;======================================================================
;======================================================================
; Helper states file for "Minagi Tohno"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Special Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Ariel Throw

[Statedef 10530]
type = A
movetype = I
physics = N
anim = 10530
ctrl = 0
sprpriority = 4

[State 10530, PosSet]
type = PosSet
trigger1 = PlayerIDExist(Root,var(11))
x = PlayerID(Root,var(11)),Pos X
y = PlayerID(Root,var(11)),Pos Y

[State 10530, ChangeState]
type = ChangeState
trigger1 = PlayerID(Root,var(11)),StateNo != [40530,40539]
value = 10531

[Statedef 10531]
type = A
movetype = I
physics = N
anim = 10531
ctrl = 0

[State 10531, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10531, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,2
ignorehitpause = 1

[State 10531, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 41236 + A

[Statedef 11400]
type = A
movetype = A
physics = N
anim = 11400
ctrl = 0
velset = 2.6,0
sprpriority = 4

[State 11400, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11401
time = -1
ignorehitpause = 1

[State 11400, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(20) = 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)*58),2
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

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

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

[State 11400, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(20) = 1
ignorehitpause = 1

[State 11400, ChangeState]
type = ChangeState
trigger1 = Time > 48
trigger2 = MoveContact
trigger3 = MoveReversed
value = 11401
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 41236 + A <DestroySelf>

[Statedef 11401]
type = A
movetype = A
physics = N
ctrl = 0
velset = 1.3,0

[State 11401, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 256
ignorehitpause = 1

[State 11401, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 11401, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(0),var(1)
ignorehitpause = 1

[State 11401, VarAdd]
type = VarAdd
trigger1 = var(0) > 0
var(0) = -16
ignorehitpause = 1

[State 11401, VarAdd]
type = VarAdd
trigger1 = var(1) < 256
var(1) = 16
ignorehitpause = 1

[State 11401, DestroySelf]
type = DestroySelf
trigger1 = Time > 16
ignorehitpause = 1

;----------------------------------------------------------------------
; 41236 + B

[Statedef 11410]
type = A
movetype = A
physics = N
anim = 11400
ctrl = 0
velset = 2.6,0
sprpriority = 4

[State 11410, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11401
time = -1
ignorehitpause = 1

[State 11410, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(20) = 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)*58),2
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 11410, 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 11410, 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 11410, 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 = 9
ignorehitpause = 1

[State 11410, ChangeState]
type = ChangeState
trigger1 = Time > 70
trigger2 = MoveContact
trigger3 = MoveReversed
value = 11401
ignorehitpause = 1

[State 11410, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(20) = 1
ignorehitpause = 1

[State 11410, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;----------------------------------------------------------------------
; 41236 + C

[Statedef 11420]
type = A
movetype = A
physics = N
anim = 11420
ctrl = 0
velset = 2.6,0
sprpriority = 4

[State 11420, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11420, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11421
time = -1
ignorehitpause = 1

[State 11420, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 11420, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 11420, Explod]
type = Explod
trigger1 = Time = 0
anim = 11400
ID = 11420
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = -5

[State 11420, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(2) < 2
trigger1 = Time % 9 = 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)*60),8
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-3.5
guard.velocity = -5
air.velocity = -3,-3.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)

[State 11420, 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 11420, 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 11420, 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 = 9
ignorehitpause = 1

[State 11420, ChangeState]
type = ChangeState
trigger1 = Time > 120
trigger2 = var(2) = 2
value = 11421
ignorehitpause = 1

[State 11420, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;----------------------------------------------------------------------
; 41236 + C

[Statedef 11421]
type = A
movetype = A
physics = N
anim = 11421
ctrl = 0
velset = 1.3,0
sprpriority = 4

[State 11421, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11421, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 11420
ignorehitpause = 1

[State 11421, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

;----------------------------------------------------------------------
; 2141236 + A or B or C

[Statedef 16200]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
sprpriority = 5

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

[State 16200, VarRandom]
type = VarRandom
trigger1 = isHelper(1)
trigger1 = Time = 0
v = 0
range = 25,80
ignorehitpause = 1

[State 16200, VarRandom]
type = VarRandom
trigger1 = isHelper(2)
trigger1 = Time = 0
v = 0
range = 25,40
ignorehitpause = 1

[State 16200, VarRandom]
type = VarRandom
trigger1 = isHelper(1)
trigger1 = Time = 0
v = 1
range = 20,50
ignorehitpause = 1

[State 16200, VarRandom]
type = VarRandom
trigger1 = isHelper(2)
trigger1 = Time = 0
v = 1
range = 10,25
ignorehitpause = 1

[State 16200, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,40
ignorehitpause = 1

[State 16200, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = var(1)
ignorehitpause = 1

[State 16200, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = var(2)
ignorehitpause = 1

[State 16200, VelSet]
type = VelSet
trigger1 = Time = 1
x = fvar(1)/10
y = fvar(2)/10
ignorehitpause = 1

[State 16200, VelAdd]
type = VelAdd
trigger1 = 1
y = -0.15
ignorehitpause = 1

[State 16200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16201
time = -1
ignorehitpause = 1

[State 16200, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(20) = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*ifelse(isHelper(1),20,30)),2
getpower = 0,0
givepower = 5,1
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-1.5,-4
guard.velocity = -5
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

[State 16200, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
trigger1 = isHelper(2)
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 16200, HitCount]
type = Helper
trigger1 = NumHelper(16202) = 0
trigger1 = MoveHit
helpertype = normal
name = "HitCount"
postype = p2
facing = -1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16202
ID = 16202
ignorehitpause = 1

[State 16200, ChangeState]
type = ChangeState
trigger1 = Time > var(0)
trigger2 = MoveContact
trigger3 = MoveReversed
value = 16201
ignorehitpause = 1

[State 16200, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(20) = 1
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 2141236 + A or B or C

[Statedef 16201]
type = A
movetype = A
physics = N
anim = 16201
ctrl = 0

[State 16201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16201, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 16201
time = -1
ignorehitpause = 1

[State 16201, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 2141236 + A or B or C <Dummy>

[Statedef 16202]
type = A
movetype = A
physics = N
anim = 16202
ctrl = 0
sprpriority = 3

[State 16202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16202, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 16202
time = -1
ignorehitpause = 1

[State 16202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16202, Hitdef]
type = Hitdef
trigger1 = isHelper(16202)
trigger1 = Root,var(4) = 1
trigger1 = HitCount < 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
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))*-1.5,-4
guard.velocity = -5
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
numhits = 0
persistent = 0

[State 16202, Hitdef]
type = Hitdef
trigger1 = isHelper(17002)
trigger1 = Root,var(4) = 1
trigger1 = HitCount < 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
numhits = 0
persistent = 0

[State 16202, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
value = 99990
ignorehitpause = 1
persistent = 0

[State 16202, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16202, DestroySelf]
type = DestroySelf
trigger1 = P2MoveType != H

;----------------------------------------------------------------------
; 222 + Z

[Statedef 17000]
type = A
movetype = A
physics = N
anim = 17000
ctrl = 0
velset = 4.5,9

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

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

[State 17000, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(20) = 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)*30),4
getpower = 0,0
givepower = 10,5
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17000, 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 17000, 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 17000, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 17000, HitCount]
type = Helper
trigger1 = NumHelper(17002) = 0
trigger1 = MoveHit
helpertype = normal
name = "HitCount"
postype = p2
facing = -1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16202
ID = 17002
ignorehitpause = 1

[State 17000, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(20) = 1
ignorehitpause = 1

[State 17000, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17002
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17000, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 17003
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17000, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 17004
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17000, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 17005
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17000, Explod]
type = Explod
trigger1 = AnimElemTime(10) = 0
anim = 17001
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 17000, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17000, DestroySelf]
type = DestroySelf
trigger1 = Pos Y > 60

;----------------------------------------------------------------------
; 222 + Z - Invisible

[Statedef 17008]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0

[State 17008, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17008
time = -1
ignorehitpause = 1

[State 17008, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17008, PosAdd]
type = PosAdd
trigger1 = time > 0
x = -1*ceil(ScreenPos X-fvar(0))
;y = -1*ceil(ScreenPos Y-fvar(1))

[State 17008, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = ScreenPos X

[State 17008, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ScreenPos Y

[State 17008, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 0,320

[State 17008, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 400,600

[State 17008, Helper]
type = Helper
trigger1 = Time % 10 = 0
trigger1 = Time >= 40
helpertype = normal
ownpal = 1
name = "Star_17000"
postype = p1
pos = -80-1*var(0),-1*var(1)
pausemovetime = 0
supermovetime = 0
stateno = 17000
ID = 17000
ignorehitpause = 1

[State 17008, ChangeState]
type = ChangeState
trigger1 = Root,var(31) = [3,4]
trigger2 = NumHelper(20000) = 0
value = 17009

;----------------------------------------------------------------------
; 222 + Z - Invisible

[Statedef 17009]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0

[State 17009, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17009
time = -1
ignorehitpause = 1

[State 17009, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17009, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(17000) = 0

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

[Statedef 14000]
type = S
movetype = I
physics = N
anim = 20
ctrl = 0
velset = 2,0

[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, ParentVarSet]
type = ParentVarSet
trigger1 = ceil(ParentDist X) <= 0
var(10) = 1
ignorehitpause = 1

[State 14000, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(11) = 1
trigger2 = RoundState = 2

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

[Statedef 14001]
type = A
movetype = I
physics = N
anim = 17000
ctrl = 0
velset = 4.5,9

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

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

[State 14001, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17002
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14001, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 17003
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14001, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 17004
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14001, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 17005
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14001, Explod]
type = Explod
trigger1 = AnimElemTime(10) = 0
anim = 17001
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 14001, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 14001, DestroySelf]
type = DestroySelf
trigger1 = Pos Y > 60

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

[Statedef 14002]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0

[State 14002, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14002
time = -1
ignorehitpause = 1

[State 14002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14002, PosAdd]
type = PosAdd
trigger1 = time > 0
x = -ceil(ScreenPos X-fvar(0))
y = -ceil(ScreenPos Y-fvar(1))

[State 14002, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = ScreenPos X

[State 14002, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ScreenPos Y

[State 14002, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 0,320

[State 14002, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 400,600

[State 14002, Helper]
type = Helper
trigger1 = Time % 10 = 0
helpertype = normal
ownpal = 1
name = "Star_19001"
postype = p1
pos = -80-1*var(0),-1*var(1)
pausemovetime = 0
supermovetime = 0
stateno = 14001
ID = 19001
ignorehitpause = 1

[State 14002, DestroySelf]
type = DestroySelf
trigger1 = Time >= 200

;----------------------------------------------------------------------
; Intro 2 - Invisible

[Statedef 14010]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0

[State 14010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 14010
time = -1
ignorehitpause = 1

[State 14010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14010, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 20,40

[State 14010, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 30,120

[State 14010, Helper]
type = Helper
trigger1 = Time % 10 = 0
helpertype = normal
ownpal = 1
name = "Star_19011"
postype = p1
pos = -1*var(0),-60-var(1)
pausemovetime = 0
supermovetime = 0
stateno = 14011
ID = 1
ignorehitpause = 1

[State 14010, DestroySelf]
type = DestroySelf
trigger1 = Time >= 200

;----------------------------------------------------------------------
; Intro 2

[Statedef 14011]
type = A
movetype = I
physics = N
anim = 16200
ctrl = 0
sprpriority = 5

[State 14011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14011, VarRandom]
type = VarRandom
trigger1 = isHelper(1)
trigger1 = Time = 0
v = 0
range = 25,80
ignorehitpause = 1

[State 14011, VarRandom]
type = VarRandom
trigger1 = isHelper(2)
trigger1 = Time = 0
v = 0
range = 25,40
ignorehitpause = 1

[State 14011, VarRandom]
type = VarRandom
trigger1 = isHelper(1)
trigger1 = Time = 0
v = 1
range = 20,50
ignorehitpause = 1

[State 14011, VarRandom]
type = VarRandom
trigger1 = isHelper(2)
trigger1 = Time = 0
v = 1
range = 10,25
ignorehitpause = 1

[State 14011, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,40
ignorehitpause = 1

[State 14011, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = var(1)
ignorehitpause = 1

[State 14011, VarSet]
type = VarSet
trigger1 = 1
fvar(2) = var(2)
ignorehitpause = 1

[State 14011, VelSet]
type = VelSet
trigger1 = Time = 1
x = fvar(1)/10
y = fvar(2)/10
ignorehitpause = 1

[State 14011, VelAdd]
type = VelAdd
trigger1 = 1
y = -0.15
ignorehitpause = 1

[State 14011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 14012
time = -1
ignorehitpause = 1

[State 14011, ChangeState]
type = ChangeState
trigger1 = Time > var(0)
value = 14012
ignorehitpause = 1

;----------------------------------------------------------------------
; Intro 2

[Statedef 14012]
type = A
movetype = I
physics = N
anim = 16201
ctrl = 0

[State 14012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14012, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 14012
time = -1
ignorehitpause = 1

[State 14012, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; TimeOver

[Statedef 14500]
type = A
movetype = A
physics = N
anim = 19500
ctrl = 0
sprpriority = 5

[State 14500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14500, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 14501
time = -1
ignorehitpause = 1

[State 14500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 14501
ignorehitpause = 1

;----------------------------------------------------------------------
; TimeOver

[Statedef 14501]
type = A
movetype = A
physics = N
anim = 16201
ctrl = 0

[State 14501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14501, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,1

[State 14501, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(10) = 1
ignorehitpause = 1

[State 14501, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 14501
time = -1
ignorehitpause = 1

[State 14501, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Michiru - Waiting

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

[State 20000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 1
ignorehitpause = 1

[State 20000, VarSet]
type = VarSet
trigger1 = 1
var(0) = 0
ignorehitpause = 1

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

[State 20000, ChangeState]
type = ChangeState
trigger1 = ceil(RootDist X) > 320
value = 20050

[State 20000, ChangeState]
type = ChangeState
trigger1 = ceil(RootDist X) < -320
value = 20051

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 700
value = 20200

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 710
value = 20100

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 720
value = 20105

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21000) >= 1
value = 21000

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21010) >= 1
value = 21010

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21020) >= 1
value = 21020

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21100) >= 1
value = 21100

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21110) >= 1
value = 21110

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21120) >= 1
value = 21120

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21200) >= 1
value = 21200

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21210) >= 1
value = 21210

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21220) >= 1
value = 21220

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21300) >= 1
value = 21300

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21310) >= 1
value = 21310

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21320) >= 1
value = 21320

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26000) >= 1
value = 26000

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26010) >= 1
value = 26010

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26020) >= 1
value = 26020

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26100) >= 1
value = 26100

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26110) >= 1
value = 26110

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26120) >= 1
value = 26120

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26200) >= 1
value = 26200

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26210) >= 1
value = 26210

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26220) >= 1
value = 26220

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(27000) >= 1
value = 27000

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(23000) >= 1
value = 23000

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(24000) >= 1
value = 24000

[State 20000, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 170
value = 20170

;----------------------------------------------------------------------
; Michiru - CHASE_RUN_FWD

[Statedef 20050]
type = S
movetype = I
physics = N
anim = 20050
ctrl = 0
velset = 5,0

[State 20050, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 1
ignorehitpause = 1

[State 20050, Turn]
type = Turn
triggerall = ceil(P2Dist X) < -10
trigger1 = Root,NumProjID(21000) >= 1
trigger2 = Root,NumProjID(21010) >= 1
trigger3 = Root,NumProjID(21020) >= 1
trigger4 = Root,NumProjID(21100) >= 1
trigger5 = Root,NumProjID(21110) >= 1
trigger6 = Root,NumProjID(21120) >= 1
trigger7 = Root,NumProjID(21200) >= 1
trigger8 = Root,NumProjID(21210) >= 1
trigger9 = Root,NumProjID(21220) >= 1
trigger10 = Root,NumProjID(21300) >= 1
trigger11 = Root,NumProjID(21310) >= 1
trigger12 = Root,NumProjID(21320) >= 1
trigger13 = Root,NumProjID(26000) >= 1
trigger14 = Root,NumProjID(26010) >= 1
trigger15 = Root,NumProjID(26020) >= 1
trigger16 = Root,NumProjID(26100) >= 1
trigger17 = Root,NumProjID(26110) >= 1
trigger18 = Root,NumProjID(26120) >= 1
trigger19 = Root,NumProjID(26200) >= 1
trigger20 = Root,NumProjID(26210) >= 1
trigger21 = Root,NumProjID(26220) >= 1
trigger22 = Root,NumProjID(27000) >= 1
persistent = 0

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 700
value = 20200

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21000) >= 1
value = 21000

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21010) >= 1
value = 21010

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21020) >= 1
value = 21020

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21100) >= 1
value = 21100

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21110) >= 1
value = 21110

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21120) >= 1
value = 21120

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21200) >= 1
value = 21200

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21210) >= 1
value = 21210

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21220) >= 1
value = 21220

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21300) >= 1
value = 21300

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21310) >= 1
value = 21310

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21320) >= 1
value = 21320

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26000) >= 1
value = 26000

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26010) >= 1
value = 26010

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26020) >= 1
value = 26020

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26100) >= 1
value = 26100

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26110) >= 1
value = 26110

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26120) >= 1
value = 26120

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26200) >= 1
value = 26200

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26210) >= 1
value = 26210

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26220) >= 1
value = 26220

[State 20050, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(27000) >= 1
value = 27000

[State 20050, ChangeState]
type = ChangeState
trigger1 = Time > 38
value = 20055

;----------------------------------------------------------------------
; Michiru - CHASE_RUN_BACK

[Statedef 20051]
type = S
movetype = I
physics = N
anim = 20050
ctrl = 0

[State 20051, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 1
ignorehitpause = 1

[State 20051, Turn]
type = Turn
trigger1 = Time = 0

[State 20051, VelSet]
type = VelSet
trigger1 = Time = 0
x = 5

[State 20051, Turn]
type = Turn
triggerall = ceil(P2Dist X) < -10
trigger1 = Root,NumProjID(21000) >= 1
trigger2 = Root,NumProjID(21010) >= 1
trigger3 = Root,NumProjID(21020) >= 1
trigger4 = Root,NumProjID(21100) >= 1
trigger5 = Root,NumProjID(21110) >= 1
trigger6 = Root,NumProjID(21120) >= 1
trigger7 = Root,NumProjID(21200) >= 1
trigger8 = Root,NumProjID(21210) >= 1
trigger9 = Root,NumProjID(21220) >= 1
trigger10 = Root,NumProjID(21300) >= 1
trigger11 = Root,NumProjID(21310) >= 1
trigger12 = Root,NumProjID(21320) >= 1
trigger13 = Root,NumProjID(26000) >= 1
trigger14 = Root,NumProjID(26010) >= 1
trigger15 = Root,NumProjID(26020) >= 1
trigger16 = Root,NumProjID(26100) >= 1
trigger17 = Root,NumProjID(26110) >= 1
trigger18 = Root,NumProjID(26120) >= 1
trigger19 = Root,NumProjID(26200) >= 1
trigger20 = Root,NumProjID(26210) >= 1
trigger21 = Root,NumProjID(26220) >= 1
trigger22 = Root,NumProjID(27000) >= 1
persistent = 0

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 700
value = 20200

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21000) >= 1
value = 21000

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21010) >= 1
value = 21010

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21020) >= 1
value = 21020

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21100) >= 1
value = 21100

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21110) >= 1
value = 21110

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21120) >= 1
value = 21120

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21200) >= 1
value = 21200

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21210) >= 1
value = 21210

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21220) >= 1
value = 21220

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21300) >= 1
value = 21300

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21310) >= 1
value = 21310

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21320) >= 1
value = 21320

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26000) >= 1
value = 26000

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26010) >= 1
value = 26010

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26020) >= 1
value = 26020

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26100) >= 1
value = 26100

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26110) >= 1
value = 26110

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26120) >= 1
value = 26120

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26200) >= 1
value = 26200

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26210) >= 1
value = 26210

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26220) >= 1
value = 26220

[State 20051, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(27000) >= 1
value = 27000

[State 20051, ChangeState]
type = ChangeState
trigger1 = Time > 38
value = 20055

;----------------------------------------------------------------------
; Michiru - CHASE_RUN_STOP

[Statedef 20055]
type = S
movetype = I
physics = N
anim = 20055
ctrl = 0
velset = 0,0

[State 20055, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 1
ignorehitpause = 1

[State 20055, VelMul]
type = VelMul
trigger1 = Vel X > 0
x = 0.9

[State 20055, Turn]
type = Turn
triggerall = ceil(P2Dist X) < -10
trigger1 = Root,NumProjID(21000) >= 1
trigger2 = Root,NumProjID(21010) >= 1
trigger3 = Root,NumProjID(21020) >= 1
trigger4 = Root,NumProjID(21100) >= 1
trigger5 = Root,NumProjID(21110) >= 1
trigger6 = Root,NumProjID(21120) >= 1
trigger7 = Root,NumProjID(21200) >= 1
trigger8 = Root,NumProjID(21210) >= 1
trigger9 = Root,NumProjID(21220) >= 1
trigger10 = Root,NumProjID(21300) >= 1
trigger11 = Root,NumProjID(21310) >= 1
trigger12 = Root,NumProjID(21320) >= 1
trigger13 = Root,NumProjID(26000) >= 1
trigger14 = Root,NumProjID(26010) >= 1
trigger15 = Root,NumProjID(26020) >= 1
trigger16 = Root,NumProjID(26100) >= 1
trigger17 = Root,NumProjID(26110) >= 1
trigger18 = Root,NumProjID(26120) >= 1
trigger19 = Root,NumProjID(26200) >= 1
trigger20 = Root,NumProjID(26210) >= 1
trigger21 = Root,NumProjID(26220) >= 1
trigger22 = Root,NumProjID(27000) >= 1
persistent = 0

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 700
value = 20200

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21000) >= 1
value = 21000

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21010) >= 1
value = 21010

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21020) >= 1
value = 21020

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21100) >= 1
value = 21100

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21110) >= 1
value = 21110

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21120) >= 1
value = 21120

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21200) >= 1
value = 21200

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21210) >= 1
value = 21210

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21220) >= 1
value = 21220

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21300) >= 1
value = 21300

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21310) >= 1
value = 21310

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21320) >= 1
value = 21320

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26000) >= 1
value = 26000

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26010) >= 1
value = 26010

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26020) >= 1
value = 26020

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26100) >= 1
value = 26100

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26110) >= 1
value = 26110

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26120) >= 1
value = 26120

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26200) >= 1
value = 26200

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26210) >= 1
value = 26210

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26220) >= 1
value = 26220

[State 20055, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(27000) >= 1
value = 27000

[State 20055, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - RUN_FWD

[Statedef 20100]
type = S
movetype = I
physics = N
anim = 20100
ctrl = 0
velset = 0,0

[State 20100, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 1
ignorehitpause = 1

[State 20100, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = Facing != Root,Facing

[State 20100, VelSet]
type = VelSet
trigger1 = Time = 0
x = 5

[State 20100, VelMul]
type = VelMul
trigger1 = AnimElemTime(11) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 20100, Turn]
type = Turn
triggerall = ceil(P2Dist X) < -10
trigger1 = Root,NumProjID(21000) >= 1
trigger2 = Root,NumProjID(21010) >= 1
trigger3 = Root,NumProjID(21020) >= 1
trigger4 = Root,NumProjID(21100) >= 1
trigger5 = Root,NumProjID(21110) >= 1
trigger6 = Root,NumProjID(21120) >= 1
trigger7 = Root,NumProjID(21200) >= 1
trigger8 = Root,NumProjID(21210) >= 1
trigger9 = Root,NumProjID(21220) >= 1
trigger10 = Root,NumProjID(21300) >= 1
trigger11 = Root,NumProjID(21310) >= 1
trigger12 = Root,NumProjID(21320) >= 1
trigger13 = Root,NumProjID(26000) >= 1
trigger14 = Root,NumProjID(26010) >= 1
trigger15 = Root,NumProjID(26020) >= 1
trigger16 = Root,NumProjID(26100) >= 1
trigger17 = Root,NumProjID(26110) >= 1
trigger18 = Root,NumProjID(26120) >= 1
trigger19 = Root,NumProjID(26200) >= 1
trigger20 = Root,NumProjID(26210) >= 1
trigger21 = Root,NumProjID(26220) >= 1
trigger22 = Root,NumProjID(27000) >= 1
persistent = 0

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 700
value = 20200

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21000) >= 1
value = 21000

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21010) >= 1
value = 21010

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21020) >= 1
value = 21020

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21100) >= 1
value = 21100

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21110) >= 1
value = 21110

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21120) >= 1
value = 21120

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21200) >= 1
value = 21200

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21210) >= 1
value = 21210

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21220) >= 1
value = 21220

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21300) >= 1
value = 21300

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21310) >= 1
value = 21310

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21320) >= 1
value = 21320

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26000) >= 1
value = 26000

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26010) >= 1
value = 26010

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26020) >= 1
value = 26020

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26100) >= 1
value = 26100

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26110) >= 1
value = 26110

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26120) >= 1
value = 26120

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26200) >= 1
value = 26200

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26210) >= 1
value = 26210

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26220) >= 1
value = 26220

[State 20100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(27000) >= 1
value = 27000

[State 20100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - RUN_BACK

[Statedef 20105]
type = S
movetype = I
physics = N
anim = 20100
ctrl = 0
velset = 0,0

[State 20105, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 1
ignorehitpause = 1

[State 20105, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = Facing = Root,Facing

[State 20105, VelSet]
type = VelSet
trigger1 = Time = 0
x = 6

[State 20105, VelMul]
type = VelMul
trigger1 = AnimElemTime(11) >= 0
trigger1 = Vel X > 0
x = 0.9

[State 20105, Turn]
type = Turn
triggerall = ceil(P2Dist X) < -10
trigger1 = Root,NumProjID(21000) >= 1
trigger2 = Root,NumProjID(21010) >= 1
trigger3 = Root,NumProjID(21020) >= 1
trigger4 = Root,NumProjID(21100) >= 1
trigger5 = Root,NumProjID(21110) >= 1
trigger6 = Root,NumProjID(21120) >= 1
trigger7 = Root,NumProjID(21200) >= 1
trigger8 = Root,NumProjID(21210) >= 1
trigger9 = Root,NumProjID(21220) >= 1
trigger10 = Root,NumProjID(21300) >= 1
trigger11 = Root,NumProjID(21310) >= 1
trigger12 = Root,NumProjID(21320) >= 1
trigger13 = Root,NumProjID(26000) >= 1
trigger14 = Root,NumProjID(26010) >= 1
trigger15 = Root,NumProjID(26020) >= 1
trigger16 = Root,NumProjID(26100) >= 1
trigger17 = Root,NumProjID(26110) >= 1
trigger18 = Root,NumProjID(26120) >= 1
trigger19 = Root,NumProjID(26200) >= 1
trigger20 = Root,NumProjID(26210) >= 1
trigger21 = Root,NumProjID(26220) >= 1
trigger22 = Root,NumProjID(27000) >= 1
persistent = 0

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 700
value = 20200

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21000) >= 1
value = 21000

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21010) >= 1
value = 21010

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21020) >= 1
value = 21020

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21100) >= 1
value = 21100

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21110) >= 1
value = 21110

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21120) >= 1
value = 21120

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21200) >= 1
value = 21200

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21210) >= 1
value = 21210

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21220) >= 1
value = 21220

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21300) >= 1
value = 21300

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21310) >= 1
value = 21310

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21320) >= 1
value = 21320

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26000) >= 1
value = 26000

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26010) >= 1
value = 26010

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26020) >= 1
value = 26020

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26100) >= 1
value = 26100

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26110) >= 1
value = 26110

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26120) >= 1
value = 26120

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26200) >= 1
value = 26200

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26210) >= 1
value = 26210

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26220) >= 1
value = 26220

[State 20105, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(27000) >= 1
value = 27000

[State 20105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; TimeOver

[Statedef 20170]
type = S
movetype = I
physics = N
anim = 20170
ctrl = 0
velset = 0,0

[State 20170, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver
ignorehitpause = 1

[State 20170, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20170, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 20170, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 20170, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 1
helpertype = normal
name = "Dummy"
postype = p1
pos = 25,-34
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 14500
ignorehitpause = 1

[State 20170, ChangeState]
type = ChangeState
trigger1 = var(10) = 1
value = 20171

;----------------------------------------------------------------------
; TimeOver - Shaking

[Statedef 20171]
type = A
movetype = I
physics = N
anim = 25000
ctrl = 0
velset = -2,-5

[State 20171, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver
ignorehitpause = 1

[State 20171, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20171, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 20171, ChangeState]
type = ChangeState
trigger1 = Time = 3
value = 20172

;----------------------------------------------------------------------
; TimeOver - Fall

[Statedef 20172]
type = A
movetype = I
physics = N
anim = 25001
ctrl = 0

[State 20172, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver
ignorehitpause = 1

[State 20172, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20172, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 20172, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 20172, ChangeState]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 20173

;----------------------------------------------------------------------
; TimeOver - Landing

[Statedef 20173]
type = S
movetype = I
physics = S
anim = 25002
ctrl = 0
velset = 0,0

[State 20173, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 90
flag = RoundNotOver
ignorehitpause = 1

[State 20173, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20173, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 20173, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 20173, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 20173, Effect]
type = Explod
trigger1 = Time = 0
anim = 15110
ID = 20173
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 20173, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

;----------------------------------------------------------------------
; Michiru - Stance

[Statedef 20200]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0

[State 20200, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20200, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 20200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 20200, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 20201

;----------------------------------------------------------------------
; Michiru - Stance

[Statedef 20201]
type = S
movetype = I
physics = S
anim = 20201
ctrl = 0
velset = 0,0

[State 20201, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20200, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 20200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20210

;----------------------------------------------------------------------
; Michiru - Stance(End)

[Statedef 20205]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0

[State 20205, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20205, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 20205, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 20205, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 20206

;----------------------------------------------------------------------
; Michiru - Stance

[Statedef 20206]
type = S
movetype = I
physics = S
anim = 20201
ctrl = 0
velset = 0,0

[State 20206, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 20206, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 20206, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - Stance(Wait)

[Statedef 20210]
type = S
movetype = I
physics = S
anim = 20210
ctrl = 0
velset = 0,0

[State 20210, Turn]
type = Turn
trigger1 = ceil(P2Dist X) < -10

[State 20210, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 2
ignorehitpause = 1

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 700
value = 20205

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21000) >= 1
value = 21050

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21010) >= 1
value = 21060

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21020) >= 1
value = 21070

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21150) >= 1
value = 21102

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21160) >= 1
value = 21112

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21170) >= 1
value = 21122

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21200) >= 1
value = 21202

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21210) >= 1
value = 21212

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21220) >= 1
value = 21222

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21350) >= 1
value = 21351

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21360) >= 1
value = 21361

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(21370) >= 1
value = 21371

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26000) >= 1
value = 26000

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26010) >= 1
value = 26010

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26020) >= 1
value = 26020

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26100) >= 1
value = 26150

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26110) >= 1
value = 26160

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26120) >= 1
value = 26170

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26200) >= 1
value = 26200

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26210) >= 1
value = 26210

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(26220) >= 1
value = 26220

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(27000) >= 1
value = 27000

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(23000) >= 1
value = 23000

[State 20210, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 170
value = 20170

;----------------------------------------------------------------------
; Damage - Shaking

[Statedef 25000]
type = A
movetype = I
physics = N
anim = 25000
ctrl = 0
velset = 0,0

[State 25000, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 3
ignorehitpause = 1

[State 25000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 25000, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = GetHitVar(HitShakeTime)
ignorehitpause = 1

[State 25000, VarAdd]
type = VarAdd
trigger1 = var(5) > 0
var(5) = -1
ignorehitpause = 1

[State 25000, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = var(5) = 0
value = 25001

;----------------------------------------------------------------------
; Damage - Fall

[Statedef 25001]
type = A
movetype = I
physics = N
anim = 25001
ctrl = 0
velset = -3,-5

[State 25001, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 3
ignorehitpause = 1

[State 25001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 25001, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 25001, ChangeState]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 25002

;----------------------------------------------------------------------
; Damage - Landing

[Statedef 25002]
type = S
movetype = I
physics = S
anim = 25002
ctrl = 0
velset = 0,0

[State 25002, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 3
ignorehitpause = 1

[State 25002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 25002, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 25002, 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 25002, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 25002, ChangeState]
type = ChangeState
trigger1 = Time >= 120
value = 25003

;----------------------------------------------------------------------
; Damage - Standing

[Statedef 25003]
type = S
movetype = I
physics = S
anim = 25003
ctrl = 0
velset = 0,0

[State 25003, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 25003, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 25003, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35

[State 25002, ChangeState]
type = ChangeState
trigger1 = Time >= 19
value = 25004

;----------------------------------------------------------------------
; Damage - Stand

[Statedef 25004]
type = S
movetype = I
physics = S
anim = 20201
ctrl = 0
velset = 0,0

[State 25004, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 25004, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 25004, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 21000]
type = S
movetype = A
physics = S
anim = 21000
ctrl = 0
velset = 0,0

[State 21000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21000, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21000, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21000, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0
ignorehitpause = 1

[State 21000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 21000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.25

[State 21000, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 3.65
y = -3.65

[State 21000, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(4) = 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)*55),7
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 21000, 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 21000, 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 21000, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 21000, VarSet]
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21000, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(3) = 1
ignorehitpause = 1

[State 21000, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
trigger1 = var(2) = 0
value = 21001

[State 21000, ChangeState]
type = ChangeState
trigger1 = var(3) > 10
value = 21002

;----------------------------------------------------------------------
; Michiru - 236 + A - Landing

[Statedef 21001]
type = S
movetype = I
physics = S
anim = 21001
ctrl = 0
velset = 0,0

[State 21001, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 21002]
type = A
movetype = I
physics = N
anim = 21002
ctrl = 0
velset = 0,0

[State 21002, VelSet]
type = VelSet
trigger1 = PrevStateNo = 21000
trigger1 = Time = 1
x = -1.5
y = -7

[State 21002, VelSet]
type = VelSet
trigger1 = PrevStateNo = 21010
trigger1 = Time = 1
x = -2
y = -7

[State 21002, VelSet]
type = VelSet
trigger1 = PrevStateNo = 21020
trigger1 = Time = 1
x = -2.5
y = -7.5

[State 21002, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21002, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21002, ChangeState]
type = ChangeState
trigger1 = Time > 3
trigger1 = Pos Y >= 0
value = 21003

;----------------------------------------------------------------------
; Michiru - 236 + A - Landing

[Statedef 21003]
type = S
movetype = I
physics = S
anim = 21003
ctrl = 0
velset = 0,0

[State 21003, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21003, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 21010]
type = S
movetype = A
physics = S
anim = 21000
ctrl = 0
velset = 0,0

[State 21010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21010, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21010, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21010, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0
ignorehitpause = 1

[State 21010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 21010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.25

[State 21010, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 4.5
y = -4.5

[State 21010, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(4) = 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)*55),7
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 21010, 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 21010, 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 21010, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 21010, VarSet]
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21010, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(3) = 1
ignorehitpause = 1

[State 21010, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21010, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
trigger1 = var(2) = 0
value = 21001

[State 21010, ChangeState]
type = ChangeState
trigger1 = var(3) > 10
value = 21002

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

[Statedef 21020]
type = S
movetype = A
physics = S
anim = 21020
ctrl = 0
velset = 0,0

[State 21020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21020, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21020, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21020, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0
ignorehitpause = 1

[State 21020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 21020, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0
y = 0.25

[State 21020, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5.75
y = -4

[State 21020, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(4) = 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)*70),9
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-6
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45000

[State 21020, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 21020, 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 21020, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 21020, VarSet]
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21020, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(3) = 1
ignorehitpause = 1

[State 21020, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21020, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
trigger1 = var(2) = 0
value = 21001

[State 21020, ChangeState]
type = ChangeState
trigger1 = var(3) > 10
value = 21002

;----------------------------------------------------------------------
; Michiru - 236 + A <Stance>

[Statedef 21050]
type = S
movetype = A
physics = S
anim = 21050
ctrl = 0
velset = 0,0

[State 21050, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21050, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21050, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21050, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0
ignorehitpause = 1

[State 21050, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 21050, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
y = 0.25

[State 21050, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 3.65
y = -3.65

[State 21050, 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)*65),8
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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,-4
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 21050, 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 21050, 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 21050, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

[State 21050, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21050, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 21001

;----------------------------------------------------------------------
; Michiru - 236 + B <Stance>

[Statedef 21060]
type = S
movetype = A
physics = S
anim = 21050
ctrl = 0
velset = 0,0

[State 21060, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21060, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21060, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21060, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 21060, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
y = 0.25

[State 21060, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 4.5
y = -4.5

[State 21060, 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)*65),8
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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,-4
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 21060, 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 21060, 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 21060, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

[State 21060, VarSet]
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21060, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21060, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(2) > 0
trigger1 = Pos Y >= 0
value = 21001

;----------------------------------------------------------------------
; Michiru - 236 + C <Stance>

[Statedef 21070]
type = S
movetype = A
physics = S
anim = 21050
ctrl = 0
velset = 0,0

[State 21070, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21070, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21070, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21070, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 21070, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 21070, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 0
y = 0.25

[State 21070, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 5.75
y = -4

[State 21070, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(10) < 5
trigger1 = Time % 5 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),3
getpower = 20,5
givepower = 10,5
pausetime = 10,8
guard.pausetime = 10,8
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -6,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 21070, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 21070, 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 21070, 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 = var(11)
ignorehitpause = 1

[State 21070, VarSet]
type = VarSet
trigger1 = var(10) = 1
trigger2 = var(10) = 3
trigger3 = var(10) = 5
var(11) = 5
ignorehitpause = 1

[State 21070, VarSet]
type = VarSet
trigger1 = var(10) = 2
trigger2 = var(10) = 4
var(11) = 1
ignorehitpause = 1

[State 21070, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

[State 21070, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21070, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(2) > 0
trigger1 = Pos Y >= 0
value = 21001

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

[Statedef 21100]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21100, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21100, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21100, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21100, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21101

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

[Statedef 21101]
type = S
movetype = A
physics = S
anim = 21101
ctrl = 0
velset = 0,0

[State 21101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21101, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21102

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

[Statedef 21102]
type = A
movetype = A
physics = N
anim = 21102
ctrl = 0
velset = 0.5,-7

[State 21102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21102, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21102, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21102, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 21103

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

[Statedef 21103]
type = A
movetype = A
physics = N
anim = 21103
ctrl = 0

[State 21103, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21103, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21103, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21103, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21103, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 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)*60),8
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 21103, 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 21103, 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 21103, 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 21103, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21103, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 21104

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

[Statedef 21104]
type = A
movetype = A
physics = N
anim = 21104
ctrl = 0
velset = 0,0

[State 21104, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21104, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21104, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2.5
y = -3.5

[State 21104, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.35

[State 21104, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Pos Y >= 0
value = 21001

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

[Statedef 21110]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21110, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21110, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21110, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21110, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21111

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

[Statedef 21111]
type = S
movetype = A
physics = S
anim = 21101
ctrl = 0
velset = 0,0

[State 21111, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21111, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21112

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

[Statedef 21112]
type = A
movetype = A
physics = N
anim = 21102
ctrl = 0
velset = 1.5,-7

[State 21112, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21112, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21112, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21112, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 21113

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

[Statedef 21113]
type = A
movetype = A
physics = N
anim = 21103
ctrl = 0

[State 21113, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21113, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21113, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21113, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21113, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 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)*60),8
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 21113, 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 21113, 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 21113, 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 21113, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21113, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 21114

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

[Statedef 21114]
type = A
movetype = A
physics = N
anim = 21104
ctrl = 0
velset = 0,0

[State 21114, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21114, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21114, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2.5
y = -3.5

[State 21114, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.35

[State 21114, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Pos Y >= 0
value = 21001

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

[Statedef 21120]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21120, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21120, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21120, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21120, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21121

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

[Statedef 21121]
type = S
movetype = A
physics = S
anim = 21101
ctrl = 0
velset = 0,0

[State 21121, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21121, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21121, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21122

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

[Statedef 21122]
type = A
movetype = A
physics = N
anim = 21102
ctrl = 0
velset = 4,-7

[State 21122, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21122, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21122, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21122, VelAdd]
type = VelAdd
trigger1 = ceil(P2Dist X) < 30
trigger1 = Vel X > 0
x = -0.25

[State 21122, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 21123

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

[Statedef 21123]
type = A
movetype = A
physics = N
anim = 21103
ctrl = 0

[State 21123, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21123, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21123, VelAdd]
type = VelAdd
trigger1 = ceil(P2Dist X) < 30
trigger1 = Vel X > 0
x = -0.25

[State 21123, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21123, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21123, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 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)*60),8
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 21123, 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 21123, 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 21123, 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 21123, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21123, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 21124

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

[Statedef 21124]
type = A
movetype = A
physics = N
anim = 21104
ctrl = 0
velset = 0,0

[State 21124, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21124, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21124, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = -2.5
y = -3.5

[State 21124, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = 0.35

[State 21124, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) > 0
trigger1 = Pos Y >= 0
value = 21001

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

[Statedef 21200]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21200, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21200, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21200, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21201

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

[Statedef 21201]
type = S
movetype = A
physics = S
anim = 21201
ctrl = 0
velset = 0,0

[State 21201, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21201, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21202

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

[Statedef 21202]
type = A
movetype = A
physics = N
anim = 21202
ctrl = 0

[State 21202, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21202, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 5
y = 0.25

[State 21202, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1.0
y = -8

[State 21202, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21202, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(3) = 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)*85),10
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-9
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-9.5+EnemyNear,Vel Y*0.25),-9.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 21202, 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 21202, 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 21202, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 21202, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21202, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 21001

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

[Statedef 21210]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21210, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21210, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21210, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21210, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21211

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

[Statedef 21211]
type = S
movetype = A
physics = S
anim = 21201
ctrl = 0
velset = 0,0

[State 21211, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21211, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21212

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

[Statedef 21212]
type = A
movetype = A
physics = N
anim = 21212
ctrl = 0

[State 21212, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21212, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 5
y = 0.25

[State 21212, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1.3
y = -8.5

[State 21212, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21212, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21212, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(3) = 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)*95),11
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10220
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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,-9
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-9.5+EnemyNear,Vel Y*0.25),-9.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 21212, 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 21212, 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 21212, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 8
ignorehitpause = 1

[State 21212, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21212, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 0
trigger1 = Pos Y >= 0
value = 21001

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

[Statedef 21220]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21220, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21220, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21220, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21221

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

[Statedef 21221]
type = S
movetype = A
physics = S
anim = 21201
ctrl = 0
velset = 0,0

[State 21221, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21221, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21222

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

[Statedef 21222]
type = A
movetype = A
physics = N
anim = 21222
ctrl = 0

[State 21222, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21222, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21222, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 5
y = 0.25

[State 21222, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1.25
y = -9

[State 21222, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21222, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 5
value = SCA
time = 1
ignorehitpause = 1

[State 21222, NotHitBy]
type = NotHitBy
trigger1 = Time >= 7
value = ,AT
time = 1
ignorehitpause = 1

[State 21222, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 4
trigger1 = AnimElemTime(3) % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-8
guard.velocity = -5
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 21222, 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 21222, 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 21222, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 21222, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21222, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21222, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21223

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

[Statedef 21223]
type = A
movetype = A
physics = N
anim = 21223
ctrl = 0

[State 21223, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21223, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21223, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21223, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 21223, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 3
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)*30),3
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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))*-1.5,-8
guard.velocity = -5
air.velocity = -1.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 21223, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 6
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)*55),7
getpower = 50,15
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-8
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1

[State 21223, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 21223, 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 21223, 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 21223, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21223, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 21001

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

[Statedef 21300]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21300, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21300, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21300, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21301

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

[Statedef 21301]
type = S
movetype = A
physics = S
anim = 21301
ctrl = 0
velset = 0,0

[State 21301, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21301, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21301, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21302

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

[Statedef 21302]
type = A
movetype = A
physics = N
anim = 21302
ctrl = 0

[State 21302, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21302, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21302, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -3

[State 21302, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0
y = 0.8

[State 21302, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21302, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause = 1

[State 21302, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 4
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(4) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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))*ifelse(var(2) % 2 = 0,8,-8),0
guard.velocity = ifelse(var(2) % 2 = 0,8,-8)
air.velocity = ifelse(var(2) % 2 = 0,8,-8),ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
forcestand = 1

[State 21302, 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 21302, 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 21302, 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 = 2
ignorehitpause = 1

[State 21302, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21302, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21302, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 21303

;----------------------------------------------------------------------
; Michiru - 214 + A - Landing

[Statedef 21303]
type = S
movetype = I
physics = S
anim = 21303
ctrl = 0
velset = 0,0

[State 21303, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21303, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 21310]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21310, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21310, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21310, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21310, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21311

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

[Statedef 21311]
type = S
movetype = A
physics = S
anim = 21301
ctrl = 0
velset = 0,0

[State 21311, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21311, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21311, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21312

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

[Statedef 21312]
type = A
movetype = A
physics = N
anim = 21302
ctrl = 0

[State 21312, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21312, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21312, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -6.125

[State 21312, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0
y = 0.8

[State 21312, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21312, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause = 1

[State 21312, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 6
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(4) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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))*ifelse(var(2) % 2 = 0,8,-8),0
guard.velocity = ifelse(var(2) % 2 = 0,8,-8)
air.velocity = ifelse(var(2) % 2 = 0,8,-8),ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
forcestand = 1

[State 21312, 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 21312, 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 21312, 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 = 2
ignorehitpause = 1

[State 21312, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21312, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21312, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 21313

;----------------------------------------------------------------------
; Michiru - 214 + B - Landing

[Statedef 21313]
type = S
movetype = I
physics = S
anim = 21303
ctrl = 0
velset = 0,0

[State 21313, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21313, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21313, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 21320]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0
velset = 0,0

[State 21320, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21320, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21320, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21320, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21321

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

[Statedef 21321]
type = S
movetype = A
physics = S
anim = 21301
ctrl = 0
velset = 0,0

[State 21321, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21321, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21321, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21322

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

[Statedef 21322]
type = A
movetype = A
physics = N
anim = 21302
ctrl = 0

[State 21322, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21322, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21322, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = -3.5

[State 21322, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0
y = 0.5

[State 21322, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21322, NotHitBy]
type = NotHitBy
trigger1 = Time >= 13
value = ,AT
time = 1
ignorehitpause = 1

[State 21322, NotHitBy]
type = NotHitBy
trigger1 = Time < 13
value = SCA
time = 1
ignorehitpause = 1

[State 21322, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 12
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(4) = 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)*7),2
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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))*ifelse(var(2) % 2 = 0,8,-8),0
guard.velocity = ifelse(var(2) % 2 = 0,8,-8)
air.velocity = ifelse(var(2) % 2 = 0,8,-8),ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
forcestand = 1

[State 21322, 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 21322, 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 21322, 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 = 2
ignorehitpause = 1

[State 21322, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21322, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21322, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 21323

;----------------------------------------------------------------------
; Michiru - 214 + C - Landing

[Statedef 21323]
type = S
movetype = I
physics = S
anim = 21303
ctrl = 0
velset = 0,0

[State 21323, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21323, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21323, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - 214 + A <Stance>

[Statedef 21350]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0

[State 21350, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21350, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21350, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21350, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21351

;----------------------------------------------------------------------
; Michiru - 214 + A <Stance>

[Statedef 21351]
type = S
movetype = A
physics = S
anim = 21301
ctrl = 0
velset = 0,0

[State 21351, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21351, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21351, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21352

;----------------------------------------------------------------------
; Michiru - 214 + A <Stance>

[Statedef 21352]
type = A
movetype = A
physics = N
anim = 21302
ctrl = 0

[State 21352, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21352, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21352, VelSet]
type = VelSet
trigger1 = Time = 0
y = -3

[State 21352, VelSet]
type = VelSet
trigger1 = Time = 10
y = 0.8

[State 21352, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) > 3
x = 1.6

[State 21352, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) < -3
x = -1.6

[State 21352, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [-3,3]
x = 0

[State 21352, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21352, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause = 1

[State 21352, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 4
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(4) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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))*ifelse(var(2) % 2 = 0,8,-8),0
guard.velocity = ifelse(var(2) % 2 = 0,8,-8)
air.velocity = ifelse(var(2) % 2 = 0,8,-8),ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
forcestand = 1

[State 21352, 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 21352, 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 21352, 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 21352, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21352, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21352, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 21353

;----------------------------------------------------------------------
; Michiru - 214 + A - Landing <Stance>

[Statedef 21353]
type = S
movetype = I
physics = S
anim = 21303
ctrl = 0
velset = 0,0

[State 21353, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21353, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21353, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - 214 + B <Stance>

[Statedef 21360]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0

[State 21360, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21360, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21360, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21360, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21361

;----------------------------------------------------------------------
; Michiru - 214 + B <Stance>

[Statedef 21361]
type = S
movetype = A
physics = S
anim = 21301
ctrl = 0
velset = 0,0

[State 21361, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21361, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21361, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21362

;----------------------------------------------------------------------
; Michiru - 214 + B <Stance>

[Statedef 21362]
type = A
movetype = A
physics = N
anim = 21302
ctrl = 0

[State 21362, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21362, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21362, VelSet]
type = VelSet
trigger1 = Time = 0
y = -6.125

[State 21362, VelSet]
type = VelSet
trigger1 = Time = 10
y = 0.8

[State 21362, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) > 3
x = 1.6

[State 21362, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) < -3
x = -1.6

[State 21362, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [-3,3]
x = 0

[State 21362, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21362, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause = 1

[State 21362, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 6
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(4) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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))*ifelse(var(2) % 2 = 0,8,-8),0
guard.velocity = ifelse(var(2) % 2 = 0,8,-8)
air.velocity = ifelse(var(2) % 2 = 0,8,-8),ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
forcestand = 1

[State 21362, 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 21362, 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 21362, 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 21362, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21362, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21362, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 21363

;----------------------------------------------------------------------
; Michiru - 214 + B - Landing <Stance>

[Statedef 21363]
type = S
movetype = I
physics = S
anim = 21303
ctrl = 0
velset = 0,0

[State 21363, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21363, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21363, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - 214 + C <Stance>

[Statedef 21370]
type = S
movetype = I
physics = N
anim = 20200
ctrl = 0

[State 21370, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21370, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 21370, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.35

[State 21370, ChangeState]
type = ChangeState
trigger1 = Time > 10
value = 21371

;----------------------------------------------------------------------
; Michiru - 214 + C <Stance>

[Statedef 21371]
type = S
movetype = A
physics = S
anim = 21301
ctrl = 0
velset = 0,0

[State 21371, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21371, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21371, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 21372

;----------------------------------------------------------------------
; Michiru - 214 + C <Stance>

[Statedef 21372]
type = A
movetype = A
physics = N
anim = 21302
ctrl = 0

[State 21372, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21372, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 21372, VelSet]
type = VelSet
trigger1 = Time = 0
y = -3.5

[State 21372, VelSet]
type = VelSet
trigger1 = Time = 10
y = 0.5

[State 21372, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) > 3
x = 1.6

[State 21372, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) < -3
x = -1.6

[State 21372, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [-3,3]
x = 0

[State 21372, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 21372, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1
ignorehitpause = 1

[State 21372, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 12
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(4) = 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)*7),2
getpower = 20,10
givepower = 10,5
pausetime = 0,0
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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))*ifelse(var(2) % 2 = 0,8,-8)+ifelse(Vel X > 0,-2,2),0
guard.velocity = ifelse(var(2) % 2 = 0,8,-8)
air.velocity = ifelse(var(2) % 2 = 0,8,-8),ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*40*root,fvar(2)*root,fvar(8))
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
forcestand = 1

[State 21372, 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 21372, 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 21372, 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 21372, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 21372, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21372, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 21373

;----------------------------------------------------------------------
; Michiru - 214 + C - Landing <Stance>

[Statedef 21373]
type = S
movetype = I
physics = S
anim = 21303
ctrl = 0
velset = 0,0

[State 21373, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 21373, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 21373, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 26000]
type = S
movetype = I
physics = S
anim = 26000
ctrl = 0
velset = 0,0

[State 26000, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26000, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

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

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

[Statedef 26001]
type = S
movetype = A
physics = S
anim = 26001
ctrl = 0

[State 26001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 26001, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26001, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 26001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

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

[State 26001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 26001, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.05

[State 26001, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 3
x = 2
y = -2.6

[State 26001, Explod]
type = Explod
trigger1 = Time % 3 = 0
trigger1 = AnimElemTime(3) >= 0
anim = 16000
postype = p1
pos = 70,-20
random = 30,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 26001, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 18
triggerall = AnimElemTime(3) >= 0
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*14),2
getpower = 0,0
givepower = 5,2
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -4
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26001, 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 26001, 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 26001, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 26001, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26001, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 26002

;----------------------------------------------------------------------
; Michiru - 236236 + A - Landing

[Statedef 26002]
type = S
movetype = I
physics = S
anim = 26002
ctrl = 0
velset = 0,0

[State 26002, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 26002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 26002, 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 26002, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 80
ampl = 4

[State 26002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 25003

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

[Statedef 26010]
type = S
movetype = I
physics = S
anim = 26000
ctrl = 0
velset = 0,0

[State 26010, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26010, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

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

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

[Statedef 26011]
type = S
movetype = A
physics = S
anim = 26001
ctrl = 0

[State 26011, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 26011, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26011, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 26011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

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

[State 26011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 26011, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.05

[State 26011, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 3
x = 2.5
y = -2.8

[State 26011, Explod]
type = Explod
trigger1 = Time % 3 = 0
trigger1 = AnimElemTime(3) >= 0
anim = 16000+(random%2)*10
postype = p1
pos = 70,-20
random = 30,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 26011, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 19
triggerall = AnimElemTime(3) >= 0
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*21),3
getpower = 0,0
givepower = 5,2
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -4
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26011, 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 26011, 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 26011, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 90
ignorehitpause = 1

[State 26011, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26011, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 26002

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

[Statedef 26020]
type = S
movetype = I
physics = S
anim = 26000
ctrl = 0
velset = 0,0

[State 26020, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26020, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

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

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

[Statedef 26021]
type = S
movetype = A
physics = S
anim = 26021
ctrl = 0

[State 26021, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 26021, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26021, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 26021, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

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

[State 26021, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 26021, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.04

[State 26021, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 3
x = 3
y = -2.5

[State 26021, Explod]
type = Explod
trigger1 = Time % 3 = 0
trigger1 = AnimElemTime(3) >= 0
anim = 16010
postype = p1
pos = 70,-20
random = 30,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 26021, Explod]
type = Explod
triggerall = AnimElemTime(3) >= 0
trigger1 = Time % 24 = 0
trigger2 = Time % 24 = 3
anim = 16020
postype = p1
pos = 70,-20
random = 30,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 26021, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) < 21
triggerall = AnimElemTime(3) >= 0
trigger1 = Time % 6 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*28),3
getpower = 0,0
givepower = 5,2
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26021, 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 26021, 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 26021, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 26021, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26021, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = Pos Y >= 0
value = 26002

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

[Statedef 26100]
type = S
movetype = A
physics = S
anim = 26100
ctrl = 0
velset = 0,0

[State 26100, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26100, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 26101

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

[Statedef 26101]
type = S
movetype = A
physics = S
anim = 26101
ctrl = 0
velset = 0,0

[State 26101, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26101, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26101, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 16101
postype = p1
pos = 10,5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2

[State 26101, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*100),12
getpower = 0,0
givepower = 25,15
pausetime = 16,16
guard.pausetime = 10,10
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26101, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31007
ignorehitpause = 1

[State 26101, 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 26101, Correction]
type = Helper
;trigger1 = 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 26101, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 26101, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 26101, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 26110]
type = S
movetype = A
physics = S
anim = 26100
ctrl = 0
velset = 0,0

[State 26110, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26110, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 26111

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

[Statedef 26111]
type = S
movetype = A
physics = S
anim = 26101
ctrl = 0
velset = 0,0

[State 26111, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26111, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26111, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26111, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 16101
postype = p1
pos = 10,5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2

[State 26111, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*180),12
getpower = 0,0
givepower = 25,15
pausetime = 26,26
guard.pausetime = 10,10
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26111, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31007
ignorehitpause = 1

[State 26111, 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 26111, Correction]
type = Helper
;trigger1 = 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 26111, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 26111, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 26111, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26111, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 26120]
type = S
movetype = A
physics = S
anim = 26100
ctrl = 0
velset = 0,0

[State 26120, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26120, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 26121

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

[Statedef 26121]
type = S
movetype = A
physics = S
anim = 26101
ctrl = 0
velset = 0,0

[State 26121, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26121, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26121, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26121, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 26121, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 16101
postype = p1
pos = 10,5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2

[State 26121, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*250),12
getpower = 0,0
givepower = 25,15
pausetime = 36,36
guard.pausetime = 10,10
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26121, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31007
ignorehitpause = 1

[State 26121, 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 26121, Correction]
type = Helper
;trigger1 = 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 26121, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 26121, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 26121, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26121, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - 214214 + A <Stance>

[Statedef 26150]
type = S
movetype = A
physics = S
anim = 26100
ctrl = 0
velset = 0,0
facep2 = 1

[State 26150, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26150, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 26151

;----------------------------------------------------------------------
; Michiru - 214214 + A <Stance>

[Statedef 26151]
type = S
movetype = A
physics = N
anim = 26151
ctrl = 0
velset = 0,0
facep2 = 1

[State 26151, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 6.7

[State 26151, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26151, ChangeState]
type = ChangeState
trigger1 = ceil(P2Dist X) < 45
trigger2 = Time > 23
value = 26152

;----------------------------------------------------------------------
; Michiru - 214214 + A <Stance>

[Statedef 26152]
type = S
movetype = A
physics = S
anim = 26152
ctrl = 0
velset = 3,0

[State 26152, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26152, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26152, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26152, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 16101
postype = p1
pos = 10,5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2

[State 26152, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*120),12
getpower = 0,0
givepower = 25,15
pausetime = 30,30
guard.pausetime = 10,10
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26152, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31007
ignorehitpause = 1

[State 26152, 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 26152, Correction]
type = Helper
;trigger1 = 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 26152, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 26152, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 26152, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26152, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - 214214 + B <Stance>

[Statedef 26160]
type = S
movetype = A
physics = S
anim = 26100
ctrl = 0
velset = 0,0
facep2 = 1

[State 26160, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26160, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 26161

;----------------------------------------------------------------------
; Michiru - 214214 + B <Stance>

[Statedef 26161]
type = S
movetype = A
physics = N
anim = 26151
ctrl = 0
velset = 0,0
facep2 = 1

[State 26161, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 6.7

[State 26161, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26161, ChangeState]
type = ChangeState
trigger1 = ceil(P2Dist X) < 45
trigger2 = Time > 47
value = 26162

;----------------------------------------------------------------------
; Michiru - 214214 + B <Stance>

[Statedef 26162]
type = S
movetype = A
physics = S
anim = 26152
ctrl = 0
velset = 3,0

[State 26162, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26162, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26162, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26162, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 16101
postype = p1
pos = 10,5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2

[State 26162, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*210),12
getpower = 0,0
givepower = 25,15
pausetime = 50,50
guard.pausetime = 10,10
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26162, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31007
ignorehitpause = 1

[State 26162, 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 26162, Correction]
type = Helper
;trigger1 = 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 26162, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 26162, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 26162, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26162, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; Michiru - 214214 + C <Stance>

[Statedef 26170]
type = S
movetype = A
physics = S
anim = 26100
ctrl = 0
velset = 0,0
facep2 = 1

[State 26170, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26170, ChangeState]
type = ChangeState
trigger1 = Time > 41
value = 26171

;----------------------------------------------------------------------
; Michiru - 214214 + C <Stance>

[Statedef 26171]
type = S
movetype = A
physics = N
anim = 26151
ctrl = 0
velset = 0,0
facep2 = 1

[State 26171, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 6.7

[State 26171, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26171, ChangeState]
type = ChangeState
trigger1 = ceil(P2Dist X) < 45
trigger2 = Time > 71
value = 26172

;----------------------------------------------------------------------
; Michiru - 214214 + C <Stance>

[Statedef 26172]
type = S
movetype = A
physics = S
anim = 26152
ctrl = 0
velset = 3,0

[State 26172, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26172, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26172, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26172, Effect]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 16101
postype = p1
pos = 10,5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2

[State 26172, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*280),12
getpower = 0,0
givepower = 25,15
pausetime = 66,66
guard.pausetime = 10,10
sparkno = S10290
guard.sparkno = S10270
sparkxy = -30+random%20,-35+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 = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
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
p2facing = 1

[State 26172, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31007
ignorehitpause = 1

[State 26172, 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 26172, Correction]
type = Helper
;trigger1 = 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 26172, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 1
ignorehitpause = 1

[State 26172, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 2
ignorehitpause = 1

[State 26172, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26172, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 26200]
type = S
movetype = A
physics = S
anim = 26200
ctrl = 0
velset = 0,0
sprpriority = 4

[State 26200, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26200, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26200, Helper]
type = Helper
trigger1 = Time % 10 = 0
trigger1 = AnimElemTime(5) >= 0
helpertype = normal
ownpal = 1
name = "Bubble_26200"
postype = p1
pos = 29,-30
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 2
ignorehitpause = 1

[State 26200, ChangeState]
type = ChangeState
trigger1 = Time > 120
value = 26201

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

[Statedef 26201]
type = S
movetype = A
physics = S
anim = 26201
ctrl = 0

[State 26201, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26201, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

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

[Statedef 26210]
type = S
movetype = A
physics = S
anim = 26200
ctrl = 0
velset = 0,0

[State 26210, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26210, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26210, Helper]
type = Helper
trigger1 = Time % 7 = 0
trigger1 = AnimElemTime(5) >= 0
helpertype = normal
ownpal = 1
name = "Bubble_26210"
postype = p1
pos = 29,-30
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 2
ignorehitpause = 1

[State 26210, ChangeState]
type = ChangeState
trigger1 = Time > 150
value = 26201

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

[Statedef 26220]
type = S
movetype = A
physics = S
anim = 26200
ctrl = 0
velset = 0,0

[State 26220, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 26220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 26220, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(4) >= 0
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 26220, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 26220, Helper]
type = Helper
trigger1 = Time % 7 = 0
trigger1 = AnimElemTime(5) >= 0
helpertype = normal
ownpal = 1
name = "Bubble_26220"
postype = p1
pos = 29,-30
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 2
ignorehitpause = 1

[State 26220, ChangeState]
type = ChangeState
trigger1 = Time > 180
value = 26201

;----------------------------------------------------------------------
; 222 + Z

[Statedef 27000]
type = S
movetype = A
physics = S
anim = 27000
ctrl = 0
velset = 0,0

[State 27000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

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

[State 27000, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 27000, ChangeState]
type = ChangeState
trigger1 = Time >= 405
value = 27001

;----------------------------------------------------------------------
; 222 + Z

[Statedef 27001]
type = S
movetype = A
physics = S
anim = 27001
ctrl = 0

[State 27001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 27001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 27001, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 4
ignorehitpause = 1

[State 27001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 20000

;----------------------------------------------------------------------
; WinPose 1

[Statedef 23000]
type = S
movetype = I
physics = N
anim = 23000
ctrl = 0
velset = 0,-5

[State 23000, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 23000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = RoundNotOver
ignorehitpause = 1

[State 23000, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.35
ignorehitpause = 1

[State 23000, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = Pos Y >= 0
value = 23001

;----------------------------------------------------------------------
; WinPose 1

[Statedef 23001]
type = S
movetype = I
physics = N
anim = 23001+random%3
ctrl = 0
velset = 0,0

[State 23001, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 23001, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(10) = 1
ignorehitpause = 1

[State 23001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 23001, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 100
flag = RoundNotOver
ignorehitpause = 1

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

[Statedef 24000]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 24000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 24000, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 0
ignorehitpause = 1

[State 24000, VarSet]
type = VarSet
trigger1 = var(5) = 1
var(6) = 1
ignorehitpause = 1

[State 24000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 24000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 24000, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(31) = 0
ignorehitpause = 1

[State 24000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Dummy_29000"
postype = p1
pos = -600,0
pausemovetime = 0
supermovetime = 0
stateno = 24001
ignorehitpause = 1

[State 24000, ChangeState]
type = ChangeState
trigger1 = RoundState = 2
trigger2 = var(5) = 1
value = 20000

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

[Statedef 24001]
type = S
movetype = I
physics = N
anim = 24001
ctrl = 0
velset = 2,0

[State 24001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 25000
time = -1
ignorehitpause = 1

[State 24001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 24001, ParentVarSet]
type = ParentVarSet
trigger1 = ceil(ParentDist X) <= 0
var(5) = 1
ignorehitpause = 1

[State 24001, DestroySelf]
type = DestroySelf
trigger1 = RoundState = 2
trigger2 = Parent,Var(6) = 1

