;======================================================================
;======================================================================
; Helper states file for "Mayu Shiina"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17000]
type = A
movetype = I
physics = N
anim = 17000
ctrl = 0
sprpriority = 3
velset = 0,10

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

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

[State 17000, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.7

[State 17000, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17001

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17001]
type = S
movetype = I
physics = S
anim = 17001
ctrl = 0
sprpriority = 3
velset = 0,0

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

[State 17001, Helper];SIGNAL SUBMIT
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 17020
ID = 17020
ignorehitpause = 1

[State 17001, Effect]
type = Explod
trigger1 = Time = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17001, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 17001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 17002

[State 17001, ChangeState]
type = ChangeState
trigger1 = var(0) >= 4
trigger1 = Time = 1
value = 17003

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17002]
type = S
movetype = A
physics = N
anim = 17002
ctrl = 0
velset = 0,-11

[State 17002, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 17002, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 17002, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.7

[State 17002, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 17001

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17003]
type = S
movetype = I
physics = S
anim = 17003
ctrl = 0
sprpriority = 3
velset = 0,0

[State 17003, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17003
time = -1
ignorehitpause = 1

[State 17003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17003, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 17003, Helper];SIGNAL SUBMIT
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 17020
ID = 17020
ignorehitpause = 1

[State 17003, Effect]
type = Explod
trigger1 = Time = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17003, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 17003, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 7006
value = 17004

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17004]
type = S
movetype = A
physics = N
anim = 17002
ctrl = 0
velset = 0,-15

[State 17004, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 17004, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 17004, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.6

[State 17004, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 17005

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17005]
type = S
movetype = I
physics = S
anim = 17003
ctrl = 0
sprpriority = 3
velset = 0,0

[State 17005, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17005
time = -1
ignorehitpause = 1

[State 17005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17005, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 17005, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = [7008,7010]
value = 17006

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17006]
type = S
movetype = I
physics = S
anim = 17006
ctrl = 0
sprpriority = 3
velset = 0,0

[State 17006, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17006
time = -1
ignorehitpause = 1

[State 17006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17006, ChangeState]
type = ChangeState
trigger1 = Facing = 1
trigger1 = Root,fvar(11) <= Root,fvar(12)
trigger2 = Facing = -1
trigger2 = Root,fvar(11) >= Root,fvar(12)
value = 17007

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17007]
type = S
movetype = I
physics = N
anim = 17007
ctrl = 0
sprpriority = 3
velset = 4,0

[State 17007, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17007
time = -1
ignorehitpause = 1

[State 17007, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17007, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,8

[State 17007, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -30

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17010]
type = A
movetype = I
physics = N
anim = 17010
ctrl = 0
sprpriority = 3
velset = 0,10

[State 17010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17010
time = -1
ignorehitpause = 1

[State 17010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17010, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.7

[State 17010, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17011

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17011]
type = S
movetype = I
physics = S
anim = 17011
ctrl = 0
sprpriority = 3
velset = 0,0

[State 17011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17011
time = -1
ignorehitpause = 1

[State 17011, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17011, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 17011, Helper];SIGNAL SUBMIT
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 17020
ID = 17020
ignorehitpause = 1

[State 17011, Effect]
type = Explod
trigger1 = Time = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17011, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 17011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 17012

[State 17011, ChangeState]
type = ChangeState
trigger1 = var(0) >= 4
trigger1 = Time = 1
value = 17013

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17012]
type = S
movetype = A
physics = N
anim = 17012
ctrl = 0
velset = 0,-9

[State 17012, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 17012, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 17012, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.6

[State 17012, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 17011

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17013]
type = S
movetype = I
physics = S
anim = 17013
ctrl = 0
sprpriority = 3
velset = 0,0

[State 17013, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17013
time = -1
ignorehitpause = 1

[State 17013, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17013, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 17013, Helper];SIGNAL SUBMIT
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 17020
ID = 17021
ignorehitpause = 1

[State 17013, Effect]
type = Explod
trigger1 = Time = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17013, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 17013, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 7006
value = 17014

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17014]
type = S
movetype = A
physics = N
anim = 17012
ctrl = 0
velset = 0,-15

[State 17014, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 17014, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 17014, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.6

[State 17014, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Pos Y >= 0
value = 17015

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17015]
type = S
movetype = I
physics = S
anim = 17013
ctrl = 0
sprpriority = 3
velset = 0,0

[State 17015, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17015
time = -1
ignorehitpause = 1

[State 17015, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17015, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 17015, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = [7008,7010]
value = 17016

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17016]
type = A
movetype = A
physics = N
anim = 17016
ctrl = 0
velset = 3,-4
sprpriority = 4

[State 17016, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.3

[State 17016, DestroySelf]
type = DestroySelf
trigger1 = Time > 200
trigger2 = Facing = 1
trigger2 = Root,fvar(11) <= Root,fvar(12)
trigger3 = Facing = -1
trigger3 = Root,fvar(11) >= Root,fvar(12)

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17020]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 17020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17020
time = -1
ignorehitpause = 1

[State 17020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17020, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(17020)
projID = 17020
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 17020, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(17021)
projID = 17021
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 17020, DestroySelf]
type = DestroySelf
trigger1 = Time = 0

;----------------------------------------------------------------------
; 23693 + Z

[Statedef 17025]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 17025, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17025
time = -1
ignorehitpause = 1

[State 17025, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17025, Effect]
type = Explod
trigger1 = Time < 60
trigger1 = Time % 12 = 0
anim = 17025
postype = p1
pos = 0,-20
random = 150,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 6

[State 17025, Effect]
type = Explod
trigger1 = Time >= 60
trigger1 = Time % 6 = 0
anim = 17025
postype = p1
pos = 0,-20
random = 150,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 6

[State 17025, DestroySelf]
type = DestroySelf
trigger1 = Time >= 160

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

[Statedef 14000]
type = S
movetype = I
physics = N
anim = 4000
ctrl = 0
sprpriority = -5

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

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

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

[State 14000, VelSet]
type = VelSet
trigger1 = 1
x = 8

[State 14000, Effect]
type = Explod
trigger1 = Time % 5 = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14000, ChangeState]
type = ChangeState
trigger1 = RootDist X < 10
value = 14001

[State 14000, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2

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

[Statedef 14001]
type = S
movetype = I
physics = N
anim = 4001
ctrl = 0
sprpriority = -5

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

[State 14001, VelMul]
type = VelMul
trigger1 = Vel X > 0
x = 0.9

[State 14001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 14002

[State 14001, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2

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

[Statedef 14002]
type = S
movetype = I
physics = N
anim = 4002
ctrl = 0
sprpriority = -5

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

[State 14002, ChangeState]
type = Turn
trigger1 = Time = 0

[State 14002, VelSet]
type = VelSet
trigger1 = Time > 0
x = const(velocity.walk.fwd.x)

[State 14002, ParentVarSet]
type = ParentVarSet
trigger1 = Time > 0
trigger1 = RootDist X <= 0
var(12) = 1
ignorehitpause = 1

[State 14002, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = Root,var(13) != 0

