;======================================================================
;======================================================================
; Super Move states file for "Misuzu Kamio"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Super Move 
;----------------------------------------------------------------------

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

[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
velset = 0,0
poweradd = 100

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1000, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "DoRoRi"
postype = p1
pos = 0,-80
ownpal = 1
ID = 11000
pausemovetime = 0
supermovetime = 0
stateno = 11000
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
velset = 0,0
poweradd = 100

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1010, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "DoRoRi"
postype = p1
pos = 0,-80
ownpal = 1
ID = 11010
pausemovetime = 0
supermovetime = 0
stateno = 11000
ignorehitpause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
velset = 0,0
poweradd = 100

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1020, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1020, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,1
channel = 1
ignorehitpause = 1

[State 1020, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "DoRoRi"
postype = p1
pos = 15,-80
ownpal = 1
ID = 11020
pausemovetime = 0
supermovetime = 0
stateno = 11020
ignorehitpause = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
velset = 0,0
poweradd = 100

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1100, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Diary_1100"
postype = p1
pos = 20,0
ownpal = 1
ID = 11100
pausemovetime = 0
supermovetime = 0
stateno = 11100
ignorehitpause = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
velset = 0,0
poweradd = 100

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1110, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Diary_1110"
postype = p1
pos = 20,0
ownpal = 1
ID = 11110
pausemovetime = 0
supermovetime = 0
stateno = 11110
ignorehitpause = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
velset = 0,0
poweradd = 100

[State 1120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1120, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Diary_1120"
postype = p1
pos = 20,0
ownpal = 1
ID = 11120
pausemovetime = 0
supermovetime = 0
stateno = 11120
ignorehitpause = 1

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
poweradd = 100
velset = 0,0

[State 1200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1200, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 0
value = s3,9
channel = 1
ignorehitpause = 1

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 3.5
y = -5.75
ignorehitpause = 1

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(9) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(9) >= 0
y = 0.35

[State 1200, Explod]
type = Explod
trigger1 = AnimElemTime(9) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(11) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,14
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-45+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-fvar(0))*-10,-3
guard.velocity = -5
air.velocity = -8,ifelse(EnemyNear,Vel Y < 0,(-3.5+EnemyNear,Vel Y*0.75),-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 = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(16) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1201]
type = S
movetype = A
physics = S
anim = 1201
ctrl = 0
velset = 0,0

[State 1201, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1210
ctrl = 0
poweradd = 100
velset = 0,0

[State 1210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1210, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = s3,9
channel = 1
ignorehitpause = 1

[State 1210, VelSet]
type = VelSet
trigger1 = AnimElemTime(10) = 0
x = 4.25
y = -6.0
ignorehitpause = 1

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(10) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 1210, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = 0.4

[State 1210, Explod]
type = Explod
trigger1 = AnimElemTime(10) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(12) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,14
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-45+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-fvar(0))*-6,-4
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y < 0,(-3.25+EnemyNear,Vel Y*0.75),-3.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(16) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1220
ctrl = 0
poweradd = 100
velset = 0,0

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1220, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 1220, NotHitBy]
type = NotHitBy
trigger1 = Time < 12
value = SCA
time = 1
ignorehitpause = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0
ignorehitpause = 1

[State 1220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1220, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 66
ignorehitpause = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = s3,9
channel = 1
ignorehitpause = 1

[State 1220, VelSet]
type = VelSet
trigger1 = AnimElemTime(10) = 0
x = 5.25
y = -5.75
ignorehitpause = 1

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(10) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 1220, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = 0.35

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(10) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(12) = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*85),0
getpower = 50,25
givepower = 25,14
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-45+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-fvar(0))*-7,-4
guard.velocity = -5
air.velocity = -7,ifelse(EnemyNear,Vel Y < 0,(-4.25+EnemyNear,Vel Y*0.75),-4.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45000

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(16) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1250]
type = A
movetype = A
physics = N
anim = 1250
ctrl = 0
poweradd = 100
velset = 0,0

[State 1250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1250, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1250, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,9
channel = 1
ignorehitpause = 1

[State 1250, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 4
y = -7
ignorehitpause = 1

[State 1250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 1250, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.4

[State 1250, Hitdef]
type = Hitdef
triggerall = 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(fvar(0)*65),0
getpower = 50,25
givepower = 25,14
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-45+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-fvar(0))*-6,-4
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y < 0,(-3.25+EnemyNear,Vel Y*0.75),-3.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1250, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1251

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

[Statedef 1251]
type = S
movetype = A
physics = S
anim = 1251
ctrl = 0
velset = 0,0

[State 1251, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1251, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1260]
type = A
movetype = A
physics = N
anim = 1260
ctrl = 0
poweradd = 100
velset = 0,0

[State 1260, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1260, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1260, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1260, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,9
channel = 1
ignorehitpause = 1

[State 1260, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 4
y = -7
ignorehitpause = 1

[State 1260, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 1260, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.35

[State 1260, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElemTime(3) = 0
attr = A,SA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*65),0
getpower = 50,25
givepower = 25,14
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-45+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-fvar(0))*-6,-4
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y < 0,(-3.25+EnemyNear,Vel Y*0.75),-3.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1260, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1261

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

[Statedef 1261]
type = S
movetype = A
physics = S
anim = 1261
ctrl = 0
velset = 0,0

[State 1261, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1261, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1270]
type = A
movetype = A
physics = N
anim = 1270
ctrl = 0
poweradd = 100
velset = 0,0

[State 1270, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 4
ignorehitpause = 1

[State 1270, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1270, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1270, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.1
ignorehitpause = 1

[State 1270, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 60
ignorehitpause = 1

[State 1270, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1270, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1270, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0
ignorehitpause = 1

[State 1270, NotHitBy]
type = NotHitBy
trigger1 = Time < 14
value = SCA
time = 1
ignorehitpause = 1

[State 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,9
channel = 1
ignorehitpause = 1

[State 1270, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 6.25
y = -6.5
ignorehitpause = 1

[State 1270, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 1270, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = 0.4

[State 1270, Hitdef]
type = Hitdef
triggerall = 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(fvar(0)*85),0
getpower = 50,25
givepower = 25,14
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10250
guard.sparkno = S10270
sparkxy = -30+random%20,-45+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-fvar(0))*-7,-3
guard.velocity = -5
air.velocity = -6,ifelse(EnemyNear,Vel Y < 0,(-3.25+EnemyNear,Vel Y*0.75),-3.25)
airguard.velocity = -2.8,-7.5
ground.cornerpush.veloff = fvar(17)-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p2facing = 1
p2stateno = 45000

[State 1270, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1271

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

[Statedef 1271]
type = S
movetype = A
physics = S
anim = 1271
ctrl = 0
velset = 0,0

[State 1271, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1271, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
velset = 0,0
poweradd = 100

[State 1300, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 1
var(16) = 1
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
var(17) = 1
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 0
var(17) = 0
ignorehitpause = 1

[State 1300, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(7) = 0
projID = 21300
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
velset = 0,0
poweradd = 100

[State 1310, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 1
var(16) = 1
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
var(17) = 1
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 0
var(17) = 0
ignorehitpause = 1

[State 1310, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(7) = 0
projID = 21310
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
ctrl = 0
velset = 0,0
poweradd = 100

[State 1320, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1320, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1320, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 1
var(16) = 1
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
var(17) = 1
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 0
var(17) = 0
ignorehitpause = 1

[State 1320, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(6) = 0
projID = 21320
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
velset = 0,0
poweradd = 100

[State 1400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1400, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1400, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(1) = 0
projID = 11400
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = s3,7
channel = 1
ignorehitpause = 1

[State 1400, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 11400
postype = p1
pos = -14,-57
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 1400, Explod]
type = Explod
trigger1 = AnimElemTime(17) = 0
anim = 11401
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 1400, Helper]
type = Helper
trigger1 = AnimElemTime(17) = 0
helpertype = normal
name = "Curse_11400"
postype = p1
pos = 0,-50
ownpal = 1
ID = 11400
pausemovetime = 0
supermovetime = 0
stateno = 11400
ignorehitpause = 1

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1410]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
velset = 0,0
poweradd = 100

[State 1410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1410, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1410, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(1) = 0
projID = 11400
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = s3,7
channel = 1
ignorehitpause = 1

[State 1410, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 11410
postype = p1
pos = -14,-57
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 1410, Explod]
type = Explod
trigger1 = AnimElemTime(17) = 0
anim = 11401
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 1410, Helper]
type = Helper
trigger1 = AnimElemTime(17) = 0
helpertype = normal
name = "Curse_11410"
postype = p1
pos = 0,-50
ownpal = 1
ID = 11410
pausemovetime = 0
supermovetime = 0
stateno = 11410
ignorehitpause = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1420]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
velset = 0,0
poweradd = 100

[State 1420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1420, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1420, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(1) = 0
projID = 11400
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1420, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1420, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1420, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0
ignorehitpause = 1

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 0
value = s3,7
ignorehitpause = 1

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(17) = 0
value = s3,8
ignorehitpause = 1

[State 1420, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 0
anim = 11420
postype = p1
pos = -14,-57
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 1420, Explod]
type = Explod
trigger1 = AnimElemTime(17) = 0
anim = 11401
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
removeongethit = 1
ignorehitpause = 1

[State 1420, Helper]
type = Helper
trigger1 = AnimElemTime(17) = 0
helpertype = normal
name = "Curse_11420"
postype = p1
pos = 0,-50
ownpal = 1
ID = 11420
pausemovetime = 0
supermovetime = 0
stateno = 11420
ignorehitpause = 1

[State 1420, Helper]
type = Helper
trigger1 = AnimElemTime(17) = 0
helpertype = normal
name = "Curse_11420"
postype = p1
pos = 0,-50
ownpal = 1
ID = 11421
pausemovetime = 0
supermovetime = 0
stateno = 11420
ignorehitpause = 1

[State 1420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6000]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
velset = 0,0

[State 6000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 0
flag = NoBG
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -1000
ignorehitpause = 1

[State 6000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6000, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
reversal.attr = SCA, AA
sparkxy = 0,0
sparkno = s10260
numhits = 0
p1stateno = 6001
pausetime = 50,50
hitsound = s1,7
ignorehitpause = 1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6001]
type = S
movetype = A
physics = S
anim = 99990
ctrl = 0
velset = 0,0

[State 6001, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Counter_6001"
postype = p1
pos = 0,-80
ownpal = 1
ID = 16000
pausemovetime = 0
supermovetime = 0
stateno = 16000
ignorehitpause = 1

[State 6001, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 6002

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

[Statedef 6002]
type = A
movetype = I
physics = N
anim = 41
ctrl = 0
velset = 0,0

[State 6002, Explod]
type = Explod
trigger1 = Time = 0
anim = 16005
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 6002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 6002, VelSet]
type = VelSet
trigger1 = Time = 1
y = -9

[State 6002, Gravity]
type = Gravity
trigger1 = Time > 1

[State 6002, ChangeState]
type = ChangeState
trigger1 = Time >= 5
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; 214214 + B

[Statedef 6010]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
velset = 0,0

[State 6010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6010, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 0
flag = NoBG
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6010, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -2000
ignorehitpause = 1

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6010, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
reversal.attr = SCA, AA
sparkxy = 0,0
sparkno = s10260
numhits = 0
p1stateno = 6011
pausetime = 50,50
hitsound = s1,7
ignorehitpause = 1

[State 6010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214214 + B

[Statedef 6011]
type = S
movetype = A
physics = S
anim = 99990
ctrl = 0
velset = 0,0

[State 6011, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Counter_6011"
postype = p1
pos = 0,-80
ownpal = 1
ID = 16010
pausemovetime = 0
supermovetime = 0
stateno = 16000
ignorehitpause = 1

[State 6011, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 6012

;----------------------------------------------------------------------
; 214214 + B

[Statedef 6012]
type = A
movetype = I
physics = N
anim = 41
ctrl = 0
velset = 0,0

[State 6012, Explod]
type = Explod
trigger1 = Time = 0
anim = 16015
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 6012, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 6012, VelSet]
type = VelSet
trigger1 = Time = 1
y = -9

[State 6012, Gravity]
type = Gravity
trigger1 = Time > 1

[State 6012, ChangeState]
type = ChangeState
trigger1 = Time >= 5
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; 214214 + C

[Statedef 6020]
type = S
movetype = A
physics = S
anim = 6000
ctrl = 0
velset = 0,0

[State 6020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6020, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4
channel = 1
ignorehitpause = 1

[State 6020, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 0
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6020, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -3000
ignorehitpause = 1

[State 6020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6020, ReversalDef]
type = ReversalDef
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
reversal.attr = SCA, AA
sparkxy = 0,0
sparkno = s10260
numhits = 0
p1stateno = 6021
pausetime = 50,50
hitsound = s1,7
ignorehitpause = 1

[State 6020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 214214 + C

[Statedef 6021]
type = S
movetype = A
physics = S
anim = 99990
ctrl = 0
velset = 0,0

[State 6021, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6021, Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Counter_6021"
postype = p1
pos = 0,-80
ownpal = 1
ID = 16020
pausemovetime = 0
supermovetime = 0
stateno = 16000
ignorehitpause = 1

[State 6021, ChangeState]
type = ChangeState
trigger1 = Time >= 60
value = 6022

;----------------------------------------------------------------------
; 214214 + C

[Statedef 6022]
type = A
movetype = I
physics = N
anim = 41
ctrl = 0
velset = 0,0

[State 6022, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6022, Explod]
type = Explod
trigger1 = Time = 0
anim = 16025
postype = p1
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
ignorehitpause = 1

[State 6022, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 6022, VelSet]
type = VelSet
trigger1 = Time = 1
y = -9

[State 6022, Gravity]
type = Gravity
trigger1 = Time > 1

[State 6022, ChangeState]
type = ChangeState
trigger1 = Time >= 5
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; 463214 + A or B or C

[Statedef 6100]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0
velset = 0,0

[State 6100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6100, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6100, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(8) < 0
flag = NoBG
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6100, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -1000
ignorehitpause = 1

[State 6100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(9) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6100, VarAdd]
type = VarAdd
trigger1 = var(30) < 3
trigger1 = AnimElemTime(10) = 2
var(30) = 1
ignorehitpause = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6110]
type = S
movetype = A
physics = S
anim = 6110
ctrl = 0
velset = 0,0

[State 6110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 1
var(16) = 1
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
var(17) = 1
ignorehitpause = 1

[State 6110, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 0
var(17) = 0
ignorehitpause = 1

[State 6110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6110, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6110, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(3) = 0
time = 60
movetime = 60
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 2
trigger1 = AnimElemTime(8) < 0
flag = NoBG
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 2
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6110, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6110, VarAdd]
type = VarAdd
trigger1 = var(30) > 0
trigger1 = AnimElemTime(1) = 2
var(30) = -1
ignorehitpause = 1

[State 6110, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(2) = 0
projID = 26110
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6120]
type = S
movetype = A
physics = S
anim = 6110
ctrl = 0
velset = 0,0

[State 6120, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 1
var(16) = 1
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
triggerall = Var(59) = 0
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
var(17) = 1
ignorehitpause = 1

[State 6120, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 0
var(17) = 0
ignorehitpause = 1

[State 6120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 2
time = 60
movetime = 60
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 2
trigger1 = AnimElemTime(8) < 0
flag = NoBG
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 2
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6120, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6120, VarAdd]
type = VarAdd
trigger1 = var(30) > 0
trigger1 = AnimElemTime(1) = 2
var(30) = -1
ignorehitpause = 1

[State 6120, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(1) = 0
projID = 26120
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6130]
type = S
movetype = A
physics = S
anim = 6110
ctrl = 0
velset = 0,0

[State 6130, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 6130, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 6130, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(7) >= 1
var(16) = 1
ignorehitpause = 1

[State 6130, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) < 0
var(17) = 1
ignorehitpause = 1

[State 6130, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 0
var(17) = 0
ignorehitpause = 1

[State 6130, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6130, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6130, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6130, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 2
time = 60
movetime = 60
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6130, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 2
trigger1 = AnimElemTime(8) < 0
flag = NoBG
ignorehitpause = 1

[State 6130, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 2
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6130, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6130, VarAdd]
type = VarAdd
trigger1 = var(30) > 0
trigger1 = AnimElemTime(1) = 2
var(30) = -1
ignorehitpause = 1

[State 6130, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(1) = 0
projID = 26130
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 6130, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6200]
type = S
movetype = A
physics = S
anim = 6200
ctrl = 0
velset = 0,0

[State 6200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6200, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(5) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6200, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 1
value = -1000
ignorehitpause = 1

[State 6200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 1
helpertype = normal
name = "GaoGao_6200"
postype = p1
pos = 40,0
ownpal = 1
ID = 16200
pausemovetime = 9999
supermovetime = 9999
stateno = 16200
ignorehitpause = 1

[State 6200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6210]
type = S
movetype = A
physics = S
anim = 6210
ctrl = 0
velset = 0,0

[State 6210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6210, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(5) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6210, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 1
value = -2000
ignorehitpause = 1

[State 6210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "GaoGao_6210"
postype = p1
pos = 55,-70
ownpal = 1
ID = 16210
pausemovetime = 9999
supermovetime = 9999
stateno = 16210
ignorehitpause = 1

[State 6210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6220]
type = S
movetype = A
physics = S
anim = 6220
ctrl = 0
velset = 0,0

[State 6220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 6220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6220, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6220, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(5) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 1
value = s4,4
ignorehitpause = 1

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(7) < 0
flag = NoBG
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6220, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 1
value = -3000
ignorehitpause = 1

[State 6220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 12
helpertype = normal
name = "GaoGao_6220"
postype = p1
pos = -80,270
ownpal = 1
ID = 16220
pausemovetime = 9999
supermovetime = 9999
stateno = 16220
ignorehitpause = 1

[State 6220, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(5) > 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7000]
type = S
movetype = A
physics = S
anim = 7000
ctrl = 0
velset = 0,0

[State 7000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7000, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7000, VarSet];SIGNAL INITIALIZE
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 7000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(12) >= 1
time = 2
movetime = 2
anim = -1
sound = -1
darken = 0
p2defmul = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s4,3
ignorehitpause = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s4,4
ignorehitpause = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s3,12
ignorehitpause = 1

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(12) >= 0
trigger1 = Time < 150
flag = NoBG
ignorehitpause = 1

[State 7000, BGPalFX]
type = BGPalFX
trigger1 = Time >= 150
time = 1
add = 255,255,255

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 1
anim = 10330
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 17000
postype = p1
pos = 12,-45
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(12) = 1
anim = 17001
postype = p1
pos = 3,-46
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5

[State 7000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(12) = 1
value = -3000
ignorehitpause = 1

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 7000, PosAdd]
type = PosAdd
trigger1 = Time < 130
trigger1 = Time % 8 = 0
trigger1 = AnimElemTime(15) >= 0
y = -2
ignorehitpause = 1

[State 7000, PosSet]
type = PosSet
trigger1 = Time = 130
y = -16
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = Time = 98
helpertype = normal
name = "Whiteout"
postype = p1
pos = 0,0
ownpal = 1
ID = 17000
pausemovetime = 999999
supermovetime = 999999
stateno = 17000
ignorehitpause = 1

[State 7000, VarSet]
type = VarSet
trigger1 = Time = 159
var(11) = 1

[State 7000, ChangeState]
type = ChangeState
trigger1 = Time >= 160
value = 7001

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

[Statedef 7001]
type = A
movetype = A
physics = N
anim = 7001
ctrl = 0
velset = 0,0

[State 7001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 7001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 7001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 7001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7001, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7001, SuperPause]
type = SuperPause
trigger1 = Time > 1
time = 2
movetime = 2
anim = -1
sound = -1
darken = 0
p2defmul = 1

[State 7001, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = 255,255,255

[State 7001, PosAdd]
type = PosAdd
trigger1 = Time = 7
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 38
trigger5 = Time = 46
trigger6 = Time = 62
trigger7 = Time = 70
trigger8 = Time = 86
y = 2

[State 7001, ChangeState]
type = ChangeState
trigger1 = Time = 87
value = 7002

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

[Statedef 7002]
type = S
movetype = A
physics = S
anim = 7002
ctrl = 0
velset = 0,0

[State 7002, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 7002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
ignorehitpause = 1

[State 7002, SuperPause]
type = SuperPause
trigger1 = 1
time = 2
movetime = 2
anim = -1
sound = -1
darken = 0
p2defmul = 1

[State 7002, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
add = 255,255,255

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6) = 0
x = 10

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 13
y = -1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
y = 1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(9) = 0
x = 1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(12) = 0
x = 1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(13) = 0
x = 12
y = 1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(14) = 0
x = 9

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(15) = 0
x = 4
y = -1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(16) = 0
x = 1
y = 1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(19) = 0
x = 1

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(20) = 0
x = 3

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(21) = 0
x = 12

[State 7002, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(25) = 0
x = 10

[State 7002, Hitdef]
type = Hitdef
trigger1 = AnimElem = 23
attr = S,HT
hitflag = M-
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 7, Hit
damage = 0,0
getpower = 0,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 7003
p2stateno = 47003
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 7002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7007

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

[Statedef 7003]
type = S
movetype = A
physics = S
anim = 7003
ctrl = 0
velset = 0,0

[State 7003, SuperPause]
type = SuperPause
trigger1 = Time = [2,200]
time = 2
movetime = 2
anim = -1
sound = -1
darken = 0
p2defmul = 1

[State 7003, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
add = 255,255,255
ignorehitpause = 1

[State 7003, VarSet]
type = VarSet
trigger1 = Time = 20
var(11) = 2

[State 7003, VarSet]
type = VarSet
trigger1 = Time = 140
var(11) = 3

[State 7003, VarSet]
type = VarSet
trigger1 = Time = 540
var(11) = 4

[State 7003, VarSet]
type = VarSet
trigger1 = Time = 590
var(11) = 5

[State 7003, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 540
value = -500*(const(data.attack)*0.01)
absolute = 1
kill = 1

[State 7003, TargetBind]
type = TargetBind
trigger1 = Time = 540
pos = 90,0

[State 7003, PlaySnd]
type = PlaySnd
trigger1 = Time = 545
trigger1 = RoundState != 2
value = s3,13
loop = 1

[State 7003, TargetState]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive = 0
trigger1 = Time = 541
value = 47005

[State 7003, AssertSpecial]
type = AssertSpecial
trigger1 = RoundState != 2
flag = RoundNotOver
ignorehitpause = 1

[State 7003, TargetState]
type = TargetState
trigger1 = NumTarget
trigger1 = Target,Alive
trigger1 = Time = 645
value = 47004

[State 7003, VarSet]
type = VarSet
trigger1 = RoundState = 2
trigger1 = Time = 690
var(11) = 6

[State 7003, ChangeState]
type = ChangeState
trigger1 = RoundState = 2
trigger1 = Time = 690
value = 7004

[State 7003, VarSet]
type = VarSet
trigger1 = RoundState != 2
trigger1 = Time = 690
var(11) = 8

[State 7003, ChangeState]
type = ChangeState
trigger1 = RoundState != 2
trigger1 = Time = 690
value = 7006

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

[Statedef 7004]
type = S
movetype = A
physics = S
anim = 7004
ctrl = 0
velset = 0,0

[State 7004, VarSet]
type = VarSet
trigger1 = Time = 130
var(11) = 7

[State 7004, ChangeState]
type = ChangeState
trigger1 = Time = 183
value = 7005

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

[Statedef 7005]
type = S
movetype = A
physics = S
anim = 7005
ctrl = 0
velset = 0,0

[State 7005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7006]
type = S
movetype = A
physics = S
anim = 7006
ctrl = 0
velset = 0,0

[State 7006, VarSet]
type = VarSet
trigger1 = Time = 0
var(31) = 1

[State 7006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = RoundNotOver
ignorehitpause = 1

[State 7006, ChangeState]
type = ChangeState
trigger1 = Time = 10
value = 0
ctrl = 0

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

[Statedef 7007]
type = S
movetype = A
physics = S
anim = 7007
ctrl = 0
velset = 0,0

[State 7007, Effect]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 15110
postype = p1
pos = -10,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 7007, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(1) = 0
time = 10
freq = 80
ampl = 4

[State 7007, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,4

[State 7007, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120

