;======================================================================
;======================================================================
; Helper states file for "Misuzu Kamio"
;======================================================================
;======================================================================

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

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

[Statedef 11000]
type = A
movetype = I
physics = N
anim = 11000
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11002
time = -1
ignorehitpause = 1

[State 11000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
ignorehitpause = 1

[State 11000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11000, ChangeState]
type = ChangeState
trigger1 = Time > 20
trigger1 = ceil(P2Dist X) = [-60,60]
trigger1 = ceil(P2Dist Y) = [-50,50]
trigger1 = P2StateType = A
value = 11001

[State 11000, ChangeState]
type = ChangeState
trigger1 = Time > 480
value = 11002

[State 11000, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(11022) != 0

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

[Statedef 11001]
type = A
movetype = A
physics = N
anim = 11001
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11001
time = -1
ignorehitpause = 1

[State 11001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,2
ignorehitpause = 1

[State 11001, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(3) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*30),5
getpower = 50,25
givepower = 25,15
pausetime = 20,20
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-1
guard.velocity = -5
air.velocity = 0,-1
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 = 20+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1sprpriority = 3

[State 11001, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11001, 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 11001, 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 11001, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(35) = 1
ignorehitpause = 1

[State 11001, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11001, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11002]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11002, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11002
time = -1
ignorehitpause = 1

[State 11002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11002, DestroySelf]
type = DestroySelf
trigger1 = 1

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

[Statedef 11020]
type = A
movetype = I
physics = N
anim = 11020
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11002
time = -1
ignorehitpause = 1

[State 11020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11020, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Destructor"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11022
ID = 11022
ignorehitpause = 1

[State 11020, ChangeState]
type = ChangeState
trigger1 = Time > 20
trigger1 = ceil(P2Dist X) = [-90,90]
trigger1 = ceil(P2Dist Y) = [-90,90]
trigger1 = P2StateType = A
value = 11021

[State 11020, ChangeState]
type = ChangeState
trigger1 = Time > 480
value = 11002

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

[Statedef 11021]
type = A
movetype = A
physics = N
anim = 11021
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11021, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11021
time = -1
ignorehitpause = 1

[State 11021, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11021, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,2
ignorehitpause = 1

[State 11021, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(3) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*30),5
getpower = 50,25
givepower = 25,15
pausetime = 30,30
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-1
guard.velocity = -5
air.velocity = 0,-1
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 = 20+ceil(0.75*40*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1sprpriority = 3

[State 11021, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11021, 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 11021, 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 11021, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(35) = 1
ignorehitpause = 1

[State 11021, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11021, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11022]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11022, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11022
time = -1
ignorehitpause = 1

[State 11022, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11022, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11022, DestroySelf]
type = DestroySelf
trigger1 = Time = 2

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

[Statedef 11100]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

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

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

[State 11100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11100, ChangeState]
type = ChangeState
trigger1 = ceil(P2Dist X) = [-40,40]
value = 11101

[State 11100, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [120,155]
trigger1 = Root,MoveType = H
trigger2 = Root,StateNo = 1120
trigger3 = Time > 480

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

[Statedef 11101]
type = A
movetype = A
physics = N
anim = 11100
ctrl = 0
velset = 0,0
sprpriority = 3

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

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

[State 11101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
ignorehitpause = 1

[State 11101, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(7) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-10.5
guard.velocity = -5
air.velocity = 0,-9.5
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 = 10+ceil(0.75*50*root,fvar(2))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 3

[State 11101, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11101, 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 11101, 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 11101, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(33) = 1
ignorehitpause = 1

[State 11101, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11101, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11110]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11110, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 11110
time = -1
ignorehitpause = 1

[State 11110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11110, ChangeState]
type = ChangeState
trigger1 = ceil(P2Dist X) = [-40,40]
value = 11111

[State 11110, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo != [120,155]
trigger1 = Root,MoveType = H
trigger2 = Root,StateNo = 1120
trigger3 = Time > 480

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

[Statedef 11111]
type = A
movetype = A
physics = N
anim = 11110
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11111, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11111
time = -1
ignorehitpause = 1

[State 11111, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11111, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11111, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
ignorehitpause = 1

[State 11111, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(7) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-10.5
guard.velocity = -5
air.velocity = 0,-9.5
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 = 10+ceil(0.75*50*root,fvar(2))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 3

[State 11111, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11111, 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 11111, 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 11111, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(33) = 1
ignorehitpause = 1

[State 11111, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11111, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11120]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

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

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

[State 11120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11120, ChangeState]
type = ChangeState
trigger1 = ceil(P2Dist X) = [-70,70]
value = 11121

[State 11120, DestroySelf]
type = DestroySelf
trigger1 = Time > 480

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

[Statedef 11121]
type = A
movetype = A
physics = N
anim = 11120
ctrl = 0
velset = 0,0
sprpriority = 3

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

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

[State 11121, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11121, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
ignorehitpause = 1

[State 11121, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(7) = 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)*80),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-12.5
guard.velocity = -5
air.velocity = 0,-12
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
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 3

[State 11121, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11121, 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 11121, 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 11121, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(34) = 1
ignorehitpause = 1

[State 11121, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11121, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11400]
type = A
movetype = A
physics = N
anim = 11402
ctrl = 0
velset = 12,-7.5
sprpriority = 3

[State 11400, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11402
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, ChangeState]
type = ChangeState
trigger1 = Time > 10
trigger1 = ceil(P2Dist X) = [-40,-20]
value = 11401

[State 11400, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(11400) >= 1
value = 11402

[State 11400, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

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

[Statedef 11401]
type = A
movetype = A
physics = N
anim = 11403
ctrl = 0
velset = 0,0.2
sprpriority = 3

[State 11401, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11402
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, Explod]
type = Explod
trigger1 = Time = 0
anim = 11401
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 11401, VelAdd]
type = VelAdd
trigger1 = Time = [0,24]
trigger2 = Time = [75,124]
trigger3 = Time = [175,224]
trigger4 = Time = [275,324]
trigger5 = Time = [375,424]
trigger6 = Time = [475,524]
trigger7 = Time = [575,624]
trigger8 = Time = [675,724]
trigger9 = Time = [775,824]
x = -0.06

[State 11401, VelAdd]
type = VelAdd
trigger1 = Time = [25,74]
trigger2 = Time = [125,174]
trigger3 = Time = [225,274]
trigger4 = Time = [325,374]
trigger5 = Time = [425,474]
trigger6 = Time = [525,574]
trigger7 = Time = [625,674]
trigger8 = Time = [725,774]
trigger9 = Time = [825,874]
x = 0.06

[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)*10),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-7.5
guard.velocity = -5
air.velocity = -3,-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 = 45+ceil(0.75*20*root,fvar(2))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45030

[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, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 1
ignorehitpause = 1

[State 11401, Correction]
type = Helper
trigger1 = Root,fvar(11) > 0
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 2
ignorehitpause = 1

[State 11401, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11402
ignorehitpause = 1

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

[State 11401, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -70
trigger2 = Root,NumProjID(11400) >= 1
trigger3 = Root,StateNo != [120,155]
trigger3 = Root,MoveType = H
value = 11402

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

[Statedef 11402]
type = A
movetype = A
physics = N
anim = 11401
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, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11409]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 11409, Projectile]
type = Projectile
trigger1 = isHelper(1)
trigger1 = Time = 0
projID = 11408
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 11409, Projectile]
type = Projectile
trigger1 = isHelper(2)
trigger1 = Time = 0
projID = 11409
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 11409, Projectile]
type = Projectile
trigger1 = isHelper(10)
trigger1 = Time = 0
projID = 16000
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 11409, Projectile]
type = Projectile
trigger1 = isHelper(11)
trigger1 = Time = 0
projID = 16010
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 11409, Projectile]
type = Projectile
trigger1 = isHelper(12)
trigger1 = Time = 0
projID = 16020
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 11409, DestroySelf]
type = DestroySelf
trigger1 = Time = 0

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

[Statedef 11410]
type = A
movetype = A
physics = N
anim = 11402
ctrl = 0
velset = 12,0
sprpriority = 3

[State 11410, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11402
time = -1
ignorehitpause = 1

[State 11410, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11410, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11410, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -20
value = 11411

[State 11410, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(11400) >= 1
value = 11402

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

[Statedef 11411]
type = A
movetype = A
physics = N
anim = 11403
ctrl = 0
velset = -0.4,0
sprpriority = 3

[State 11411, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11402
time = -1
ignorehitpause = 1

[State 11411, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11411, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11411, Explod]
type = Explod
trigger1 = Time = 0
anim = 11411
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 11411, VelAdd]
type = VelAdd
trigger1 = Time = [0,24]
trigger2 = Time = [75,124]
trigger3 = Time = [175,224]
trigger4 = Time = [275,324]
trigger5 = Time = [375,424]
trigger6 = Time = [475,524]
trigger7 = Time = [575,624]
trigger8 = Time = [675,724]
trigger9 = Time = [775,824]
y = 0.09

[State 11411, VelAdd]
type = VelAdd
trigger1 = Time = [25,74]
trigger2 = Time = [125,174]
trigger3 = Time = [225,274]
trigger4 = Time = [325,374]
trigger5 = Time = [425,474]
trigger6 = Time = [525,574]
trigger7 = Time = [625,674]
trigger8 = Time = [725,774]
trigger9 = Time = [825,874]
y = -0.09

[State 11411, 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),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-7.5
guard.velocity = -5
air.velocity = -3,-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 = 45+ceil(0.75*20*root,fvar(2))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45030

[State 11411, 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 11411, 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 11411, 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 11411, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 1
ignorehitpause = 1

[State 11411, Correction]
type = Helper
trigger1 = Root,fvar(11) > 0
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 2
ignorehitpause = 1

[State 11411, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11402
ignorehitpause = 1

[State 11411, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11411, ChangeState]
type = ChangeState
trigger1 = Time > 480
trigger2 = Root,NumProjID(11400) >= 1
trigger3 = Root,StateNo != [120,155]
trigger3 = Root,MoveType = H
value = 11402

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

[Statedef 11420]
type = A
movetype = A
physics = N
anim = 11402
ctrl = 0
velset = 12,-7.5
sprpriority = 3

[State 11420, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11402
time = -1
ignorehitpause = 1

[State 11420, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 11420, ChangeState]
type = ChangeState
trigger1 = Time > 10
trigger1 = ceil(P2Dist X) = [-40,-20]
value = 11421

[State 11420, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(11400) >= 1
trigger2 = Root,StateNo != [120,155]
trigger2 = Root,MoveType = H
value = 11402

[State 11420, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

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

[Statedef 11421]
type = A
movetype = A
physics = N
anim = 11403
ctrl = 0
velset = 0,0
sprpriority = 3

[State 11421, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11402
time = -1
ignorehitpause = 1

[State 11421, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 11421, Explod]
type = Explod
trigger1 = Time = 0
anim = 11421
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 11421, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = isHelper(11421)
y = 0.4

[State 11421, VelSet]
type = VelSet
trigger1 = Time = 20
trigger1 = isHelper(11421)
y = 0.2

[State 11421, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = isHelper(11420)
y = 0.8

[State 11421, VelSet]
type = VelSet
trigger1 = Time = 20
trigger1 = isHelper(11420)
y = 0.3

[State 11421, VelAdd]
type = VelAdd
triggerall = isHelper(11420)
trigger1 = Time = [0,24]
trigger2 = Time = [75,124]
trigger3 = Time = [175,224]
trigger4 = Time = [275,324]
trigger5 = Time = [375,424]
trigger6 = Time = [475,524]
trigger7 = Time = [575,624]
trigger8 = Time = [675,724]
trigger9 = Time = [775,824]
x = 0.14

[State 11421, VelAdd]
type = VelAdd
triggerall = isHelper(11420)
trigger1 = Time = [25,74]
trigger2 = Time = [125,174]
trigger3 = Time = [225,274]
trigger4 = Time = [325,374]
trigger5 = Time = [425,474]
trigger6 = Time = [525,574]
trigger7 = Time = [625,674]
trigger8 = Time = [725,774]
trigger9 = Time = [825,874]
x = -0.14

[State 11421, VelAdd]
type = VelAdd
triggerall = isHelper(11421)
trigger1 = Time = [0,24]
trigger2 = Time = [75,124]
trigger3 = Time = [175,224]
trigger4 = Time = [275,324]
trigger5 = Time = [375,424]
trigger6 = Time = [475,524]
trigger7 = Time = [575,624]
trigger8 = Time = [675,724]
trigger9 = Time = [775,824]
x = -0.14

[State 11421, VelAdd]
type = VelAdd
triggerall = isHelper(11421)
trigger1 = Time = [25,74]
trigger2 = Time = [125,174]
trigger3 = Time = [225,274]
trigger4 = Time = [325,374]
trigger5 = Time = [425,474]
trigger6 = Time = [525,574]
trigger7 = Time = [625,674]
trigger8 = Time = [725,774]
trigger9 = Time = [825,874]
x = 0.14

[State 11421, 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),5
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-7.5
guard.velocity = -5
air.velocity = -3,-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 = 45+ceil(0.75*20*root,fvar(2))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45030

[State 11421, 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 11421, 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 11421, 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 11421, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 1
ignorehitpause = 1

[State 11421, Correction]
type = Helper
trigger1 = Root,fvar(11) > 0
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 2
ignorehitpause = 1

[State 11421, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11402
ignorehitpause = 1

[State 11421, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11421, ChangeState]
type = ChangeState
trigger1 = Pos Y >= -70
trigger2 = Root,NumProjID(11400) >= 1
trigger3 = Root,StateNo != [120,155]
trigger3 = Root,MoveType = H
value = 11402

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

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

[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, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*ifelse(isHelper(16000) = 1,100,ifelse(isHelper(16010) = 1,160,250))),5
getpower = 0,0
givepower = 200,100
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10290
guard.sparkno = S10270
sparkxy = random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-12
guard.velocity = -5
air.velocity = -3,-12
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 = 0
fall.recovertime = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3
p1sprpriority = 3

[State 16000, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

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

[State 16000, Correction]
type = Helper
triggerall = isHelper(16000)
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 10
ignorehitpause = 1

[State 16000, Correction]
type = Helper
triggerall = isHelper(16010)
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 11
ignorehitpause = 1

[State 16000, Correction]
type = Helper
triggerall = isHelper(16020)
trigger1 = MoveHit
helpertype = normal
name = "Cursed"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11409
ID = 12
ignorehitpause = 1

[State 16000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16001
ignorehitpause = 1

[State 16000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16001
ignorehitpause = 1

[State 16000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16001
ignorehitpause = 1

[State 16000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16001
ignorehitpause = 1

[State 16000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16001
ignorehitpause = 1

[State 16000, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-60
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 10291
ID = 1
ignorehitpause = 1

[State 16000, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p2
pos = 0,-60
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 10291
ID = 2
ignorehitpause = 1

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

[State 16000, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16001]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

[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 = 1
value = 16001+random%3

[State 16001, VelSet]
type = VelSet
trigger1 = Time = 1
x = 4-random%8
y = -5-random%6

[State 16001, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.35

[State 16001, DestroySelf]
type = DestroySelf
trigger1 = Pos Y > 60

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

[Statedef 16200]
type = S
movetype = A
physics = S
anim = 16200
ctrl = 0
velset = 0,0
sprpriority = 3

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

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

[State 16200, Helper]
type = Helper
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 3 = 0
trigger1 = var(0) < 21
helpertype = normal
name = "Fire"
postype = p1
pos = 30,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16202
ID = 16202
ignorehitpause = 1

[State 16200, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 3 = 0
var(0) = 1
ignorehitpause = 1

[State 16200, ChangeState]
type = ChangeState
trigger1 = Time = 135
trigger2 = Root,MoveType = H && Root,StateNo != [120,155]
value = 16201

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

[Statedef 16201]
type = S
movetype = A
physics = S
anim = 16201
ctrl = 0
velset = 0,0
sprpriority = 3

[State 16201, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
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, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

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

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

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

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

[State 16202, Hitdef]
type = HitDef
triggerall = Root,var(4) = 1
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*19),2
getpower = 0,0
givepower = 20,10
pausetime = 0,1
guard.pausetime = 0,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-50+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,-1.15
guard.velocity = -7
air.velocity = -1.25,-1.15
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 = 40
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)
persistent = 0

[State 16202, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 4,7
ignorehitpause = 1

[State 16202, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2
ignorehitpause = 1

[State 16202, VelSet]
type = VelSet
trigger1 = Time = 0
x = var(1)
y = -2+var(2)
ignorehitpause = 1

[State 16202, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16202, 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 16202, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

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

[State 16202, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16210]
type = S
movetype = A
physics = S
anim = 16210
ctrl = 0
velset = 0,0
sprpriority = 3

[State 16210, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 16210
time = -1
ignorehitpause = 1

[State 16210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16210, Helper]
type = Helper
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 3 = 0
trigger1 = var(0) < 23
helpertype = normal
name = "Fire"
postype = p1
pos = 25,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16212
ignorehitpause = 1

[State 16210, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(9) >= 0
trigger1 = Time % 3 = 0
var(0) = 1
ignorehitpause = 1

[State 16210, ChangeState]
type = ChangeState
trigger1 = Time = 125
trigger2 = Root,MoveType = H && Root,StateNo != [120,155]
value = 16201

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

[Statedef 16212]
type = A
movetype = A
physics = N
anim = 16202
ctrl = 0
sprpriority = 3

[State 16212, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 16212
time = -1
ignorehitpause = 1

[State 16212, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16212, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16212, Hitdef]
type = HitDef
triggerall = Root,var(4) = 1
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*21),2
getpower = 0,0
givepower = 20,10
pausetime = 0,1
guard.pausetime = 0,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-50+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,-1.15
guard.velocity = -7
air.velocity = -1.25,-1.15
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 = 40
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)
persistent = 0

[State 16212, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 6,9
ignorehitpause = 1

[State 16212, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,5
ignorehitpause = 1

[State 16212, VelSet]
type = VelSet
trigger1 = Time = 0
x = var(1)
y = -3+var(2)
ignorehitpause = 1

[State 16212, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16212, 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 16212, 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 = 92
ignorehitpause = 1

[State 16212, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16212, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16220]
type = S
movetype = A
physics = S
anim = 16220
ctrl = 0
velset = 0,0
sprpriority = 3

[State 16220, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 16220
time = -1
ignorehitpause = 1

[State 16220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16220, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16220, PosAdd]
type = PosAdd
trigger1 = Pos Y > 60
y = -10

[State 16220, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(0) = 5.0
ignorehitpause = 1

[State 16220, ChangeState]
type = ChangeState
trigger1 = Time = 28
value = 16221

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

[Statedef 16221]
type = S
movetype = A
physics = S
anim = 16221
ctrl = 0
velset = 0,0
sprpriority = 3

[State 16221, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 16220
time = -1
ignorehitpause = 1

[State 16221, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16221, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16221, VarAdd]
type = VarAdd
trigger1 = 1
fvar(0) = -0.1
ignorehitpause = 1

[State 16221, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 9,11
ignorehitpause = 1

[State 16221, Helper]
type = Helper
trigger1 = var(1) < 32
trigger1 = Time % 3 = 0
helpertype = normal
name = "Fire"
postype = p1
pos = 30,-180
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16225
ignorehitpause = 1

[State 16221, VarAdd]
type = VarAdd
trigger1 = Time % 3 = 0
var(1) = 1
ignorehitpause = 1

[State 16221, ChangeState]
type = ChangeState
trigger1 = Time = 100
trigger2 = Root,MoveType = H && Root,StateNo != [120,155]
value = 16222

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

[Statedef 16222]
type = S
movetype = A
physics = S
anim = 16222
ctrl = 0
velset = 0,0
sprpriority = 3

[State 16222, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 16220
time = -1
ignorehitpause = 1

[State 16222, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16222, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16222, PosAdd]
type = PosAdd
trigger1 = Time > 43
y = 10

[State 16222, DestroySelf]
type = DestroySelf
trigger1 = Time > 70

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

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

[State 16225, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
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, Hitdef]
type = HitDef
triggerall = Root,var(4) = 1
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*22),2
getpower = 0,0
givepower = 20,10
pausetime = 0,1
guard.pausetime = 0,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = random%20,-50+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,-2.0
guard.velocity = -7
air.velocity = -1,-2.0
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 = 40
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)
persistent = 0

[State 16225, VelSet]
type = VelSet
trigger1 = Time = 0
x = Parent,var(0)
y = Parent,fvar(0)
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 = 31002
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 = 92
ignorehitpause = 1

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

[State 16225, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; AA2BC

[Statedef 17000]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

[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, AssertSpecial]
type = AssertSpecial
trigger1 = Root,StateNo = 7003
flag = NoBarDisplay
ignorehitpause = 1

[State 17000, AssertSpecial]
type = AssertSpecial
trigger1 = RoundState != 2
flag = RoundNotOver
ignorehitpause = 1

[State 17000, AssertSpecial]
type = AssertSpecial
trigger1 = Root,var(41)%10 = 1
flag = NoMusic
ignorehitpause = 1

[State 17000, VarRandom]
type = VarRandom
trigger1 = Time = 10
v = 5
range = 0,1

[State 17000, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 17000, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 16

[State 17000, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 256

[State 17000, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(1) = -16

[State 17000, VarAdd]
type = VarAdd
trigger1 = var(0) > 0
trigger1 = Root,var(11) = 1
var(0) = -1-(Time % 2 = 1)

[State 17000, VarAdd]
type = VarAdd
trigger1 = var(1) < 255
trigger1 = Root,var(11) = 1
var(1) = 1+(Time % 2 = 1)

[State 17000, VarSet]
type = VarSet
trigger1 = Root,var(11) = 2
var(0) = 0
persistent = 0

[State 17000, VarSet]
type = VarSet
trigger1 = Root,var(11) = 2
var(1) = 256
persistent = 0

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 2
trigger1 = var(0) < 256
var(0) = 16

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 2
trigger1 = var(1) > 0
var(1) = -16

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 3
trigger1 = var(0) > 0
var(0) = -1

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 3
trigger1 = var(1) < 256
var(1) = 1

[State 17000, VarSet]
type = VarSet
trigger1 = Root,var(11) = 4
var(0) = 0
persistent = 0

[State 17000, VarSet]
type = VarSet
trigger1 = Root,var(11) = 4
var(1) = 255
persistent = 0

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 4
trigger1 = var(0) < 255
var(0) = 5

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 4
trigger1 = var(1) > 0
var(1) = -5

[State 17000, VarSet]
type = VarSet
trigger1 = Root,var(11) = 6
var(0) = 256
persistent = 0

[State 17000, VarSet]
type = VarSet
trigger1 = Root,var(11) = 6
var(1) = 0
persistent = 0

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 6
trigger1 = var(0) > 0
var(0) = -2

[State 17000, VarAdd]
type = VarAdd
trigger1 = Root,var(11) = 6
trigger1 = var(1) < 256
var(1) = 2

[State 17000, Explod]
type = Explod
trigger1 = Time = 1
anim = 17002
ID = 17002
pos = -160,-120
postype = Left
bindtime = -1
removetime = -1
ownpal = 1
facing = 1
ontop = 1
sprpriority = 10
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0
scale = 2,2

[State 17000, Explod]
type = Explod
trigger1 = var(5) = 0
trigger1 = Root,var(11) = 3
trigger1 = NumExplod(17003) = 0
anim = 17003
ID = 17003
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 1
facing = 1
ontop = 0
sprpriority = 9
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State 17000, Explod]
type = Explod
trigger1 = var(5) = 1
trigger1 = Root,var(11) = 3
trigger1 = NumExplod(17003) = 0
anim = 17006
ID = 17003
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 1
facing = 1
ontop = 0
sprpriority = 9
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
scale = 0.5,0.5
persistent = 0

[State 17000, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 1
ID = 17002
trans = addalpha
alpha = var(0),var(1)

[State 17000, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(17003) = 1
trigger1 = Root,var(11) = 5
ID = 17003

[State 17000, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(17002) = 1
trigger1 = Root,var(11) = 7
ID = 17002

[State 17000, DestroySelf]
type = DestroySelf
trigger1 = Root,var(11) = 7
trigger2 = Root,StateNo != [7000,7006]

[State 17000, ChangeState]
type = ChangeState
trigger1 = Root,var(11) = 8
value = 17001

;----------------------------------------------------------------------
; AA2BC

[Statedef 17001]
type = A
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 3

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

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

[State 17001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBarDisplay
flag3 = RoundNotOver
ignorehitpause = 1

[State 17001, AssertSpecial]
type = AssertSpecial
trigger1 = Root,var(41)%10 = 1
flag = NoMusic
ignorehitpause = 1

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [100,228]
trigger1 = var(0) > 0
var(0) = -2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [100,228]
trigger1 = var(1) < 256
var(1) = 2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [258,386]
trigger1 = var(0) < 256
var(0) = 2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [258,386]
trigger1 = var(1) > 0
var(1) = -2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [490,618]
trigger1 = var(0) > 0
var(0) = -2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [490,618]
trigger1 = var(1) < 256
var(1) = 2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [668,796]
trigger1 = var(0) < 256
var(0) = 2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [668,796]
trigger1 = var(1) > 0
var(1) = -2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [1000,1128]
trigger1 = var(0) > 0
var(0) = -2

[State 17001, VarAdd]
type = VarAdd
trigger1 = Time = [1000,1128]
trigger1 = var(1) < 256
var(1) = 2

[State 17001, Explod]
type = Explod
trigger1 = Time = 100
anim = 17004
ID = 17004
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 1
facing = 1
ontop = 0
sprpriority = 9
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State 17001, Explod]
type = Explod
trigger1 = Time = 490
anim = 17005
ID = 17005
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 1
facing = 1
ontop = 0
sprpriority = 9
pausemovetime = 999999
supermovetime = 999999
ignorehitpause = 1
persistent = 0

[State 17001, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 17002
trans = addalpha
alpha = var(0),var(1)

[State 17001, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(17004) = 1
trigger1 = Time = 400
ID = 17004

[State 17001, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(17005) = 1
trigger1 = Time = 800
ID = 17005

[State 17001, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(17002) = 1
trigger1 = Time = 1130
ID = 17002

[State 17001, DestroySelf]
type = DestroySelf
trigger1 = Time > 1200

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

[Statedef 13020]
type = A
movetype = I
physics = N
anim = 13020
ctrl = 0
velset = 0,0
sprpriority = 3

[State 13020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 13020
time = -1
ignorehitpause = 1

[State 13020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 13020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,0
ignorehitpause = 1

;----------------------------------------------------------------------
; Special Intro

[Statedef 14100]
type = S
movetype = A
physics = S
anim = 14100+isHelper(1)*0+isHelper(2)*2
ctrl = 0
velset = 0,0
sprpriority = 5

[State 14100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 14100
time = -1
ignorehitpause = 1

[State 14100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(14100)
value = 14101

;----------------------------------------------------------------------
; Special Intro

[Statedef 14101]
type = S
movetype = A
physics = S
anim = Anim+1
ctrl = 0
velset = 0,0
sprpriority = 5

[State 14101, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 14101
time = -1
ignorehitpause = 1

[State 14101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14101, Explod]
type = Explod
trigger1 = Time % 4 = 0
anim = 14109
postype = p1
pos = ifelse(isHelper(1),35,20),ifelse(isHelper(1),-5,0)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
sprpriority = 6
scale = 0.5,0.5
vel = 1.5+((random%20)/10),-1.0+((random%20)/10)
ignorehitpause = 1

[State 14101, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 4102
value = 14102

;----------------------------------------------------------------------
; Special Intro

[Statedef 14102]
type = S
movetype = A
physics = S
anim = 16201
ctrl = 0
velset = 0,0
sprpriority = 5

[State 14102, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 14102
time = -1
ignorehitpause = 1

[State 14102, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14102, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Special Intro

[Statedef 14105]
type = S
movetype = A
physics = S
anim = 14105
ctrl = 0
velset = 0,0
sprpriority = 3

[State 14105, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 14105
time = -1
ignorehitpause = 1

[State 14105, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14105, PosAdd]
type = PosAdd
trigger1 = Pos Y > 60
y = -10

[State 14100, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(14100)
value = 14106

;----------------------------------------------------------------------
; Special Intro

[Statedef 14106]
type = S
movetype = A
physics = S
anim = 14106
ctrl = 0
velset = 0,0
sprpriority = 3

[State 14106, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 14105
time = -1
ignorehitpause = 1

[State 14106, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14106, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14106, Explod]
type = Explod
trigger1 = Time % 4 = 0
anim = 14109
postype = p1
pos = 60,-180
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
sprpriority = 6
scale = 1,1
vel = 3.0+((random%20)/10),-1.0-((random%20)/10)
ignorehitpause = 1

[State 14106, ChangeState]
type = ChangeState
trigger1 = Root,StateNo = 4102
value = 14107

;----------------------------------------------------------------------
; Special Intro

[Statedef 14107]
type = S
movetype = A
physics = S
anim = 14107
ctrl = 0
velset = 0,0
sprpriority = 3

[State 14107, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 14107
time = -1
ignorehitpause = 1

[State 14107, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 14107, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14107, PosAdd]
type = PosAdd
trigger1 = Time > 10
y = 10

[State 14107, DestroySelf]
type = DestroySelf
trigger1 = Time > 50

;----------------------------------------------------------------------
; Sora
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Sora - Waiting

[Statedef 20000]
type = A
movetype = I
physics = N
anim = 20000
ctrl = 0
velset = 0,0
sprpriority = 3

[State 20000, AssertSpecial]
type = AssertSpecial
trigger1 = RoundState = [0,1]
trigger1 = Root,StateNo = 110191
flag = Invisible
ignorehitpause = 1

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

[State 20000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 20000, Turn]
type = Turn
trigger1 = Facing != Root,Facing

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = ceil(RootDist X) = [-30,65]
var(32) = 1
ignorehitpause = 1

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = ceil(RootDist X) != [-30,65]
var(32) = 0
ignorehitpause = 1

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = Time > 1
trigger1 = Vel X = 0
var(12) = 1
ignorehitpause = 1

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = Vel X != 0
var(12) = 0
ignorehitpause = 1

[State 20000, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(21320)
ID = 21320
ignorehitpause = 1

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = 45
x = 0

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [50,65]
x = 0.75

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [66,70]
x = 1.25

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [75,80]
x = 2.0

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [81,120]
x = 2.5

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [121,190]
x = 3

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [191,320]
x = 4

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) > 320
x = 5

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [21,25]
x = -0.75

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [16,20]
x = -1

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [10,15]
x = -1.5

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [-30,9]
x = -2

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [-80,-31]
x = -3

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) = [-160,-81]
x = -4

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist X) < -161
x = -5

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = 80
y = 0

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [50,64]
y = -0.75

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [30,49]
y = -1

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [-10,29]
y = -2

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [-80,-11]
y = -3

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [-160,-81]
y = -4

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) < -161
y = -5

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [85,150]
y = 1

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [151,210]
y = 2

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [211,270]
y = 3

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) = [271,320]
y = 4

[State 20000, VelSet]
type = VelSet
trigger1 = ceil(RootDist Y) > 320
y = 5

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

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

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

[State 20000, Helper]
type = Helper
triggerall = NumHelper(26110) = 0
triggerall = NumHelper(26120) = 0
triggerall = NumHelper(26130) = 0
trigger1 = Root,NumProjID(26110) >= 1
helpertype = normal
name = "Yukito"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 70
supermovetime = 70
stateno = 26100
ID = 26110
ignorehitpause = 1

[State 20000, Helper]
type = Helper
triggerall = NumHelper(26110) = 0
triggerall = NumHelper(26120) = 0
triggerall = NumHelper(26130) = 0
trigger1 = Root,NumProjID(26120) >= 1
helpertype = normal
name = "Yukito"
postype = p1
pos = 0,-30
ownpal = 1
pausemovetime = 70
supermovetime = 70
stateno = 26100
ID = 26120
ignorehitpause = 1

[State 20000, Helper]
type = Helper
triggerall = NumHelper(26110) = 0
triggerall = NumHelper(26120) = 0
triggerall = NumHelper(26130) = 0
trigger1 = Root,NumProjID(26130) >= 1
helpertype = normal
name = "Yukito"
postype = p1
pos = 0,-30
ownpal = 1
pausemovetime = 70
supermovetime = 70
stateno = 26100
ID = 26130
ignorehitpause = 1

[State 20000, Explod]
type = Explod
trigger1 = Root,NumProjID(26110) >= 1
trigger2 = Root,NumProjID(26120) >= 1
trigger3 = Root,NumProjID(26130) >= 1
anim = 16100
postype = p1
pos = 0,0
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
sprpriority = 3
ignorehitpause = 1

[State 20000, AssertSpecial]
type = AssertSpecial
trigger1 = var(5) = 1
trigger2 = Parent,var(31) = 1
trigger3 = Root,StateNo = [7001,7006]
flag = Invisible
flag2 = NoShadow
ignorehitpause = 1

[State 20000, PosSet]
type = PosSet
triggerall = var(5) = 1
trigger1 = NumHelper(26110)
trigger1 = Helper(26110),StateNo != 26100
trigger2 = NumHelper(26120)
trigger2 = Helper(26120),StateNo != 26100
trigger3 = NumHelper(26130)
trigger3 = Helper(26130),StateNo != 26100
x = var(6)
y = var(7)
ignorehitpause = 1

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = var(5) = 0
trigger1 = Vel X = 0
var(12) = 1
ignorehitpause = 1

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = var(5) = 1
var(12) = 0
ignorehitpause = 1

[State 20000, DestroySelf]
type = DestroySelf
trigger1 = RoundState = [0,1]
trigger1 = Root,StateNo = 110191

[State 20000, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "RD = %d"
params = ceil(RootDist X)
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

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

[Statedef 21300]
type = A
movetype = A
physics = N
anim = 21300
ctrl = 0
velset = 0,0
sprpriority = 3

[State 21300, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 21300
time = -1
ignorehitpause = 1

[State 21300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 21300, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(12) = 0
ignorehitpause = 1

[State 21300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) < 0
y = 0.35

[State 21300, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 12
y = 0

[State 21300, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,4
ignorehitpause = 1

[State 21300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
ignorehitpause = 1

[State 21300, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 4
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*65),8
getpower = 50,25
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+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))*-7,0
guard.velocity = -7
air.velocity = -3.5,ifelse(EnemyNear,Vel Y < 0,(-2.5+EnemyNear,Vel Y*0.75),-2.5)
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 = 10+ceil(0.75*40*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 21300, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 21300, 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 21300, 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 21300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21300, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -360
value = 20000

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

[Statedef 21310]
type = A
movetype = A
physics = N
anim = 21310
ctrl = 0
velset = 0,0
sprpriority = 3

[State 21310, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 21310
time = -1
ignorehitpause = 1

[State 21310, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 21310, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(12) = 0
ignorehitpause = 1

[State 21310, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) < 0
y = 0.35

[State 21310, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 12
y = 0

[State 21310, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,4
ignorehitpause = 1

[State 21310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
ignorehitpause = 1

[State 21310, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 4
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*65),8
getpower = 50,25
givepower = 25,15
pausetime = 0,10
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+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))*-7,0
guard.velocity = -7
air.velocity = -3.5,ifelse(EnemyNear,Vel Y < 0,(-2.5+EnemyNear,Vel Y*0.75),-2.5)
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 = 10+ceil(0.75*40*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35

[State 21310, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 21310, 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 21310, 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 21310, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21310, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -360
value = 20000

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

[Statedef 21320]
type = A
movetype = A
physics = N
anim = 21320
ctrl = 0
velset = 0,0
sprpriority = 3

[State 21320, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 21320
time = -1
ignorehitpause = 1

[State 21320, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 21320, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(12) = 0
ignorehitpause = 1

[State 21320, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 21320, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) < 0
y = 0.4

[State 21320, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 10
y = 3

[State 21320, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,4
ignorehitpause = 1

[State 21320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,5
ignorehitpause = 1

[State 21320, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 11320
ID = 21320
postype = p1
pos = 8,-13
facing = 1
bindtime = -1
removetime = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5

[State 21320, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
triggerall = var(10) < 5
trigger1 = 1
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),5
getpower = 20,10
givepower = 20,10
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+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,-5
guard.velocity = -7
air.velocity = -5,-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 = 10+ceil(0.75*40*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2stateno = 45010+ifelse(Root,var(20)=1,0,10)

[State 21320, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 21320, 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 21320, 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 21320, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 21320, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 21320, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -280
value = 20000

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

[Statedef 26100]
type = A
movetype = A
physics = N
anim = 26100
ctrl = 0
velset = 0,0
sprpriority = 3

[State 26100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26100
time = -1
ignorehitpause = 1

[State 26100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26100, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 6
flag = Invisible

[State 26100, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(5) = 1
ignorehitpause = 1

[State 26100, ParentVarSet]
type = ParentVarSet
trigger1 = Time > 1
var(6) = ceil(Pos X)
ignorehitpause = 1

[State 26100, ParentVarSet]
type = ParentVarSet
trigger1 = Time > 1
var(7) = ceil(Pos Y)
ignorehitpause = 1

[State 26100, VelSet]
type = VelSet
trigger1 = Time = 6
x = 3

[State 26100, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.4

[State 26100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 26101

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

[Statedef 26101]
type = S
movetype = A
physics = S
anim = 26101
ctrl = 0
velset = 0,0
sprpriority = 3

[State 26101, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 26101, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26101
time = -1
ignorehitpause = 1

[State 26101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26101, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(5) = 1
ignorehitpause = 1

[State 26101, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(6) = ceil(Pos X)
ignorehitpause = 1

[State 26101, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(7) = ceil(Pos Y)
ignorehitpause = 1

[State 26101, ChangeState]
type = ChangeState
trigger1 = Time > 5
trigger1 = IsHelper(26110) = 1
value = 26102

[State 26101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = IsHelper(26120) = 1
value = 26120

[State 26101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = IsHelper(26130) = 1
value = 26130

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

[Statedef 26102]
type = S
movetype = A
physics = S
anim = 26102
ctrl = 0
velset = 0,0
sprpriority = 3

[State 26102, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26102
time = -1
ignorehitpause = 1

[State 26102, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26102, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(5) = 1
ignorehitpause = 1

[State 26102, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(6) = ceil(Pos X)
ignorehitpause = 1

[State 26102, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(7) = ceil(Pos Y)
ignorehitpause = 1

[State 26102, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(10) = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*1),0
getpower = 0,0
givepower = 10,5
pausetime = 0,25
guard.pausetime = 0,15
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-70+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,0
guard.velocity = -5
air.velocity = 0,-1
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 = 20+ceil(0.75*40*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1sprpriority = 3

[State 26102, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31000
ignorehitpause = 1

[State 26102, 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 26102, 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 26102, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = var(10) > 7
var(10) = 0
ignorehitpause = 1

[State 26102, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(13) > 0
var(10) = 1
ignorehitpause = 1

[State 26102, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(13) > 0
trigger1 = var(10) = 1
var(11) = 1
ignorehitpause = 1

[State 26102, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26102, ChangeState]
type = ChangeState
trigger1 = var(11) >= 13
value = 26103

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

[Statedef 26103]
type = S
movetype = A
physics = S
anim = 26103
ctrl = 0
velset = 0,0
sprpriority = 3

[State 26103, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26103
time = -1
ignorehitpause = 1

[State 26103, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26103, Explod]
type = Explod
trigger1 = AnimTime = -5
anim = 16100
postype = p1
pos = 0,-20
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
supermovetime = 999999
pausemovetime = 999999
sprpriority = 3
ignorehitpause = 1

[State 26103, ParentVarSet]
type = ParentVarSet
trigger1 = AnimTime = -1
var(5) = 0
ignorehitpause = 1

[State 26103, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(6) = ceil(Pos X)
ignorehitpause = 1

[State 26103, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(7) = ceil(Pos Y)
ignorehitpause = 1

[State 26103, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 26120]
type = S
movetype = A
physics = S
anim = 26120
ctrl = 0
velset = 0,0
sprpriority = 3

[State 26120, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26120
time = -1
ignorehitpause = 1

[State 26120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26120, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Potato"
postype = p1
pos = 28,-48
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 26121
ID = 26121
ignorehitpause = 1

[State 26120, HitEffect]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 55,-50
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 26120, Explod]
type = Explod
trigger1 = AnimElemTime(11) = 0
anim = 10260
postype = p1
pos = 55,-50
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 5
removeongethit = 1
ignorehitpause = 1

[State 26120, VarSet]
type = VarSet
trigger1 = AnimElemTime(11) = 1
var(15) = 1

[State 26120, ParentVarSet]
type = ParentVarSet
trigger1 = AnimElemTime(17) = 0
var(5) = 0
ignorehitpause = 1

[State 26120, ParentVarSet]
type = ParentVarSet
trigger1 = AnimElemTime(17) < 0
var(6) = ceil(Pos X)
ignorehitpause = 1

[State 26120, ParentVarSet]
type = ParentVarSet
trigger1 = AnimElemTime(17) < 0
var(7) = ceil(Pos Y)
ignorehitpause = 1

[State 26103, Explod]
type = Explod
trigger1 = AnimElemTime(15) = 0
anim = 16100
postype = p1
pos = 0,-20
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
supermovetime = 999999
pausemovetime = 999999
sprpriority = 3
ignorehitpause = 1

[State 26120, DestroySelf]
type = DestroySelf
trigger1 = AnimElemTime(17) >= 0
trigger1 = NumHelper(26121) = 0

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

[Statedef 26121]
type = A
movetype = A
physics = N
anim = 26121
ctrl = 0
velset = 0.5,-1.0
sprpriority = 5

[State 26121, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26121
time = -1
ignorehitpause = 1

[State 26121, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26121, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.055

[State 26121, ChangeState]
type = ChangeState
trigger1 = Parent,var(15) = 1
value = 26122

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

[Statedef 26122]
type = A
movetype = A
physics = N
anim = 26122
ctrl = 0
velset = 9,0
sprpriority = 3

[State 26122, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26122
time = -1
ignorehitpause = 1

[State 26122, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26122, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 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)*20),5
getpower = 0,0
givepower = 20,10
pausetime = 5,5
guard.pausetime = 5,5
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-7,0
guard.velocity = -7
air.velocity = -5,-2
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 = 10+ceil(0.75*26*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 26122, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 26122, 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 26122, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 26122, VelSet]
type = VelSet
trigger1 = MoveContact
x = 6
ignorehitpause = 1

[State 26122, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26122, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -60

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

[Statedef 26130]
type = S
movetype = A
physics = S
anim = 26130
ctrl = 0
velset = 0,0
sprpriority = 3

[State 26130, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26130
time = -1
ignorehitpause = 1

[State 26130, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26130, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(5) = 1
ignorehitpause = 1

[State 26130, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(6) = ceil(Pos X)
ignorehitpause = 1

[State 26130, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(7) = 1
ignorehitpause = 1

[State 26130, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
physics = N
statetype = A

[State 26130, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 3.5
y = -9

[State 26130, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 5
y = 0.35

[State 26130, VelMul]
type = VelMul
trigger1 = Vel X > 0
trigger1 = AnimElemTime(6) >= 0
x = 0.75

[State 26130, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(2) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*50),5
getpower = 0,0
givepower = 50,25
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-70+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-4
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y < 0,(-4.25+EnemyNear,Vel Y*0.25),-4.25)
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 = 10+ceil(0.75*60*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 26130, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(3) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*49),5
getpower = 0,0
givepower = 30,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-70+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-7
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y < 0,(-7.25+EnemyNear,Vel Y*0.25),-7.25)
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 = 10+ceil(0.75*60*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 26130, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
trigger1 = Time % 3 = 0
trigger1 = var(15) < 4
attr = A,SA
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 = 0,0
givepower = 10,5
pausetime = 5,0
guard.pausetime = 5,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-90+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-5
guard.velocity = -3
air.velocity = -1.5,ifelse(EnemyNear,Vel Y < 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
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 = 10+ceil(0.75*60*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 26130, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
trigger1 = var(15) = 4
attr = A,SA
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 = 0,0
givepower = 10,5
pausetime = 5,0
guard.pausetime = 5,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-90+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-2,-9
guard.velocity = -3
air.velocity = -1.5,ifelse(EnemyNear,Vel Y < 0,(-8.5+EnemyNear,Vel Y*0.25),-8.25)
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 = 10+ceil(0.75*60*root,fvar(2))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3
persistent = 0

[State 26130, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 26130, 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 26130, 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 26130, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
trigger1 = MoveContact
var(15) = 1
ignorehitpause = 1

[State 26130, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 26130, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(6) >= 1
trigger1 = Pos Y >= 0
value = 26131

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

[Statedef 26131]
type = C
movetype = A
physics = C
anim = 26131
ctrl = 0
velset = 0,0
sprpriority = 3

[State 26131, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 26131
time = -1
ignorehitpause = 1

[State 26131, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 26131, ParentVarSet]
type = ParentVarSet
trigger1 = AnimTime = -1
var(5) = 0
ignorehitpause = 1

[State 26131, ParentVarSet]
type = ParentVarSet
trigger1 = AnimElemTime(6) < 0
var(6) = ceil(Pos X)
ignorehitpause = 1

[State 26131, ParentVarSet]
type = ParentVarSet
trigger1 = AnimElemTime(6) < 0
var(7) = 1
ignorehitpause = 1

[State 26131, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 2
anim = 16100
postype = p1
pos = 0,-20
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
supermovetime = 999999
pausemovetime = 999999
sprpriority = 3
ignorehitpause = 1

[State 26131, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

