;======================================================================
;======================================================================
; Helper states file for "Makoto Sawatari"
;======================================================================
;======================================================================

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

[Statedef 11100]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11100
sprpriority = 5
velset = ifelse(isHelper(11100),1.5,3),ifelse(isHelper(11100),-8,-6.5)

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

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

[State 11100, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 11100, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 11100, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 11100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 0
ignorehitpause = 1

[State 11100, Explod]
type = Explod
trigger1 = Time % 5 = 0
anim = 11105+(random%3)
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 11100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 11101

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

[Statedef 11101]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11101
velset = 0,0
sprpriority = 5

[State 11101, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11101
time = -1
ignorehitpause = 1

[State 11101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 11101, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 1*var(1)
ignorehitpause = 1

[State 11101, VarSet]
type = VarSet
trigger1 = var(0) = 8
var(1) = -1
ignorehitpause = 1

[State 11101, VarSet]
type = VarSet
trigger1 = var(0) = 0
var(1) = 1
ignorehitpause = 1

[State 11101, VelSet]
type = Null;VelSet
trigger1 = var(0) >= 0
x = (0.7*(8-var(0)))*var(1)
ignorehitpause = 1

[State 11101, VelSet]
type = VelSet
trigger1 = var(0) < 5
trigger1 = var(1) = 1
x = 1.5*var(0)
ignorehitpause = 1

[State 11101, VelSet]
type = VelSet
trigger1 = var(0) > 4
trigger1 = var(1) = 1
x = 1.5*(8-var(0))
ignorehitpause = 1

[State 11101, VelSet]
type = VelSet
trigger1 = var(0) < 5
trigger1 = var(1) = -1
x = -1.5*var(0)
ignorehitpause = 1

[State 11101, VelSet]
type = VelSet
trigger1 = var(0) > 4
trigger1 = var(1) = -1
x = -1.5*(8-var(0))
ignorehitpause = 1

[State 11101, VelSet]
type = Null;VelSet
trigger1 = var(0) < 0
x = 0
ignorehitpause = 1

[State 11101, VarSet]
type = VarSet
trigger1 = Time = 70
var(5) = 1
ignorehitpause = 1

[State 11101, Explod]
type = Explod
trigger1 = Time % 5 = 0
anim = 11105+(random%3)
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 11101, ChangeState]
type = ChangeState
trigger1 = P2Dist X = [-15,15]
trigger2 = Time > 70
value = 11102

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

[Statedef 11102]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11102
velset = 0,0
sprpriority = 5

[State 11102, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11102
time = -1
ignorehitpause = 1

[State 11102, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11102, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,0
ignorehitpause = 1

[State 11102, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(5) = 0
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*45),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-7
guard.velocity = -5
air.velocity = 0,-7
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.7

[State 11102, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11102, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11102, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 11102, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11102, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11120]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11100
sprpriority = 5

[State 11120, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11100
time = -1
ignorehitpause = 1

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

[State 11120, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.3

[State 11120, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 11120, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 11120, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 10,40

[State 11120, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 50,80

[State 11120, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = var(2)

[State 11120, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = var(3)*-1

[State 11120, VelSet]
type = VelSet
trigger1 = Time = 1
x = fvar(0)/10
y = fvar(1)/10
ignorehitpause = 1

[State 11120, Explod]
type = Explod
trigger1 = Time % 5 = 0
anim = 11105+(random%3)
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 11120, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 11121

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

[Statedef 11121]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11101
velset = 0,0
sprpriority = 5

[State 11121, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11101
time = -1
ignorehitpause = 1

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

[State 11121, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 11121, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 1*var(1)
ignorehitpause = 1

[State 11121, VarSet]
type = VarSet
trigger1 = var(0) = 8
var(1) = -1
ignorehitpause = 1

[State 11121, VarSet]
type = VarSet
trigger1 = var(0) = 0
var(1) = 1
ignorehitpause = 1

[State 11121, VelSet]
type = Null;VelSet
trigger1 = var(0) >= 0
x = (0.7*(8-var(0)))*var(1)
ignorehitpause = 1

[State 11121, VelSet]
type = VelSet
trigger1 = var(0) < 5
trigger1 = var(1) = 1
x = 1.5*var(0)
ignorehitpause = 1

[State 11121, VelSet]
type = VelSet
trigger1 = var(0) > 4
trigger1 = var(1) = 1
x = 1.5*(8-var(0))
ignorehitpause = 1

[State 11121, VelSet]
type = VelSet
trigger1 = var(0) < 5
trigger1 = var(1) = -1
x = -1.5*var(0)
ignorehitpause = 1

[State 11121, VelSet]
type = VelSet
trigger1 = var(0) > 4
trigger1 = var(1) = -1
x = -1.5*(8-var(0))
ignorehitpause = 1

[State 11121, VelSet]
type = Null;VelSet
trigger1 = var(0) < 0
x = 0
ignorehitpause = 1

[State 11121, Explod]
type = Explod
trigger1 = Time % 5 = 0
anim = 11105+(random%3)
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 11121, ChangeState]
type = ChangeState
trigger1 = P2Dist X = [-15,15]
trigger2 = Time > 360
value = 11122

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

[Statedef 11122]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11102
velset = 0,0
sprpriority = 5

[State 11122, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11102
time = -1
ignorehitpause = 1

[State 11122, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11122, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11122, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Sound"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 30200
ID = 1
ignorehitpause = 1

[State 11122, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(5) = 0
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*45),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-7
guard.velocity = -5
air.velocity = 0,-7
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.7

[State 11122, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11122, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11122, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 11122, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11122, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11200]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11200
velset = 0.6,-1.75
sprpriority = 5

[State 11200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11200
time = -1
ignorehitpause = 1

[State 11200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11200, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 11200, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 11200, ChangeState]
type = ChangeState
trigger1 = NumHelper(11200) > 0 || NumHelper(11210) > 0 || NumHelper(11220) > 0
trigger1 = Root,Anim = 1200 && Root,Time <= 2
value = 11202

[State 11200, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -5
value = 11201

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

[Statedef 11201]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11200
velset = 0.6,0
sprpriority = 5

[State 11201, HitBy]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 11201, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11202
time = -1
ignorehitpause = 1

[State 11201, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11201, Helper]
type = Helper
trigger1 = Time = 40
trigger2 = Time = 45
trigger3 = Time = 50
trigger4 = Time = 55
trigger5 = Time = 60
trigger6 = Time = 65
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11201, Helper]
type = Helper
trigger1 = Time = 110
trigger2 = Time = 115
trigger3 = Time = 120
trigger4 = Time = 125
trigger5 = Time = 130
trigger6 = Time = 135
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11201, Helper]
type = Helper
trigger1 = Time = 180
trigger2 = Time = 185
trigger3 = Time = 190
trigger4 = Time = 195
trigger5 = Time = 200
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11201, Helper]
type = Helper
trigger1 = Time = 205
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11206
ignorehitpause = 1

[State 11201, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 205
flag = Invisible
ignorehitpause = 1

[State 11201, VelSet]
type = VelSet
trigger1 = Time >= 205
x = 0
ignorehitpause = 1

[State 11201, ChangeState]
type = ChangeState
trigger1 = NumHelper(11200) > 0 || NumHelper(11210) > 0 || NumHelper(11220) > 0
trigger1 = Root,Anim = 1200 && Root,Time <= 2
value = 11202

[State 11201, DestroySelf]
type = DestroySelf
trigger1 = var(0) = 1
trigger2 = Time > 250

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

[Statedef 11202]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11201
velset = -2.0,-4.0
sprpriority = 5

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

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

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

[State 11202, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 11202, ChangeState]
type = DestroySelf
trigger1 = Pos Y >= 50

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

[Statedef 11205]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11205
velset = 0,-4.25
sprpriority = 5

[State 11205, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11205
time = -1
ignorehitpause = 1

[State 11205, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11205, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*1),0
getpower = 5,2
givepower = 5,2
pausetime = 0,7
guard.pausetime = 0,7
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 9
airguard.ctrltime = 9
ground.velocity = (2.0-Root,fvar(0))*-5.0,0
guard.velocity = -5
air.velocity = -5.0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11205, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31000
ignorehitpause = 1

[State 11205, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11205, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 11205, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11205, ParentVarSet]
type = ParentVarSet
trigger1 = isHelper(11206)
trigger1 = AnimTime = 0
var(0) = 1
ignorehitpause = 1

[State 11205, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11210]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11200
velset = 1.0,-1.75
sprpriority = 5

[State 11210, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11210
time = -1
ignorehitpause = 1

[State 11210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11210, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 11210, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 11210, ChangeState]
type = ChangeState
trigger1 = NumHelper(11200) > 0 || NumHelper(11210) > 0 || NumHelper(11220) > 0
trigger1 = Root,Anim = 1200 && Root,Time <= 2
value = 11202

[State 11210, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -5
value = 11211

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

[Statedef 11211]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11200
velset = 0,0
sprpriority = 5

[State 11211, HitBy]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 11211, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11202
time = -1
ignorehitpause = 1

[State 11211, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11211, Helper]
type = Helper
trigger1 = Time = 30
trigger2 = Time = 34
trigger3 = Time = 38
trigger4 = Time = 42
trigger5 = Time = 46
trigger6 = Time = 50
trigger7 = Time = 54
trigger8 = Time = 58
trigger9 = Time = 62
trigger10 = Time = 66
trigger11 = Time = 70
trigger12 = Time = 74
trigger13 = Time = 78
trigger14 = Time = 82
trigger15 = Time = 86
trigger16 = Time = 90
trigger17 = Time = 94
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11215
ID = 11215
ignorehitpause = 1

[State 11211, ChangeState]
type = ChangeState
trigger1 = NumHelper(11200) > 0 || NumHelper(11210) > 0 || NumHelper(11220) > 0
trigger1 = Root,Anim = 1200 && Root,Time <= 2
value = 11202

[State 11211, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(11215) = 0
trigger1 = Time >= 120

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

[Statedef 11215]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11205
velset = 0,-4.25
sprpriority = 5

[State 11215, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11215
time = -1
ignorehitpause = 1

[State 11215, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11215, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11215, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*1),0
getpower = 5,2
givepower = 5,2
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-30+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 10
ground.hittime = 10
guard.hittime = 9
air.hittime = 10
guard.ctrltime = 9
airguard.ctrltime = 9
ground.velocity = (2.0-Root,fvar(0))*-3.0,0
guard.velocity = -5
air.velocity = -3.0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11215, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31000
ignorehitpause = 1

[State 11215, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11215, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 11215, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11215, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11220]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11200
velset = 0.9,-1.75
sprpriority = 5

[State 11220, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11220
time = -1
ignorehitpause = 1

[State 11220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11220, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.3

[State 11220, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 11220, ChangeState]
type = ChangeState
trigger1 = NumHelper(11200) > 0 || NumHelper(11210) > 0 || NumHelper(11220) > 0
trigger1 = Root,Anim = 1200 && Root,Time <= 2
value = 11202

[State 11220, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -5
value = 11221

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

[Statedef 11221]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11200
velset = 0.9,0
sprpriority = 5

[State 11221, HitBy]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 11221, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11202
time = -1
ignorehitpause = 1

[State 11221, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 11221, Helper]
type = Helper
trigger1 = Time = 20
trigger2 = Time = 25
trigger3 = Time = 30
trigger4 = Time = 35
trigger5 = Time = 40
trigger6 = Time = 45
trigger7 = Time = 50
trigger8 = Time = 55
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11221, Helper]
type = Helper
trigger1 = Time = 80
trigger2 = Time = 85
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time = 100
trigger6 = Time = 105
trigger7 = Time = 110
trigger8 = Time = 115
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11221, Helper]
type = Helper
trigger1 = Time = 140
trigger2 = Time = 145
trigger3 = Time = 150
trigger4 = Time = 155
trigger5 = Time = 160
trigger6 = Time = 165
trigger7 = Time = 170
trigger8 = Time = 175
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11221, Helper]
type = Helper
trigger1 = Time = 200
trigger2 = Time = 205
trigger3 = Time = 210
trigger4 = Time = 215
trigger5 = Time = 220
trigger6 = Time = 225
trigger7 = Time = 230
trigger8 = Time = 235
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11221, Helper]
type = Helper
trigger1 = Time = 260
trigger2 = Time = 265
trigger3 = Time = 270
trigger4 = Time = 275
trigger5 = Time = 280
trigger6 = Time = 285
trigger7 = Time = 290
trigger8 = Time = 295
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11221, Helper]
type = Helper
trigger1 = Time = 320
trigger2 = Time = 325
trigger3 = Time = 330
trigger4 = Time = 335
trigger5 = Time = 340
trigger6 = Time = 345
trigger7 = Time = 350
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11205
ignorehitpause = 1

[State 11221, Helper]
type = Helper
trigger1 = Time = 355
helpertype = normal
name = "Smoke_11205"
postype = p1
pos = 0,-10
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11205
ID = 11206
ignorehitpause = 1

[State 11221, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 355
flag = Invisible
ignorehitpause = 1

[State 11221, VelSet]
type = VelSet
trigger1 = Time >= 355
x = 0
ignorehitpause = 1

[State 11221, ChangeState]
type = ChangeState
trigger1 = NumHelper(11200) > 0 || NumHelper(11210) > 0 || NumHelper(11220) > 0
trigger1 = Root,Anim = 1200 && Root,Time <= 2
value = 11202

[State 11221, DestroySelf]
type = DestroySelf
trigger1 = Var(0) = 1
trigger1 = Time > 355
trigger2 = Time > 500

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

[Statedef 11300]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11300
sprpriority = 5
velset = 4.5,-4.5

[State 11300, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11300
time = -1
ignorehitpause = 1

[State 11300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11300, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11300, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11300,11303]
trigger1 = Time = 0
var(0) = 2+isHelper(11310)
ignorehitpause = 1

[State 11300, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11300, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = FrontEdgeBodyDist <= -10
value = 11301

[State 11300, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = ceil(ScreenPos Y) <= 10
value = 11302

[State 11300, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.5),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3
persistent = 0

[State 11300, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11300, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11300, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11300, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11300, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = FrontEdgeBodyDist <= -60
trigger2 = ceil(ScreenPos Y) <= 0

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

[Statedef 11301]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11301
sprpriority = 5
velset = -4.5,-4.5

[State 11301, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11301
time = -1
ignorehitpause = 1

[State 11301, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11301, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11301, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11300,11303]
trigger1 = Time = 0
var(0) = 2+isHelper(11310)
ignorehitpause = 1

[State 11301, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11301, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = BackEdgeBodyDist <= -10
value = 11300

[State 11301, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = ceil(ScreenPos Y) <= 10
value = 11303

[State 11301, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11301, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11301, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11301, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11301, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11301, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11301, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = BackEdgeBodyDist <= -60
trigger2 = ceil(ScreenPos Y) <= 0

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

[Statedef 11302]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11302
sprpriority = 5
velset = 4.5,4.5

[State 11302, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11302
time = -1
ignorehitpause = 1

[State 11302, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11302, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11302, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11300,11303]
trigger1 = Time = 0
var(0) = 2+isHelper(11310)
ignorehitpause = 1

[State 11302, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11302, PosAdd]
type = PosAdd
trigger1 = PrevStateNo = 11300
trigger1 = Time = 0
x = 5
y = -5
ignorehitpause = 1

[State 11302, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = FrontEdgeBodyDist <= -10
value = 11303

[State 11302, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = Pos Y >= 40
value = 11300

[State 11302, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11302, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11302, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11302, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11302, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11302, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11302, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = FrontEdgeBodyDist <= -60
trigger2 = Pos Y > 100

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

[Statedef 11303]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11303
sprpriority = 5
velset = -4.5,4.5

[State 11303, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11303
time = -1
ignorehitpause = 1

[State 11303, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11303, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11303, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11303, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11300,11303]
trigger1 = Time = 0
var(0) = 2+isHelper(11310)
ignorehitpause = 1

[State 11303, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11300,11303]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11303, PosAdd]
type = PosAdd
trigger1 = PrevStateNo = 11301
trigger1 = Time = 0
x = -5
y = -5
ignorehitpause = 1

[State 11303, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = BackEdgeBodyDist <= -10
value = 11302

[State 11303, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = Pos Y >= 40
value = 11301

[State 11303, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11303, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11303, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11303, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11303, DestroySelf]
type = DestroySelf
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11303, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11303, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = BackEdgeBodyDist <= -60
trigger2 = Pos Y > 100

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

[Statedef 11320]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11300
sprpriority = 5
velset = 10,-10

[State 11320, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11320
time = -1
ignorehitpause = 1

[State 11320, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11320, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11320, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11320, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11320,11323]
trigger1 = Time = 0
var(0) = 8
ignorehitpause = 1

[State 11320, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11320, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = FrontEdgeBodyDist <= -10
value = 11321

[State 11320, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = ceil(ScreenPos Y) <= 10
value = 11322

[State 11320, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11320, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11320, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11320, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11320, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11320, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = FrontEdgeBodyDist <= -60
trigger2 = ceil(ScreenPos Y) <= 0

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

[Statedef 11321]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11301
sprpriority = 5
velset = -10,-10

[State 11321, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11321
time = -1
ignorehitpause = 1

[State 11321, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11321, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11321, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11321, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11320,11323]
trigger1 = Time = 0
var(0) = 8
ignorehitpause = 1

[State 11321, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11321, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = BackEdgeBodyDist <= -10
value = 11320

[State 11321, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = ceil(ScreenPos Y) <= 10
value = 11323

[State 11321, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11321, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11321, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11321, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11321, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11321, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = BackEdgeBodyDist <= -60
trigger2 = ceil(ScreenPos Y) <= 0

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

[Statedef 11322]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11302
sprpriority = 5
velset = 10,10

[State 11322, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11322
time = -1
ignorehitpause = 1

[State 11322, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11322, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11322, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11322, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11320,11323]
trigger1 = Time = 0
var(0) = 8
ignorehitpause = 1

[State 11322, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11322, PosAdd]
type = PosAdd
trigger1 = PrevStateNo = 11320
trigger1 = Time = 0
x = 5
y = -5
ignorehitpause = 1

[State 11322, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = FrontEdgeBodyDist <= -10
value = 11323

[State 11322, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = Pos Y >= 40
value = 11320

[State 11322, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11322, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11322, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11322, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11322, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11322, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = FrontEdgeBodyDist <= -60
trigger2 = Pos Y > 100

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

[Statedef 11323]
type = A
movetype = A
physics = N
ctrl = 0
anim = 11303
sprpriority = 5
velset = -10,10

[State 11323, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11323
time = -1
ignorehitpause = 1

[State 11323, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11323, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11323, VarAdd]
type = VarAdd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
var(0) = -1
persistent = 0
ignorehitpause = 1

[State 11323, VarSet]
type = VarSet
trigger1 = PrevStateNo != [11320,11323]
trigger1 = Time = 0
var(0) = 8
ignorehitpause = 1

[State 11323, PlaySnd]
type = PlaySnd
trigger1 = PrevStateNo = [11320,11323]
trigger1 = Time = 0
value = s3,1
channel = 5
ignorehitpause = 1

[State 11323, PosAdd]
type = PosAdd
trigger1 = PrevStateNo = 11321
trigger1 = Time = 0
x = -5
y = -5
ignorehitpause = 1

[State 11323, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = BackEdgeBodyDist <= -10
value = 11322

[State 11323, ChangeState]
type = ChangeState
trigger1 = var(0) > 0
trigger1 = Time > 2
trigger1 = Pos Y >= 40
value = 11321

[State 11323, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),10
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0

[State 11323, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11323, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11323, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 10
ignorehitpause = 1

[State 11323, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11323, DestroySelf]
type = DestroySelf
triggerall = var(0) = 0
trigger1 = BackEdgeBodyDist <= -60
trigger2 = Pos Y > 100

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

[Statedef 16000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16000
sprpriority = 5

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

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

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

[State 16000, VelSet]
type = VelSet
trigger1 = Time < 70
y = -1
ignorehitpause = 1

[State 16000, VelSet]
type = VelSet
trigger1 = Time = 1
x = 0.05
ignorehitpause = 1

[State 16000, VelSet]
type = VelSet
trigger1 = Time = [70,89]
y = -0.5
ignorehitpause = 1

[State 16000, VelSet]
type = VelSet
trigger1 = Time = [90,109]
y = -0.25
ignorehitpause = 1

[State 16000, VelSet]
type = VelSet
trigger1 = Time = [110,130]
y = 0.25
ignorehitpause = 1

[State 16000, VelSet]
type = VelSet
trigger1 = Time = [130,150]
y = 0.5
ignorehitpause = 1

[State 16000, VelSet]
type = VelSet
trigger1 = Time >= 150
y = 1
ignorehitpause = 1

[State 16000, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 5
trigger1 = Time % 36 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*40),8
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-3
guard.velocity = -5
air.velocity = -3,-3
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.5

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

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

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

[State 16000, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

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

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

[State 16000, DestroySelf]
type = DestroySelf
trigger1 = Time >= 280
trigger2 = Var(0) >= 5

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

[Statedef 16010]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16000
sprpriority = 5

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

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

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

[State 16010, VarAdd]
type = VarAdd
trigger1 = 1
var(1) = 1
ignorehitpause = 1

[State 16010, VarSet]
type = VarSet
trigger1 = var(1) > 160
var(1) = 0
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [0,16]
y = 1
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [17,32]
y = 0.5
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [33,48]
y = 0.25
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [49,64]
y = -0.25
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [65,80]
y = -0.5
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [81,96]
y = -1
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [97,112]
y = -0.5
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [113,128]
y = -0.25
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [129,144]
y = 0.25
ignorehitpause = 1

[State 16010, VelSet]
type = VelSet
trigger1 = var(1) = [145,160]
y = 0.5
ignorehitpause = 1

[State 16010, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 5
trigger1 = Time % 36 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*40),8
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-3
guard.velocity = -5
air.velocity = -3,-3
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.5

[State 16010, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

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

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

[State 16010, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

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

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

[State 16010, DestroySelf]
type = DestroySelf
trigger1 = Time >= 470
trigger2 = Var(0) >= 5

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

[Statedef 16020]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16000
sprpriority = 5

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

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

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

[State 16020, VelSet]
type = VelSet
trigger1 = Time = 0
x = 1
ignorehitpause = 1

[State 16020, VelSet]
type = VelSet
trigger1 = Time = [0,48]
y = -1
ignorehitpause = 1

[State 16020, VelSet]
type = VelSet
trigger1 = Time = [49,80]
y = -0.5
ignorehitpause = 1

[State 16020, VelSet]
type = VelSet
trigger1 = Time = [81,112]
y = -0.25
ignorehitpause = 1

[State 16020, VelSet]
type = VelSet
trigger1 = Time = [113,128]
y = 0
ignorehitpause = 1

[State 16020, VelSet]
type = VelSet
trigger1 = Time = [129,160]
y = 0.25
ignorehitpause = 1

[State 16020, VelSet]
type = VelSet
trigger1 = Time = [161,192]
y = 0.5
ignorehitpause = 1

[State 16020, VelSet]
type = VelSet
trigger1 = Time > 192
y = 1
ignorehitpause = 1

[State 16020, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(0) < 5
trigger1 = Time % 36 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*40),8
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-3
guard.velocity = -5
air.velocity = -3,-3
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.5

[State 16020, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45010+ifelse(Root,var(20)=1,0,10)
ignorehitpause = 1

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

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

[State 16020, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

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

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

[State 16020, DestroySelf]
type = DestroySelf
trigger1 = Time >= 280
trigger2 = Var(0) >= 5

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

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

[State 16100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16100
time = -1
ignorehitpause = 1

[State 16100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 16100, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 60,-45
ignorehitpause = 1

[State 16100, ChangeState]
type = ChangeState
trigger1 = isHelper(16100)
trigger1 = Root,StateNo = 6102
trigger2 = isHelper(16110)
trigger2 = Root,StateNo = 6112
trigger3 = isHelper(16120)
trigger3 = Root,StateNo = 6122
value = 16101

[State 16100, DestroySelf]
type = DestroySelf
trigger1 = isHelper(16100)
trigger1 = Root,StateNo != [6100,6102]
trigger2 = isHelper(16110)
trigger2 = Root,StateNo != [6110,6112]
trigger3 = isHelper(16120)
trigger3 = Root,StateNo != [6120,6122]

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

[Statedef 16101]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16101

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

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

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

[State 16101, PosAdd]
type = PosAdd
trigger1 = Time = 1
y = 12
ignorehitpause = 1

[State 16101, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16120]
type = A
movetype = A
physics = N
ctrl = 0
anim = 99990

[State 16120, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16120
time = -1
ignorehitpause = 1

[State 16120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16120, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0
ignorehitpause = 1

[State 16120, Effect]
type = Explod
trigger1 = Time % 4 = 0
anim = 10100
postype = p1
pos = -15,ceil(Pos Y)*-1
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16120, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != 6121

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

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

[State 16200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16200
time = -1
ignorehitpause = 1

[State 16200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 16200, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 16200+isHelper(16210)*10+isHelper(16220)*20
ignorehitpause = 1

[State 16200, Effect]
type = Explod
triggerall = isHelper(16200)
trigger1 = Time % 4 = 0
anim = 15110
postype = p1
random = 160,0
pos = 80,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16200, Effect]
type = Explod
triggerall = isHelper(16210)
trigger1 = Time % 4 = 0
anim = 15110
postype = p1
random = 240,0
pos = 120,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16200, Effect]
type = Explod
triggerall = isHelper(16220)
trigger1 = Time % 4 = 0
anim = 15110
postype = p1
random = 360,0
pos = 180,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16200, Hitdef]
type = Hitdef
triggerall = isHelper(16200)
triggerall = Root,StateNo = 6200 || Root,StateNo = 6250
triggerall = Root,Var(4) = 1
trigger1 = Time % 4 = 0
attr = A,HP
hitflag = MAFD
guardflag = LA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*25),5
getpower = 0,0
givepower = 20,10
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-5
guard.velocity = -5
air.velocity = 0,-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 = 0.8

[State 16200, Hitdef]
type = Hitdef
triggerall = isHelper(16210)
triggerall = Root,StateNo = 6210 || Root,StateNo = 6260
triggerall = Root,Var(4) = 1
trigger1 = Time % 4 = 0
attr = A,HP
hitflag = MAFD
guardflag = LA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*20),5
getpower = 0,0
givepower = 15,7
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-5
guard.velocity = -5
air.velocity = 0,-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 = 0.8

[State 16200, Hitdef]
type = Hitdef
triggerall = isHelper(16220)
triggerall = Root,StateNo = 6220 || Root,StateNo = 6270
triggerall = Root,Var(4) = 1
trigger1 = Time % 4 = 0
attr = A,HP
hitflag = MAFD
guardflag = LA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*19),5
getpower = 0,0
givepower = 10,5
pausetime = 0,4
guard.pausetime = 0,4
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-5
guard.velocity = -5
air.velocity = 0,-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 = 0.8

[State 16200, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16200, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16200, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(0) = 1
ignorehitpause = 1

[State 16200, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 16200, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16200, VarAdd]
type = VarSet
trigger1 = Root,StateNo = [600,610]
var(1) = 2

[State 16200, VarAdd]
type = VarAdd
trigger1 = Var(1) > 0
trigger1 = Root,StateNo != [600,610]
var(1) = -1

[State 16200, DestroySelf]
type = DestroySelf
triggerall = Var(1) = 0
trigger1 = isHelper(16200)
trigger1 = Root,StateNo != 6200 && Root,StateNo != 6250
trigger2 = isHelper(16210)
trigger2 = Root,StateNo != 6210 && Root,StateNo != 6260
trigger3 = isHelper(16220)
trigger3 = Root,StateNo != 6220 && Root,StateNo != 6270

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

[Statedef 17000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 17000

[State 17000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 17001
time = -1
ignorehitpause = 1

[State 17000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 17000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17000, AssertSpecial]
type = AssertSpecial
trigger1 = Root,StateNo = 7001
flag = Invisible
ignorehitpause = 1

[State 17000, VelSet]
type = VelSet
trigger1 = Time = 1
x = -0.3
y = -7.5
ignorehitpause = 1

[State 17000, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.25
ignorehitpause = 1

[State 17000, VarSet]
type = VarSet
trigger1 = 1
var(0) = ceil(RootDist Y)
ignorehitpause = 1

[State 17000, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 7001 && Root,Time > 2
value = 17001

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

[Statedef 17001]
type = A
movetype = A
physics = N
ctrl = 0
anim = 99990

[State 17001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 17001
time = -1
ignorehitpause = 1

[State 17001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17001, DestroySelf]
type = DestroySelf
trigger1 = Time = 1

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

[Statedef 14000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 14000
velset = 0,-10

[State 14000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 14001
time = -1
ignorehitpause = 1

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

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

[State 14000, DestroySelf]
type = DestroySelf
trigger1 = Pos Y <= -480

;----------------------------------------------------------------------
; WinPose

[Statedef 13000]
type = A
movetype = A
physics = N
ctrl = 0
anim = 14000
sprpriority = 6

[State 13000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 17001
time = -1
ignorehitpause = 1

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 13000, AssertSpecial]
type = AssertSpecial
trigger1 = Root,StateNo = 3001
flag = Invisible
ignorehitpause = 1

[State 13000, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.3
ignorehitpause = 1

[State 13000, VarSet]
type = VarSet
trigger1 = 1
var(0) = ceil(RootDist Y)
ignorehitpause = 1

[State 13000, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 3001 && Root,Time > 2
value = 17001

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

[Statedef 13010]
type = A
movetype = I
physics = N
ctrl = 0
anim = 11100
sprpriority = 5

[State 13010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 13010
time = -1
ignorehitpause = 1

[State 13010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13010, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.1

[State 13010, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 13010, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 13010, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 10,20

[State 13010, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 40,50

[State 13010, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = var(2)

[State 13010, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = var(3)*-1

[State 13010, VelSet]
type = VelSet
trigger1 = Time = 1
x = fvar(0)/10
y = fvar(1)/10
ignorehitpause = 1

[State 13010, Explod]
type = Explod
trigger1 = Time % 5 = 0
anim = 11105+(random%3)
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 13010, ChangeState]
type = ChangeState
trigger1 = isHelper(13010)
trigger1 = Root,NumProjID(13010) != 0
trigger2 = isHelper(13011)
trigger2 = Root,NumProjID(13011) != 0
trigger3 = isHelper(13012)
trigger3 = Root,NumProjID(13012) != 0
value = 13011

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

[Statedef 13011]
type = A
movetype = I
physics = N
ctrl = 0
anim = 13011
velset = 0,0
sprpriority = 5

[State 13011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 13011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 13011
time = -1
ignorehitpause = 1

[State 13011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13011, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

