
ID = 2000
postype = p1
pos = 38,-10
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 6250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
value = s3,0
channel = 4
ignorehitpause = 1

[State 6250, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*5),1
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,6
guard.velocity = -3
air.velocity = -9,9
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
p2stateno = 46201

[State 6250, ChangeState]
type = ChangeState
trigger1 = Time >= 94
value = 6251

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

[Statedef 6251]
type = A
movetype = A
physics = N
anim = 6201
ctrl = 0

[State 6251, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6251, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6251, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6251, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6251, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6251, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.15
ignorehitpause = 1

[State 6251, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -20
value = 6252

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

[Statedef 6252]
type = S
movetype = A
physics = S
anim = 6202
ctrl = 0
velset = 0,0

[State 6252, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6252, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6252, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6252, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6252, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6252, CtrlSet]
type = CtrlSet
trigger1 = Time >= 16
value = 1
ignorehitpause = 1

[State 6252, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6260]
type = A
movetype = A
physics = N
anim = 6250
ctrl = 0
velset = 0,0

[State 6260, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6260, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6260, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6260, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6260, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(12) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6260, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 42
movetime = 42
anim = -1
sound = s4,2
darken = 0
p2defmul = 1
persistent = 0

[State 6260, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 25
flag = NoBG
ignorehitpause = 1

[State 6260, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
sprpriority = 2

[State 6260, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -2000
ignorehitpause = 1

[State 6260, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6260, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -1.5
y = -7.5
ignorehitpause = 1

[State 6260, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
y = 0.9
ignorehitpause = 1

[State 6260, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0
y = 0
ignorehitpause = 1

[State 6260, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -0.6
y = -1.0
persistent = 0
ignorehitpause = 1

[State 6260, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 1
y = 0.025
ignorehitpause = 1

[State 6260, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
name = "Shot_6260"
postype = p1
pos = 0,-1*ceil(Pos Y)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16210
persistent = 0
ignorehitpause = 1

[State 6260, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
anim = 2430
ID = 2000
postype = p1
pos = 38,-10
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 6260, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
value = s3,0
channel = 4
ignorehitpause = 1

[State 6260, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*5),1
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,6
guard.velocity = -3
air.velocity = -9,9
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
p2stateno = 46201

[State 6260, ChangeState]
type = ChangeState
trigger1 = Time >= 122
value = 6261

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

[Statedef 6261]
type = A
movetype = A
physics = N
anim = 6201
ctrl = 0

[State 6261, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6261, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6261, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6261, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6261, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6261, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.15
ignorehitpause = 1

[State 6261, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -20
value = 6262

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

[Statedef 6262]
type = S
movetype = A
physics = S
anim = 6202
ctrl = 0
velset = 0,0

[State 6262, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6262, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6262, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6262, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6262, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6262, CtrlSet]
type = CtrlSet
trigger1 = Time >= 16
value = 1
ignorehitpause = 1

[State 6262, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6270]
type = A
movetype = A
physics = N
anim = 6250
ctrl = 0
velset = 0,0

[State 6270, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6270, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6270, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6270, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6270, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6270, VarSet];HitCount initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 6270, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(12) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6270, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 42
movetime = 42
anim = -1
sound = s4,3
darken = 0
p2defmul = 1
persistent = 0

[State 6270, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,4
ignorehitpause = 1

[State 6270, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 25
flag = NoBG
ignorehitpause = 1

[State 6270, 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
persistent = 0
sprpriority = 2

[State 6270, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -3000
ignorehitpause = 1

[State 6270, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6270, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 6270, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -1.5
y = -7.5
ignorehitpause = 1

[State 6270, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(8) < 0
y = 0.9
ignorehitpause = 1

[State 6270, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0
y = 0
ignorehitpause = 1

[State 6270, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = -0.6
y = -0.75
persistent = 0
ignorehitpause = 1

[State 6270, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 1
y = 0.015
ignorehitpause = 1

[State 6270, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
name = "Shot_6270"
postype = p1
pos = 0,-1*ceil(Pos Y)
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16220
persistent = 0
ignorehitpause = 1

[State 6270, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
anim = 2430
ID = 2000
postype = p1
pos = 38,-10
bindtime = -1
removetime = -2
removeongethit = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 0

[State 6270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
value = s3,0
channel = 4
ignorehitpause = 1

[State 6270, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(12) = 0
trigger2 = AnimElemTime(16) = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*5),1
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,6
guard.velocity = -3
air.velocity = -9,9
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
p2stateno = 46201

[State 6270, ChangeState]
type = ChangeState
trigger1 = Time >= 162
value = 6271

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

[Statedef 6271]
type = A
movetype = A
physics = N
anim = 6201
ctrl = 0

[State 6271, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 6271, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6271, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6271, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6271, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 6271, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.15
ignorehitpause = 1

[State 6271, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6271, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -20
value = 6272

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

[Statedef 6272]
type = S
movetype = A
physics = S
anim = 6202
ctrl = 0
velset = 0,0

[State 6272, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6272, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6272, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6272, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6272, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 6272, CtrlSet]
type = CtrlSet
trigger1 = Time >= 16
value = 1
ignorehitpause = 1

[State 6272, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
color = 0
invertall = 1
time = 30
ignorehitpause = 1

[State 6272, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 263 + Z

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

[State 7000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
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, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 0
ignorehitpause = 1

[State 7000, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 44
movetime = 44
anim = -1
sound = s4,3
darken = 0
p2defmul = 1
persistent = 0

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,4
ignorehitpause = 1

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
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
persistent = 0
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
persistent = 0
sprpriority = 2

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

[State 7000, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Nikuman_7000"
postype = p1
pos = 16,-84
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 17000
ID = 17000
persistent = 0
ignorehitpause = 1

[State 7000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = A,HA
hitflag = MAF
guardflag = 
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 = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+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,-4.5
guard.velocity = -3
air.velocity = -2,-4.5
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.25

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = NumHelper(17000)
trigger1 = ceil(Helper(17000),var(0)) <= 80
value = 7001

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = !NumHelper(17000)
value = 7002

;----------------------------------------------------------------------
; 263 + Z

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

[State 7001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 7001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7001, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7001, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7001, LifeAdd]
type = LifeAdd
trigger1 = AnimElemTime(5) = 0
value = ceil(LifeMax*0.288)
absolute = 1
ignorehitpause = 1

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,2
ignorehitpause = 1

[State 7001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 263 + Z

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

[State 7002, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 7002, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7002, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7002, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7002, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7002, ChangeState]
type = ChangeState
trigger1 = Time >= 36
value = 7003

;----------------------------------------------------------------------
; 263 + Z

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

[State 7003, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 7003, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7003, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7003, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7003, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

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

