;======================================================================
;======================================================================
; Helper states file for "Mishio Amano"
;======================================================================
;======================================================================

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

[Statedef 11200]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 3
velset = 0,0

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

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

[State 11200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11200, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [1201,1202]
trigger1 = Root,StateNo != [1280,1289]
trigger1 = isHelper(11200)
trigger2 = isHelper(11287)
trigger3 = isHelper(11289)
pos = 12,-59
time = 1
ignorehitpause = 1

[State 11200, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [1201,1202]
trigger1 = Root,StateNo != [1280,1289]
trigger1 = isHelper(11210)
trigger2 = isHelper(11288)
pos = 10,-59
time = 1
ignorehitpause = 1

[State 11200, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [1201,1202]
trigger1 = Root,StateNo != [1280,1289]
trigger1 = isHelper(11250)
trigger2 = isHelper(11284)
trigger3 = isHelper(11286)
pos = 24,-40
time = 1
ignorehitpause = 1

[State 11200, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [1201,1202]
trigger1 = Root,StateNo != [1280,1289]
trigger1 = isHelper(11260)
trigger2 = isHelper(11281)
trigger3 = isHelper(11283)
pos = 11,-28
time = 1
ignorehitpause = 1

[State 11200, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [1201,1202]
trigger1 = Root,StateNo != [1280,1289]
trigger1 = isHelper(11270)
trigger2 = isHelper(11282)
pos = 2,-66
time = 1
ignorehitpause = 1

[State 11200, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(11200)
trigger2 = isHelper(11210)
trigger3 = isHelper(11250)
trigger4 = isHelper(11260)
trigger5 = isHelper(11270)
value = isHelper(11200)*11200+isHelper(11210)*11210+isHelper(11250)*11250+isHelper(11260)*11260+isHelper(11270)*11270

[State 11200, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(11281)
trigger2 = isHelper(11282)
trigger3 = isHelper(11283)
value = isHelper(11281)*11260+isHelper(11282)*11270+isHelper(11283)*11260

[State 11200, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(11284)
trigger2 = isHelper(11286)
trigger3 = isHelper(11287)
value = isHelper(11284)*11250+isHelper(11286)*11250+isHelper(11287)*11200

[State 11200, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(11288)
trigger2 = isHelper(11289)
value = isHelper(11288)*11210+isHelper(11289)*11200

[State 11200, ChangeState]
type = ChangeState
triggerall = AnimElemTime(27) < 0
trigger1 = Root,StateNo = 1202
value = 11201

[State 11200, ChangeState]
type = ChangeState
triggerall = AnimElemTime(27) < 0
triggerall = Root,StateNo != 1200
triggerall = Root,StateNo != [1210,1270]
trigger1 = isHelper(11200)
trigger2 = isHelper(11210)
trigger3 = isHelper(11250)
trigger4 = isHelper(11260)
trigger5 = isHelper(11270)
value = 11201

[State 11200, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,StateNo != [1200,1299]
trigger3 = Root,MoveType = H

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

[Statedef 11201]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 3
velset = 0,0

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

[State 11201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11201, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = Anim+1

[State 11201, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11300]
type = S
movetype = I
physics = N
ctrl = 0
anim = 99990
sprpriority = 3
velset = 0,0

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

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

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

[State 11300, Explod]
type = Explod
trigger1 = Time = 1
anim = 11300
ID = 11300
postype = p1
pos = 2,-125
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 29,-133
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 53,-129
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 61,-97
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 90,-96
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 93,-73
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 90,-51
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 91,-31
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 88,-15
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 89,-1
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 5
anim = 11300
ID = 11300
postype = p1
pos = 66,-1
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 6
anim = 11300
ID = 11300
postype = p1
pos = 33,20
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 7
anim = 11300
ID = 11300
postype = p1
pos = 19,10
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 9
anim = 11300
ID = 11300
postype = p1
pos = 12,8
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 10
anim = 11300
ID = 11300
postype = p1
pos = 5,6
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 11
anim = 11300
ID = 11300
postype = p1
pos = 2,6
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 12
anim = 11300
ID = 11300
postype = p1
pos = -6,-2
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 13
anim = 11300
ID = 11300
postype = p1
pos = -16,-4
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 14
anim = 11300
ID = 11300
postype = p1
pos = -25,-5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 15
anim = 11300
ID = 11300
postype = p1
pos = -38,-9
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, Explod]
type = Explod
trigger1 = Time = 16
anim = 11300
ID = 11300
postype = p1
pos = -42,-14
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11300, DestroySelf]
type = DestroySelf
trigger1 = Time = 16
trigger2 = Root,MoveType = H

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

[Statedef 11310]
type = S
movetype = I
physics = N
ctrl = 0
anim = 99990
sprpriority = 3
velset = 0,0

[State 11310, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11310
time = -1
ignorehitpause = 1

[State 11310, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11310, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11310, Explod]
type = Explod
trigger1 = Time = 1
anim = 11300
ID = 11300
postype = p1
pos = 2,-125
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 26,-132
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 46,-110
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 68,-100
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 89,-89
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 106,-74
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 95,-56
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 91,-31
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 88,-15
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 89,-1
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 5
anim = 11300
ID = 11300
postype = p1
pos = 66,-1
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 7
anim = 11300
ID = 11300
postype = p1
pos = 49,10
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 9
anim = 11300
ID = 11300
postype = p1
pos = 35,8
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 10
anim = 11300
ID = 11300
postype = p1
pos = 28,6
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 11
anim = 11300
ID = 11300
postype = p1
pos = 26,6
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 12
anim = 11300
ID = 11300
postype = p1
pos = 25,-2
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 13
anim = 11300
ID = 11300
postype = p1
pos = 22,-4
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 14
anim = 11300
ID = 11300
postype = p1
pos = 20,-5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 15
anim = 11300
ID = 11300
postype = p1
pos = 19,-9
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, Explod]
type = Explod
trigger1 = Time = 16
anim = 11300
ID = 11300
postype = p1
pos = 15,-14
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11310, DestroySelf]
type = DestroySelf
trigger1 = Time = 16
trigger2 = Root,MoveType = H

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

[Statedef 11320]
type = S
movetype = I
physics = N
ctrl = 0
anim = 99990
sprpriority = 3
velset = 0,0

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

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

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

[State 11320, Explod]
type = Explod
trigger1 = Time = 1
anim = 11300
ID = 11300
postype = p1
pos = 22,20
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 1
anim = 11300
ID = 11300
postype = p1
pos = 39,24
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 1
anim = 11300
ID = 11300
postype = p1
pos = 64,3
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 84,-11
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 89,-89
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 100,-28
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 2
anim = 11300
ID = 11300
postype = p1
pos = 81,-50
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 79,-67
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 82,-81
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 3
anim = 11300
ID = 11300
postype = p1
pos = 71,-91
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 55,-102
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 4
anim = 11300
ID = 11300
postype = p1
pos = 39,-104
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 5
anim = 11300
ID = 11300
postype = p1
pos = 33,-112
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 5
anim = 11300
ID = 11300
postype = p1
pos = 32,-126
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 6
anim = 11300
ID = 11300
postype = p1
pos = 17,-132
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 7
anim = 11300
ID = 11300
postype = p1
pos = 15,-130
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 8
anim = 11300
ID = 11300
postype = p1
pos = 12,-128
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 9
anim = 11300
ID = 11300
postype = p1
pos = 10,-120
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 10
anim = 11300
ID = 11300
postype = p1
pos = 7,-117
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 11
anim = 11300
ID = 11300
postype = p1
pos = 0,-113
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 12
anim = 11300
ID = 11300
postype = p1
pos = -5,-109
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 13
anim = 11300
ID = 11300
postype = p1
pos = -9,-103
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 14
anim = 11300
ID = 11300
postype = p1
pos = -11,-101
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, Explod]
type = Explod
trigger1 = Time = 15
anim = 11300
ID = 11300
postype = p1
pos = -14,-99
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11320, DestroySelf]
type = DestroySelf
trigger1 = Time = 16
trigger2 = Root,MoveType = H

;----------------------------------------------------------------------
; 22 + A

[Statedef 11400]
type = A
movetype = A
physics = N
anim = 11400
ctrl = 0
velset = 0,30
sprpriority = 3

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

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

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

[State 11400, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
y = 0
ignorehitpause = 1

[State 11400, PosSet]
type = PosSet
trigger1 = Time = 30
y = 30
ignorehitpause = 1

[State 11400, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 250
ignorehitpause = 1

[State 11400, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(0) = 1
ignorehitpause = 1

[State 11400, VarAdd]
type = VarAdd
trigger1 = var(0) > 0
trigger1 = Time > 5
var(0) = -25
ignorehitpause = 1

[State 11400, VarAdd]
type = VarAdd
trigger1 = fvar(0) > 0
trigger1 = Time > 5
fvar(0) = -0.1
ignorehitpause = 1

[State 11400, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(0),256
ignorehitpause = 1

[State 11400, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),3
ignorehitpause = 1

[State 11400, ChangeState]
type = ChangeState
trigger1 = Time >= 43
value = 11401

;----------------------------------------------------------------------
; 22 + A

[Statedef 11401]
type = A
movetype = A
physics = N
anim = 11401
ctrl = 0
velset = 0,0
sprpriority = 3

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

[State 11401, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11401, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,4
channel = 1
ignorehitpause = 1

[State 11401, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*65),6
getpower = 25,5
givepower = 8,3
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-7.5,-7.5
guard.velocity = -5
air.velocity = -7.5,-7.5
airguard.velocity = -2.8,-7.5
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 = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 11401, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11401, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 11401, 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 11401, 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 = 10
ignorehitpause = 1

[State 11401, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 11401, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11401, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 22 + A

[Statedef 11402]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11402, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11402
time = -1
ignorehitpause = 1

[State 11402, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11402, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11402, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 0,80
ignorehitpause = 1

[State 11402, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,60
ignorehitpause = 1

[State 11402, Helper]
type = Helper
trigger1 = Time = [48,70]
trigger1 = Time % 5 = 0
helpertype = normal
ownpal = 1
name = "Thunder_1400"
postype = p1
pos = 40-var(0),50-var(1)
pausemovetime = 0
supermovetime = 0
stateno = 11403
ID = 11403
ignorehitpause = 1

[State 11402, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(11403) = 0
trigger1 = Time >= 71

;----------------------------------------------------------------------
; 22 + A

[Statedef 11403]
type = A
movetype = A
physics = N
anim = 11403
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11403, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11403
time = -1
ignorehitpause = 1

[State 11403, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11403, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11403, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 10,5
givepower = 8,3
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-7.5,-7.5
guard.velocity = -5
air.velocity = -7.5,-7.5
airguard.velocity = -2.8,-7.5
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 = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 11403, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11403, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 11403, 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 11403, 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 11403, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11403, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 412 + A

[Statedef 11500]
type = S
movetype = A
physics = N
anim = 11500
ctrl = 0
velset = 7.5,0
sprpriority = 3

[State 11500, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11500
time = -1
ignorehitpause = 1

[State 11500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11500, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*60),6
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4.75,-5.75
guard.velocity = -8.5
air.velocity = -4.75,-5.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 11500, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11500, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 11500, 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 11500, 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 = 15
ignorehitpause = 1

[State 11500, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11501
ignorehitpause = 1

[State 11500, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 11500, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11500, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist <= -50

;----------------------------------------------------------------------
; 412 + A

[Statedef 11501]
type = S
movetype = I
physics = N
anim = 11501
ctrl = 0
velset = 1.5,0
sprpriority = 3

[State 11501, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11501
time = -1
ignorehitpause = 1

[State 11501, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11501, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 412 + B

[Statedef 11510]
type = S
movetype = A
physics = N
anim = 11510
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11510, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11510
time = -1
ignorehitpause = 1

[State 11510, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11510, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11510, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) >= 0
x = 3.75
ignorehitpause = 0

[State 11510, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(2) = 0
trigger1 = var(1) < 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)*20),2
getpower = 20,15
givepower = 10,5
pausetime = 10,0
guard.pausetime = 10,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4.75,-5.75
guard.velocity = -8.5
air.velocity = -4.75,-5.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 11510, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11510, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 11510, 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 11510, 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 = 4
ignorehitpause = 1

[State 11510, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 11510, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 11510, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(1) = 1
ignorehitpause = 1

[State 11510, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(2) = 12
ignorehitpause = 1

[State 11510, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -1
ignorehitpause = 0

[State 11510, ChangeState]
type = ChangeState
trigger1 = var(1) >= 3
value = 11511
ignorehitpause = 1

[State 11510, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11510, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist <= -50

;----------------------------------------------------------------------
; 412 + B

[Statedef 11511]
type = S
movetype = I
physics = N
anim = 11511
ctrl = 0
velset = 1.5,0
sprpriority = 3

[State 11511, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11511
time = -1
ignorehitpause = 1

[State 11511, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11511, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11511, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 412 + C

[Statedef 11520]
type = S
movetype = A
physics = N
anim = 11520
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11520, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11520
time = -1
ignorehitpause = 1

[State 11520, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11520, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11520, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.02
ignorehitpause = 1

[State 11520, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 11520, VarSet]
type = VarSet
trigger1 = MoveContact
trigger2 = MoveReversed
var(2) = 6
ignorehitpause = 1

[State 11520, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -1
ignorehitpause = 0

[State 11520, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(2) = 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)*5),2
getpower = 5,2
givepower = 5,2
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-1.2,-5.75
guard.velocity = -8.5
air.velocity = -1.2,-5.75
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 11520, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11520, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 11520, 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 11520, 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 = 1
ignorehitpause = 1

[State 11520, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 11520, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist <= -100

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

[Statedef 11600]
type = S
movetype = I
physics = N
ctrl = 0
anim = 99990
sprpriority = 3
velset = 0,0

[State 11600, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11600
time = -1
ignorehitpause = 1

[State 11600, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11600, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11600, Explod]
type = Explod
trigger1 = Time = 1
anim = 11600
ID = 11600
postype = p1
pos = 2,-125
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 2
anim = 11600
ID = 11600
postype = p1
pos = 29,-133
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 2
anim = 11600
ID = 11600
postype = p1
pos = 53,-129
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 2
anim = 11600
ID = 11600
postype = p1
pos = 61,-97
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 3
anim = 11600
ID = 11600
postype = p1
pos = 90,-96
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 3
anim = 11600
ID = 11600
postype = p1
pos = 93,-73
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 3
anim = 11600
ID = 11600
postype = p1
pos = 90,-51
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 4
anim = 11600
ID = 11600
postype = p1
pos = 91,-31
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 4
anim = 11600
ID = 11600
postype = p1
pos = 88,-15
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 4
anim = 11600
ID = 11600
postype = p1
pos = 89,-1
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 5
anim = 11600
ID = 11600
postype = p1
pos = 66,-1
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 6
anim = 11600
ID = 11600
postype = p1
pos = 33,20
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 7
anim = 11600
ID = 11600
postype = p1
pos = 19,10
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 9
anim = 11600
ID = 11600
postype = p1
pos = 12,8
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 10
anim = 11600
ID = 11600
postype = p1
pos = 5,6
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 11
anim = 11600
ID = 11600
postype = p1
pos = 2,6
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 12
anim = 11600
ID = 11600
postype = p1
pos = -6,-2
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 13
anim = 11600
ID = 11600
postype = p1
pos = -16,-4
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 14
anim = 11600
ID = 11600
postype = p1
pos = -25,-5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 15
anim = 11600
ID = 11600
postype = p1
pos = -38,-9
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 16
anim = 11600
ID = 11600
postype = p1
pos = -42,-14
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 17
anim = 11600
ID = 11600
postype = p1
pos = -45,-16
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 18
anim = 11600
ID = 11600
postype = p1
pos = -46,-18
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, Explod]
type = Explod
trigger1 = Time = 19
anim = 11600
ID = 11600
postype = p1
pos = -47,-20
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11600, DestroySelf]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType = H

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

[Statedef 11610]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11610, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11610
time = -1
ignorehitpause = 1

[State 11610, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11610, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11610, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 0,120
ignorehitpause = 1

[State 11610, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,100
ignorehitpause = 1

[State 11610, Helper]
type = Null;Helper
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 60-var(0),60-var(1)
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 65,-35
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 70,-95
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 10
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 100,-40
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 10
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 100,-40
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 20
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 80,-40
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 30
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 115,-25
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 40
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 145,-80
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, Helper]
type = Helper
trigger1 = Time = 50
helpertype = normal
ownpal = 1
name = "Thunder_11610"
postype = p1
pos = 200,-10
pausemovetime = 0
supermovetime = 0
stateno = 11611
ID = 11611
ignorehitpause = 1

[State 11610, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(11611) = 0
trigger1 = Time >= 50
trigger2 = Root,MoveType = H

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

[Statedef 11611]
type = A
movetype = A
physics = N
anim = 11403
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11611, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11611
time = -1
ignorehitpause = 1

[State 11611, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11611, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11611, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*15),3
getpower = 10,5
givepower = 8,3
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-7,-4.5
guard.velocity = -5.5
air.velocity = -7,-4.5
airguard.velocity = -2.8,-7.5
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 = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 11611, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11611, HitEffect]
type = Helper
triggerall = NumHelper(11612) = 0
trigger1 = MoveHit
helpertype = normal
name = "Counter"
postype = p1
pos = ceil(P2Dist X),ceil(P2Dist Y)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11612
ID = 11612
ignorehitpause = 1

[State 11611, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 11611, 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 11611, 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 11611, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11611, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 623 + B <Dummy>

[Statedef 11612]
type = A
movetype = A
physics = N
anim = 11403
ctrl = 0
sprpriority = 3

[State 11612, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State 11612, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 11612
time = -1
ignorehitpause = 1

[State 11612, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11612, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = Time = 0
trigger1 = HitCount < 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -30+random%20,-75+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-5
guard.velocity = -5
air.velocity = -6,-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 = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1
numhits = 0

[State 11612, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 11612, ChangeAnim]
type = ChangeAnim
trigger1 = MoveHit
value = 99990
ignorehitpause = 1
persistent = 0

[State 11612, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11612, DestroySelf]
type = DestroySelf
trigger1 = P2MoveType != H

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

[Statedef 11620]
type = S
movetype = I
physics = N
ctrl = 0
anim = 99990
sprpriority = 3
velset = 0,0

[State 11620, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11620
time = -1
ignorehitpause = 1

[State 11620, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11620, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11620, Explod]
type = Explod
trigger1 = Time = 1
anim = 11600
ID = 11600
postype = p1
pos = 22,20
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 1
anim = 11600
ID = 11600
postype = p1
pos = 39,24
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 1
anim = 11600
ID = 11600
postype = p1
pos = 64,3
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 2
anim = 11600
ID = 11600
postype = p1
pos = 84,-11
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 2
anim = 11600
ID = 11600
postype = p1
pos = 89,-89
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 2
anim = 11600
ID = 11600
postype = p1
pos = 100,-28
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 2
anim = 11600
ID = 11600
postype = p1
pos = 81,-50
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 3
anim = 11600
ID = 11600
postype = p1
pos = 79,-67
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 3
anim = 11600
ID = 11600
postype = p1
pos = 82,-81
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 3
anim = 11600
ID = 11600
postype = p1
pos = 71,-91
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 4
anim = 11600
ID = 11600
postype = p1
pos = 55,-102
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 4
anim = 11600
ID = 11600
postype = p1
pos = 39,-104
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 5
anim = 11600
ID = 11600
postype = p1
pos = 33,-112
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 5
anim = 11600
ID = 11600
postype = p1
pos = 32,-126
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 6
anim = 11600
ID = 11600
postype = p1
pos = 17,-132
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 7
anim = 11600
ID = 11600
postype = p1
pos = 15,-130
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 8
anim = 11600
ID = 11600
postype = p1
pos = 12,-128
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 9
anim = 11600
ID = 11600
postype = p1
pos = 10,-120
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 10
anim = 11600
ID = 11600
postype = p1
pos = 7,-117
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 11
anim = 11600
ID = 11600
postype = p1
pos = 0,-116
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 12
anim = 11600
ID = 11600
postype = p1
pos = -5,-109
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 13
anim = 11600
ID = 11600
postype = p1
pos = -9,-103
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 14
anim = 11600
ID = 11600
postype = p1
pos = -11,-101
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 15
anim = 11600
ID = 11600
postype = p1
pos = -14,-99
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 16
anim = 11600
ID = 11600
postype = p1
pos = -16,-98
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 17
anim = 11600
ID = 11600
postype = p1
pos = -18,-105
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 18
anim = 11600
ID = 11600
postype = p1
pos = -21,-103
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, Explod]
type = Explod
trigger1 = Time = 19
anim = 11600
ID = 11600
postype = p1
pos = -25,-102
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 11620, DestroySelf]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType = H

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

[Statedef 16000]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 3
velset = 0,0

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

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

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

[State 16000, ChangeState]
type = ChangeState
triggerall = AnimElemTime(27) < 0
trigger1 = Root,NumProjID(16080) = 1
value = 16001

[State 16000, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [6001,6002]
trigger1 = Root,StateNo != [6080,6089]
trigger1 = isHelper(16000)
trigger2 = Root,NumProjID(16080) = 0
trigger2 = isHelper(16087)
trigger3 = Root,NumProjID(16080) = 0
trigger3 = isHelper(16089)
pos = 12,-59
time = 1
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [6001,6002]
trigger1 = Root,StateNo != [6080,6089]
trigger1 = isHelper(16010)
trigger2 = Root,NumProjID(16080) = 0
trigger2 = isHelper(16088)
pos = 18,-59
time = 1
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [6001,6002]
trigger1 = Root,StateNo != [6080,6089]
trigger1 = isHelper(16050)
trigger2 = Root,NumProjID(16080) = 0
trigger2 = isHelper(16084)
trigger3 = Root,NumProjID(16080) = 0
trigger3 = isHelper(16086)
pos = 24,-40
time = 1
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [6001,6002]
trigger1 = Root,StateNo != [6080,6089]
trigger1 = isHelper(16060)
trigger2 = Root,NumProjID(16080) = 0
trigger2 = isHelper(16081)
trigger3 = Root,NumProjID(16080) = 0
trigger3 = isHelper(16083)
pos = 11,-28
time = 1
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
triggerall = Root,StateNo != [6001,6002]
trigger1 = Root,StateNo != [6080,6089]
trigger1 = isHelper(16070)
trigger2 = Root,NumProjID(16080) = 0
trigger2 = isHelper(16082)
pos = 2,-66
time = 1
ignorehitpause = 1

[State 16000, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(16000)
trigger2 = isHelper(16010)
trigger3 = isHelper(16050)
trigger4 = isHelper(16060)
trigger5 = isHelper(16070)
value = isHelper(16000)*11200+isHelper(16010)*11210+isHelper(16050)*11250+isHelper(16060)*11260+isHelper(16070)*11270

[State 16000, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(16081)
trigger2 = isHelper(16082)
trigger3 = isHelper(16083)
value = isHelper(16081)*11260+isHelper(16082)*11270+isHelper(16083)*11260

[State 16000, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(16084)
trigger2 = isHelper(16086)
trigger3 = isHelper(16087)
value = isHelper(16084)*11250+isHelper(16086)*11250+isHelper(16087)*11200

[State 16000, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = isHelper(16088)
trigger2 = isHelper(16089)
value = isHelper(16088)*11210+isHelper(16089)*11200

[State 16000, ChangeState]
type = ChangeState
triggerall = AnimElemTime(27) < 0
trigger1 = Root,StateNo = 6002
value = 16001

[State 16000, ChangeState]
type = ChangeState
triggerall = AnimElemTime(27) < 0
triggerall = Root,StateNo != 6000
triggerall = Root,StateNo != [6010,6020]
trigger1 = isHelper(16000)
trigger2 = isHelper(16010)
trigger3 = isHelper(16050)
trigger4 = isHelper(16060)
trigger5 = isHelper(16070)
value = 16001

[State 16000, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,StateNo != [6000,6099]
trigger3 = Root,MoveType = H

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

[Statedef 16001]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 3
velset = 0,0

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

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

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

[State 16001, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = Anim+1

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

;----------------------------------------------------------------------
; 641236 + A or B or C

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

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

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

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

[State 16200, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 18,-148
time = 1
ignorehitpause = 1

[State 16200, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
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)*80),6
getpower = 0,0
givepower = 8,3
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5.0,-7.5
guard.velocity = -5
air.velocity = -5.0,-7.5
airguard.velocity = -2.8,-7.5
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1
p1sprpriority = 5

[State 16200, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[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 = 31004
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
;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 = 91
ignorehitpause = 1

[State 16200, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

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

[State 16200, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]

[State 16200, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(16200) != 0
value = 16201

;----------------------------------------------------------------------
; 641236 + A or B or C

[Statedef 16201]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = 5
velset = 0,0

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

[State 16201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 16201, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 99,-54
time = 1
ignorehitpause = 1

[State 16201, ChangeAnim]
type = ChangeAnim
triggerall = Time >= 50
triggerall = Anim = 16200
trigger1 = AnimElem = 12
trigger2 = AnimElem = 19
trigger3 = AnimElem = 26
value = 16201

[State 16201, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]
trigger2 = Anim = 16201 && AnimTime = 0

;----------------------------------------------------------------------
; 641236 + A or B or C

[Statedef 16205]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16205
sprpriority = 5
velset = 0,0

[State 16205, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16205
time = -1
ignorehitpause = 1

[State 16205, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16205, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16205)
pos = 115,-55
time = 1
ignorehitpause = 1

[State 16205, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16206)
pos = 115,-70
time = 1
ignorehitpause = 1

[State 16205, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16207)
pos = 115,-40
time = 1
ignorehitpause = 1

[State 16205, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*55),5
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5.75,-3.0
guard.velocity = -8.75
air.velocity = -5.75,-3.0
airguard.velocity = -2.8,-7.5
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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 16205, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16205, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16205, 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 16205, 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 16205, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 16205, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16205, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]
trigger2 = AnimTime = 0

;----------------------------------------------------------------------
; 641236 + A or B or C

[Statedef 16206]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16205
sprpriority = 5
velset = 0,0

[State 16206, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16206
time = -1
ignorehitpause = 1

[State 16206, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16206, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = UnGuardable
ignorehitpause = 1

[State 16206, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16205)
pos = 115,-55
time = 1
ignorehitpause = 1

[State 16206, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16206)
pos = 115,-70
time = 1
ignorehitpause = 1

[State 16206, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16207)
pos = 115,-40
time = 1
ignorehitpause = 1

[State 16206, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*55),5
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-5
guard.velocity = -5
air.velocity = -6,-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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 16206, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16206, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16206, 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 16206, 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 16206, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 16206, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16206, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]
trigger2 = AnimTime = 0

;----------------------------------------------------------------------
; 641236 + A or B or C

[Statedef 16215]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16215
sprpriority = 5
velset = 0,0

[State 16215, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16215
time = -1
ignorehitpause = 1

[State 16215, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16215, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16215, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16215)
pos = 115,-55
time = 1
ignorehitpause = 1

[State 16215, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16216)
pos = 115,-70
time = 1
ignorehitpause = 1

[State 16215, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16217)
pos = 115,-40
time = 1
ignorehitpause = 1

[State 16215, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*95),5
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-5
guard.velocity = -5
air.velocity = -6,-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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 16215, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16215, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16215, 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 16215, 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 16215, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 16215, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16215, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]
trigger2 = AnimTime = 0

;----------------------------------------------------------------------
; 641236 + A or B or C

[Statedef 16216]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16215
sprpriority = 5
velset = 0,0

[State 16216, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16216
time = -1
ignorehitpause = 1

[State 16216, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16216, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = UnGuardable
ignorehitpause = 1

[State 16216, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16215)
pos = 115,-55
time = 1
ignorehitpause = 1

[State 16216, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16216)
pos = 115,-70
time = 1
ignorehitpause = 1

[State 16216, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16217)
pos = 115,-40
time = 1
ignorehitpause = 1

[State 16216, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*95),5
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-5
guard.velocity = -5
air.velocity = -6,-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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 16216, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16216, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16216, 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 16216, 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 16216, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 16216, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16216, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]
trigger2 = AnimTime = 0

;----------------------------------------------------------------------
; 641236 + A or B or C

[Statedef 16225]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16225
sprpriority = 5
velset = 0,0

[State 16225, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16225
time = -1
ignorehitpause = 1

[State 16225, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16225, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16225, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16225)
pos = 115,-55
time = 1
ignorehitpause = 1

[State 16225, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16226)
pos = 115,-70
time = 1
ignorehitpause = 1

[State 16225, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16227)
pos = 115,-40
time = 1
ignorehitpause = 1

[State 16225, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*150),5
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-5
guard.velocity = -5
air.velocity = -6,-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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 16225, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16225, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16225, 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 16225, 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 16225, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 16225, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16225, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]
trigger2 = AnimTime = 0

;----------------------------------------------------------------------
; 641236 + A or B or C

[Statedef 16226]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16225
sprpriority = 5
velset = 0,0

[State 16226, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16226
time = -1
ignorehitpause = 1

[State 16226, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16226, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = UnGuardable
ignorehitpause = 1

[State 16226, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16225)
pos = 115,-55
time = 1
ignorehitpause = 1

[State 16226, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16226)
pos = 115,-70
time = 1
ignorehitpause = 1

[State 16226, BindToRoot]
type = BindToRoot
trigger1 = isHelper(16227)
pos = 115,-40
time = 1
ignorehitpause = 1

[State 16226, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*150),5
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-5
guard.velocity = -5
air.velocity = -6,-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 = 0
fall.recovertime = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 16226, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16226, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16226, 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 16226, 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 16226, StateTypeSet]
type = StateTypeSet
trigger1 = MoveContact
trigger2 = MoveReversed
movetype = I
ignorehitpause = 1

[State 16226, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16226, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [6200,6229]
trigger2 = AnimTime = 0

;----------------------------------------------------------------------
; 236236 + A or B or C

[Statedef 16300]
type = A
movetype = A
physics = N
ctrl = 0
anim = 16300+(isHelper(16300)*0+isHelper(16301)*3+isHelper(16302)*6+isHelper(16303)*9+isHelper(16304)*12)
sprpriority = 5

[State 16300, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16300
time = -1
ignorehitpause = 1

[State 16300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16300, VelSet]
type = VelSet
trigger1 = Time = 0
x = 5-(isHelper(16300)*0+isHelper(16301)*0.25+isHelper(16302)*0.5+isHelper(16303)*1.75+isHelper(16304)*1.75)
;y = 4-(isHelper(16300)*0-isHelper(16301)*0.5-isHelper(16302)*1.0-isHelper(16303)*1.5-isHelper(16304)*2)
y = 4
ignorehitpause = 1

[State 16300, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 16300, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 16300, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*100),5
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-75+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-1.25,-7.75
guard.velocity = -8.5
air.velocity = -1.25,-7.75
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1
persistent = 0

[State 16300, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16300, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16300, 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 16300, 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 16300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16300, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 5
value = 16301

;----------------------------------------------------------------------
; 236236 + A or B or C

[Statedef 16301]
type = S
movetype = A
physics = S
ctrl = 0
anim = 16301+(isHelper(16300)*0+isHelper(16301)*3+isHelper(16302)*6+isHelper(16303)*9+isHelper(16304)*12)
sprpriority = 5
velset = 0,0

[State 16301, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16301
time = -1
ignorehitpause = 1

[State 16301, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16301, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -8
ignorehitpause = 1

[State 16301, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 16301, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = EnemyNear,StateNo != 45030
trigger1 = var(10) < 3
trigger1 = Time % 17 = 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)*20),3
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-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))*-1.25,-4.5
guard.velocity = -8.5
air.velocity = -1.25,-4.5
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(2)*root,fvar(8))+32
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
palfx.time = 32
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2facing = 1

[State 16301, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 45030
ignorehitpause = 1

[State 16301, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 16301, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31004
ignorehitpause = 1

[State 16301, 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 16301, 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 16301, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16301, ChangeState]
type = ChangeState
trigger1 = Time >= 220
trigger2 = var(10) = 3
value = 16302

;----------------------------------------------------------------------
; 236236 + A or B or C

[Statedef 16302]
type = S
movetype = A
physics = S
ctrl = 0
anim = 16302+(isHelper(16300)*0+isHelper(16301)*3+isHelper(16302)*6+isHelper(16303)*9+isHelper(16304)*12)
sprpriority = 5
velset = 0,0

[State 16302, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16302
time = -1
ignorehitpause = 1

[State 16302, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16302, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; BB2CA - Timer

[Statedef 17000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 99990
sprpriority = 5

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

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

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

[State 17000, ParentVarSet]
type = ParentVarSet
trigger1 = Parent,fvar(11) = 0
fvar(12) = 0
ignorehitpause = 1

[State 17000, AssertSpecial]
type = BindToRoot
trigger1 = 1
time = -1
facing = 0
pos = 0,0
ignorehitpause = 1

[State 17000, DestroySelf]
type = DestroySelf
trigger1 = Parent,fvar(11) = 0

