;======================================================================
;======================================================================
; Super Move states file for "UNKNOWN"
;======================================================================
;======================================================================

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

;----------------------------------------------------------------------
; Z

[Statedef 700]
type = A
movetype = I
physics = N
anim = 700
ctrl = 0
velset = 0,0

[State 700, VelSet]
type = VelSet
trigger1 = var(41)%10 = 0
trigger1 = Time = 0
y = -5.75

[State 700, VelSet]
type = VelSet
trigger1 = var(41)%10 = [1,2]
trigger1 = Time = 0
y = -8.0

[State 700, VarSet]
type = VarSet
trigger1 = var(41)%10 = [1,2]
trigger1 = Time = 0
var(10) = 0

[State 700, VarSet]
type = VarSet
trigger1 = Time = 0
var(32) = 1

[State 700, VarAdd]
type = VarAdd
trigger1 = Time = 0
var(5) = 1
persistent = 0

[State 700, VarSet]
type = VarSet
trigger1 = var(41)%10 = [1,2]
trigger1 = Time = 0
var(6) = 0

[State 700, VelAdd]
type = VelAdd
trigger1 = Vel Y < 0
y = 0.2

[State 700, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 701

;----------------------------------------------------------------------
; Z - Neutral

[Statedef 701]
type = A
movetype = I
physics = N
anim = 701
ctrl = 0
velset = 0,0
facep2 = 1

[State 701, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = -2.2

[State 701, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = 2.2

[State 701, VelSet]
type = VelSet
trigger1 = command != "holdup"
trigger1 = command != "holddown"
y = 0

[State 701, ChangeState]
type = ChangeState
trigger1 = command = "holdfwd"
value = 702

[State 701, ChangeState]
type = ChangeState
trigger1 = command = "holdback"
value = 703

[State 701, VarSet]
type = VarSet
trigger1 = var(41)%10 = 0
trigger1 = fvar(16) = 1
trigger1 = fvar(15) = 0
var(32) = 2

[State 701, VarSet]
type = VarSet
trigger1 = var(41)%10 = [1,2]
trigger1 = var(10) >= 355
var(32) = 2

[State 701, ChangeState]
type = ChangeState
trigger1 = var(32) = 2
value = 53
ctrl = 1

[State 701, ChangeState]
type = ChangeState
trigger1 = command = "z"
value = 53
ctrl = 1

[State 701, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 709

;----------------------------------------------------------------------
; Z - Forward

[Statedef 702]
type = A
movetype = I
physics = N
anim = 702
ctrl = 0
velset = 4,0

[State 702, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = -4

[State 702, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = 4

[State 702, VelSet]
type = VelSet
trigger1 = command != "holdup"
trigger1 = command != "holddown"
y = 0

[State 702, ChangeState]
type = ChangeState
trigger1 = command != "holdfwd"
value = 701

[State 702, VarSet]
type = VarSet
trigger1 = var(41)%10 = 0
trigger1 = fvar(16) = 1
trigger1 = fvar(15) = 0
var(32) = 2

[State 702, VarSet]
type = VarSet
trigger1 = var(41)%10 = [1,2]
trigger1 = var(10) >= 355
var(32) = 2

[State 702, ChangeState]
type = ChangeState
trigger1 = var(32) = 2
value = 53
ctrl = 1

[State 702, ChangeState]
type = ChangeState
trigger1 = command = "z"
value = 53
ctrl = 1

[State 702, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 709

;----------------------------------------------------------------------
; Z - Back

[Statedef 703]
type = A
movetype = I
physics = N
anim = 703
ctrl = 0
velset = -4,0

[State 703, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = -4

[State 703, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = 4

[State 703, VelSet]
type = VelSet
trigger1 = command != "holdup"
trigger1 = command != "holddown"
y = 0

[State 703, ChangeState]
type = ChangeState
trigger1 = command != "holdback"
value = 701

[State 703, VarAdd]
type = VarAdd
triggerall = var(41)%10 = 0
triggerall = fvar(15) > 0
trigger1 = fvar(16) = [1,2]
fvar(15) = -0.474
ignorehitpause = 1

[State 703, VarAdd]
type = VarAdd
triggerall = var(41)%10 = 0
triggerall = fvar(15) > 0
trigger1 = fvar(16) = 3
fvar(15) = -0.3003
ignorehitpause = 1

[State 703, VarAdd]
type = VarAdd
trigger1 = 1
var(10) = 1
ignorehitpause = 1

[State 703, VarSet]
type = VarSet
trigger1 = var(41)%10 = 0
trigger1 = fvar(16) = 1
trigger1 = fvar(15) = 0
var(32) = 2

[State 703, VarSet]
type = VarSet
trigger1 = var(41)%10 = [1,2]
trigger1 = var(10) >= 355
var(32) = 2

[State 703, ChangeState]
type = ChangeState
trigger1 = var(32) = 2
value = 53
ctrl = 1

[State 703, ChangeState]
type = ChangeState
trigger1 = command = "z"
value = 53
ctrl = 1

[State 703, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 709

;---------------------------------------------------------------------------
; Z - Landing

[Statedef 709]
type = S
movetype = I
physics = S
ctrl = 0
anim = 47
facep2 = 1

[State 709, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 709, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 709, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,1
channel = 3

[State 709, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 22 + Z

[Statedef 730]
type = A
movetype = A
physics = N
anim = 730
ctrl = 0
velset = 0,-5.1
poweradd = -1000

[State 730, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 730, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 730, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 730, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(30) = 0
ignorehitpause = 1

[State 730, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 730, VelAdd]
type = VelAdd
trigger1 = Vel Y < 0
y = 0.3

[State 730, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
y = 0

[State 730, Helper]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
ownpal = 1
name = "Colapse_730"
postype = p1
pos = 0,-50
pausemovetime = 0
supermovetime = 0
stateno = 10730
ID = 10730
ignorehitpause = 1

[State 730, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 1000]
type = U
movetype = I
physics = N
anim = 1000
ctrl = 0
velset = 0,0

[State 1000, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(16) = 0
x = 200

[State 1000, PosSet]
type = Null;PosSet
trigger1 = AnimElemTime(16) = 0
y = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s3,14

[State 1000, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(27) >= 0
var(16) = 1
ignorehitpause = 1

[State 1000, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(17) >= 0
var(17) = 1
ignorehitpause = 1

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = StateType = A
value = 53
ctrl = 1

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

[Statedef 1010]
type = U
movetype = I
physics = N
anim = 1000
ctrl = 0
velset = 0,0

[State 1010, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(16) = 0
x = -200

[State 1010, PosSet]
type = Null;PosSet
trigger1 = AnimElemTime(16) = 0
y = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s3,14

[State 1010, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1010, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1010, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(27) >= 0
var(16) = 1
ignorehitpause = 1

[State 1010, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(17) >= 0
var(17) = 1
ignorehitpause = 1

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = StateType = A
value = 53
ctrl = 1

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

[Statedef 1020]
type = U
movetype = I
physics = N
anim = 1000
ctrl = 0
velset = 0,0

[State 1020, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(16) = 0
x = ceil(P2Dist X) - 10

[State 1020, PosSet]
type = PosSet
trigger1 = AnimElemTime(16) = 0
y = ceil(EnemyNear,Pos Y) - 100

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(16) = 0
physics = N
statetype = A
persistent = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s3,14

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

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

[Statedef 1030]
type = U
movetype = I
physics = N
anim = 1000
ctrl = 0
velset = 0,0

[State 1030, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(16) = 0
x = ceil(P2Dist X) - 40

[State 1030, PosSet]
type = PosSet
trigger1 = AnimElemTime(16) = 0
y = 0

[State 1030, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(16) = 1
physics = S
statetype = S
persistent = 0

[State 1030, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s3,14

[State 1030, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1030, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1030, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(17) = 1
trigger1 = AnimElemTime(27) >= 0
var(16) = 1
ignorehitpause = 1

[State 1030, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(17) >= 0
var(17) = 1
ignorehitpause = 1

[State 1030, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 1

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

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100+ifelse((var(41)%10 = [1,2]),50,0)
ctrl = 0
velset = 0,0
poweradd = 100

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

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

[State 1100, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Colapse_1100"
postype = p1
pos = 10,10
pausemovetime = 0
supermovetime = 0
stateno = 11100
ID = 11100
ignorehitpause = 1

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

;----------------------------------------------------------------------
; 623 + A - Boss Version

[Statedef 1101]
type = S
movetype = A
physics = S
anim = 1100+ifelse((var(41)%10 = [1,2]),50,0)
ctrl = 0
velset = 0,0
poweradd = 100

[State 1101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1101, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,1
ignorehitpause = 1

[State 1101, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Colapse_1101"
postype = p1
pos = 10,10
pausemovetime = 0
supermovetime = 0
stateno = 11101
ID = 11101
ignorehitpause = 1

[State 1101, NotHitBy]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1
ignorehitpause = 1

[State 1101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

[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, NotHitBy]
type = NotHitBy
trigger1 = Time < 33
value = SCA
time = 1
ignorehitpause = 1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,1
ignorehitpause = 1

[State 1110, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Colapse_1110"
postype = p1
pos = 10,10
pausemovetime = 0
supermovetime = 0
stateno = 11110
ID = 11110
ignorehitpause = 1

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

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

[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1120+ifelse((var(41)%10 = [1,2]),30,0)
ctrl = 0
velset = 0,0
poweradd = 100

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

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

[State 1120, 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, NotHitBy]
type = NotHitBy
trigger1 = Time < 16
value = SCA
time = 1
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

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

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(8) = 0
value = s3,1
channel = 8
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
ownpal = 1
name = "Colapse_1120"
postype = p1
pos = -20,10
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

[State 1120, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Colapse_1120"
postype = p1
pos = 20,10
pausemovetime = 0
supermovetime = 0
stateno = 11120
ID = 11120
ignorehitpause = 1

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

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

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

[State 1200, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
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];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1200, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1200"
postype = p1
pos = 55,-35
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1200, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10100
postype = p1
pos = -20,5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1205]
type = S
movetype = A
physics = S
anim = 1205
ctrl = 0
velset = 0,0

[State 1205, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1205, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1205, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1205, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 0
projID = 11205
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1205, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 100

[State 1210, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
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];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1210, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1210"
postype = p1
pos = 105,-35
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11210
ignorehitpause = 1

[State 1210, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10100
postype = p1
pos = -20,5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

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

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

[State 1220, NotHitBy]
type = NotHitBy
trigger1 = Time < 19
value = SCA
time = 1
ignorehitpause = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1220, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 58
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 1220, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Colapse_1220"
postype = p1
pos = 45,-35
pausemovetime = 0
supermovetime = 0
stateno = 11220
ID = 11220
ignorehitpause = 1

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10100
postype = p1
pos = -20,5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 1250, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
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];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1250, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
var(32) = 0
ignorehitpause = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1250, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1250"
postype = p1
pos = 55,-30
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11250
ignorehitpause = 1

[State 1250, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 1255]
type = A
movetype = A
physics = N
anim = 1255
ctrl = 0
velset = 0,0

[State 1255, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1255, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1255, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1255, Projectile];SIGNAL SUBMIT
type = Projectile
trigger1 = AnimElemTime(3) = 0
projID = 11205
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 1255, ChangeState]
type = ChangeState
trigger1 = var(32) = 0
trigger1 = AnimTime = 0
value = 53
ctrl = 0

[State 1250, ChangeState]
type = ChangeState
trigger1 = var(32) = [1,2]
trigger1 = AnimTime = 0
value = 701
ctrl = 1

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

[Statedef 1260]
type = A
movetype = A
physics = N
anim = 1250
ctrl = 0
velset = 0,0
poweradd = 100

[State 1260, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
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];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1260, VarSet];Initialize
type = VarSet
trigger1 = AnimTime = 0
var(32) = 0
ignorehitpause = 1

[State 1260, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1260, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1260"
postype = p1
pos = 105,-30
pausemovetime = 0
supermovetime = 0
stateno = 11200
ID = 11260
ignorehitpause = 1

[State 1260, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

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

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

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

[State 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1270, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 50
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 1270, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Windows_1270"
postype = p1
pos = 45,-35
pausemovetime = 0
supermovetime = 0
stateno = 11220
ID = 11220
ignorehitpause = 1

[State 1270, ChangeState]
type = ChangeState
trigger1 = var(32) = 0
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1270, ChangeState]
type = ChangeState
trigger1 = var(32) = [1,2]
trigger1 = AnimTime = 0
value = 701
ctrl = 1

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

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

[State 1300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1300, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[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(11) >= 1
var(16) = 1
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(18) <= 2
var(17) = 1
ignorehitpause = 1

[State 1300, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(18) >= 3
var(17) = 0
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
trigger2 = AnimElemTime(15) = 0
value = s3,3
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1300"
postype = p1
pos = 30,-50
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11301
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1300"
postype = p1
pos = 22,-32
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11300
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1300"
postype = p1
pos = 14,-14
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11302
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1300"
postype = p1
pos = 19,-60
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11303
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1300"
postype = p1
pos = 26,-40
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11300
ignorehitpause = 1

[State 1300, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1300"
postype = p1
pos = 33,-20
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11302
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];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1310, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[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(11) >= 1
var(16) = 1
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(18) <= 2
var(17) = 1
ignorehitpause = 1

[State 1310, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(18) >= 3
var(17) = 0
ignorehitpause = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
trigger2 = AnimElemTime(15) = 0
value = s3,3
ignorehitpause = 1

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 27,-50
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11301
ignorehitpause = 1

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 22,-32
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11300
ignorehitpause = 1

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 17,-14
pausemovetime = 0
supermovetime = 0
stateno = 11300
ID = 11302
ignorehitpause = 1

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 5,-75
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11312
ignorehitpause = 1

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 17,-71
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11311
ignorehitpause = 1

[State 1310, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 29,-56
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11310
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 = 1300
ctrl = 0
velset = 0,0
poweradd = 100

[State 1320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1320, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 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(11) >= 1
var(16) = 1
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = command = "22c"
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(18) <= 2
var(17) = 1
ignorehitpause = 1

[State 1320, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(18) >= 3
var(17) = 0
ignorehitpause = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
trigger2 = AnimElemTime(15) = 0
value = s3,3
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 5,-75
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11312
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 17,-71
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11313
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(10) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 29,-56
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11310
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 5,-75
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11312
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 17,-71
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11311
ignorehitpause = 1

[State 1320, Helper]
type = Helper
trigger1 = AnimElemTime(15) = 0
helpertype = normal
ownpal = 1
name = "Knife_1310"
postype = p1
pos = 29,-56
pausemovetime = 0
supermovetime = 0
stateno = 11310
ID = 11310
ignorehitpause = 1

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

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

[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400+ifelse((var(41)%10 = [1,2]),50,0)
ctrl = 0
velset = 0,0
poweradd = 100

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

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

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(41)%10 != 1
trigger1 = var(17) = 1
trigger1 = AnimElemTime(6) >= 0
var(16) = 1
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = var(41)%10 != 1
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) <= 1
var(17) = 1
ignorehitpause = 1

[State 1400, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 2
var(17) = 0
ignorehitpause = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,0
ignorehitpause = 1

[State 1400, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Aruji_1400"
postype = p1
pos = 55,5
pausemovetime = 0
supermovetime = 0
stateno = 11400
ID = 11400
ignorehitpause = 1

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

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

[Statedef 1410]
type = S
movetype = A
physics = S
anim = 1400+ifelse((var(41)%10 = [1,2]),50,0)
ctrl = 0
velset = 0,0
poweradd = 100

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

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

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(41)%10 != 1
trigger1 = var(17) = 1
trigger1 = AnimElemTime(6) >= 0
var(16) = 1
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = var(41)%10 != 1
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) <= 1
var(17) = 1
ignorehitpause = 1

[State 1410, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 2
var(17) = 0
ignorehitpause = 1

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,0
ignorehitpause = 1

[State 1410, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Aruji_1410"
postype = p1
pos = 150,5
pausemovetime = 0
supermovetime = 0
stateno = 11400
ID = 11400
ignorehitpause = 1

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

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

[Statedef 1420]
type = S
movetype = A
physics = S
anim = 1400+ifelse((var(41)%10 = [1,2]),50,0)
ctrl = 0
velset = 0,0
poweradd = 100

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

[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, 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

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

[State 1420, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = Time = 0
var(16) = 0
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = Time = 0
var(17) = 0
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Flag
type = VarSet
trigger1 = var(41)%10 != 1
trigger1 = var(17) = 1
trigger1 = AnimElemTime(6) >= 0
var(16) = 1
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = var(41)%10 != 1
trigger1 = command = "22c"
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) <= 1
var(17) = 1
ignorehitpause = 1

[State 1420, VarSet];Flicker Instant Charge Input Flag
type = VarSet
trigger1 = AnimElemTime(7) > 2
var(17) = 0
ignorehitpause = 1

[State 1420, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Aruji_1420"
postype = p1
pos = 50,5
pausemovetime = 0
supermovetime = 0
stateno = 11420
ID = 11420
ignorehitpause = 1

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

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

[Statedef 1500]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
velset = 0,0
poweradd = 100

[State 1500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1500, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,13
ignorehitpause = 1

[State 1500, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Beam_1500"
postype = p1
pos = 50,-40
pausemovetime = 0
supermovetime = 0
stateno = 11500
ID = 11500
ignorehitpause = 1

[State 1500, ChangeState]
type = ChangeState
trigger1 = var(32) = 0
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1500, ChangeState]
type = ChangeState
trigger1 = var(32) = [1,2]
trigger1 = AnimTime = 0
value = 701
ctrl = 1

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

[Statedef 1600]
type = S
movetype = A
physics = S
anim = 1600
ctrl = 0
velset = 0,0
poweradd = 100

[State 1600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1600, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1600, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10100
postype = p1
pos = -20,5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1600, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1600"
postype = p1
pos = 35,-35
pausemovetime = 0
supermovetime = 0
stateno = 11600
ID = 11600
ignorehitpause = 1

[State 1600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1610]
type = S
movetype = A
physics = S
anim = 1600
ctrl = 0
velset = 0,0
poweradd = 100

[State 1610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1610, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1610, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1610, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10100
postype = p1
pos = -20,5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1610, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1610"
postype = p1
pos = 35,-35
pausemovetime = 0
supermovetime = 0
stateno = 11600
ID = 11610
ignorehitpause = 1

[State 1610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1620]
type = S
movetype = A
physics = S
anim = 1620
ctrl = 0
velset = 0,0
poweradd = 100

[State 1620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1620, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1620, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1620, 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

[State 1620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,11
ignorehitpause = 1

[State 1620, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 70
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 1620, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = -20,5
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1620, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = 20,5
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1620, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1620"
postype = p1
pos = 100,-35
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1620, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1620"
postype = p1
pos = 60,-95
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1620, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1620"
postype = p1
pos = -80,-35
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1620, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1620"
postype = p1
pos = -40,-95
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1650]
type = A
movetype = A
physics = N
anim = 1650
ctrl = 0
velset = 0,0
poweradd = 100

[State 1650, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1650, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1650, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1650, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1650, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1650, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1650"
postype = p1
pos = 35,-30
pausemovetime = 0
supermovetime = 0
stateno = 11600
ID = 11600
ignorehitpause = 1

[State 1650, ChangeState]
type = ChangeState
trigger1 = var(32) = 0
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1650, ChangeState]
type = ChangeState
trigger1 = var(32) = [1,2]
trigger1 = AnimTime = 0
value = 701
ctrl = 1

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

[Statedef 1660]
type = A
movetype = A
physics = N
anim = 1650
ctrl = 0
velset = 0,0
poweradd = 100

[State 1660, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1660, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1660, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1660, VarSet];Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
ignorehitpause = 1

[State 1660, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,11
ignorehitpause = 1

[State 1660, Helper]
type = Helper
trigger1 = AnimElemTime(8) = 0
helpertype = normal
ownpal = 1
name = "Window_1660"
postype = p1
pos = 35,-30
pausemovetime = 0
supermovetime = 0
stateno = 11600
ID = 11620
ignorehitpause = 1

[State 1660, ChangeState]
type = ChangeState
trigger1 = var(32) = 0
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1660, ChangeState]
type = ChangeState
trigger1 = var(32) = [1,2]
trigger1 = AnimTime = 0
value = 701
ctrl = 1

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

[Statedef 1670]
type = A
movetype = A
physics = N
anim = 1670
ctrl = 0
velset = 0,0
poweradd = 100

[State 1670, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1670, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1670, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1670, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1670, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1670, 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

[State 1670, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1670, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,11
ignorehitpause = 1

[State 1670, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 70
PalBright = 0,0,0
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
TimeGap = 2
FrameGap = 1
Trans = Add1
length = 4

[State 1670, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1670"
postype = p1
pos = 100,-35
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1670, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1670"
postype = p1
pos = 60,-95
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1670, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1670"
postype = p1
pos = -80,-35
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1670, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Window_1670"
postype = p1
pos = -40,-95
pausemovetime = 0
supermovetime = 0
stateno = 11620
ID = 11620
ignorehitpause = 1

[State 1670 PosAdd]
type = PosAdd
trigger1 = AnimElemTime(15) = 0
y = 5
persistent = 0

[State 1670, ChangeState]
type = ChangeState
trigger1 = var(32) = 0
trigger1 = AnimTime = 0
value = 53
ctrl = 1

[State 1670, ChangeState]
type = ChangeState
trigger1 = var(32) = [1,2]
trigger1 = AnimTime = 0
value = 701
ctrl = 1

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

[Statedef 6000]
type = A
movetype = A
physics = N
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 3

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(12) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6000, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(18) < 0
flag = NoBG
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(6) = 0
value = -1000
ignorehitpause = 1

[State 6000, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
ownpal = 1
name = "Sun_6000"
postype = p1
pos = 4,-25
pausemovetime = 9999
supermovetime = 9999
stateno = 16000
ID = 16000
ignorehitpause = 1

[State 6000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 6010]
type = A
movetype = A
physics = N
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 3

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(12) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6010, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6010, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(18) < 0
flag = NoBG
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6010, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(6) = 0
value = -2000
ignorehitpause = 1

[State 6010, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
ownpal = 1
name = "Sun_6010"
postype = p1
pos = 4,-25
pausemovetime = 9999
supermovetime = 9999
stateno = 16000
ID = 16010
ignorehitpause = 1

[State 6010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 6020]
type = A
movetype = A
physics = N
velset = 0,0
anim = 6000
ctrl = 0
sprpriority = 3

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(12) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s4,4
ignorehitpause = 1

[State 6020, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(18) < 0
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6020, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(6) = 0
value = -3000
ignorehitpause = 1

[State 6020, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(6) >= 0
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6020, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
ownpal = 1
name = "Sun_6020"
postype = p1
pos = 4,-25
pausemovetime = 9999
supermovetime = 9999
stateno = 16000
ID = 16020
ignorehitpause = 1

[State 6020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 6100]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6100, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6100, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6100, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -1000
ignorehitpause = 1

[State 6100, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6100"
postype = p1
pos = ceil(FrontEdgeBodyDist + 80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 16100
persistent = 0
ignorehitpause = 1

[State 6100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,15
persistent = 0
ignorehitpause = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = Time >= 96
value = 6101

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

[Statedef 6101]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6101
ctrl = 0
sprpriority = 3

[State 6101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6110]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[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, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6110, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6110, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6110, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6110, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -1000
ignorehitpause = 1

[State 6110, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6110"
postype = p1
pos = -1*ceil(BackEdgeBodyDist+80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16100
ID = 16120
persistent = 0
ignorehitpause = 1

[State 6110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,15
persistent = 0
ignorehitpause = 1

[State 6110, ChangeState]
type = ChangeState
trigger1 = Time >= 96
value = 6101

;----------------------------------------------------------------------
; 463214 + A

[Statedef 6200]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6200
ctrl = 0
sprpriority = 3

[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, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 6200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6200, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(8) = 0
time = 42
movetime = 42
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6200, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 1
flag = NoBG
ignorehitpause = 1

[State 6200, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6200, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(8) = 0
value = -1000
ignorehitpause = 1

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 10
helpertype = normal
ownpal = 1
name = "Taru_6200"
postype = p1
pos = ceil(P2Dist X),-300
pausemovetime = 9999
supermovetime = 9999
stateno = 16200
ID = 16200
ignorehitpause = 1

[State 6200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 10
value = s3,5
ignorehitpause = 1

[State 6200, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(11) > 0
trigger1 = var(12) = 1
value = 6202

[State 6200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(11) > 0
trigger1 = var(12) = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6201

;----------------------------------------------------------------------
; 463214 + A

[Statedef 6201]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6205
ctrl = 0
sprpriority = 3

[State 6201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 463214 + A

[Statedef 6202]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6201
ctrl = 0
facep2 = 1
sprpriority = 3

[State 6202, PosSet]
type = PosSet
trigger1 = Time = 0
x = -90

[State 6202, Turn]
type = Turn
trigger1 = Facing = -1

[State 6202, ChangeState]
type = ChangeState
trigger1 = Time >= 90
value = 6203

;----------------------------------------------------------------------
; 463214 + A

[Statedef 6203]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6202
ctrl = 0
sprpriority = 3

[State 6203, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 6203, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,3
ignorehitpause = 1

[State 6203, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Knife_16203"
postype = p1
pos = 22,-48
pausemovetime = 9999
supermovetime = 9999
stateno = 16250
ID = 16250
ignorehitpause = 1

[State 6203, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6204

;----------------------------------------------------------------------
; 463214 + A

[Statedef 6204]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6203
ctrl = 0
sprpriority = 3

[State 6204, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 13
range = 0,100

[State 6204, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [0,60]
trigger1 = Time = 50
value = s3,7

[State 6204, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [61,100]
trigger1 = Time = 50
value = s3,6

[State 6204, VarSet]
type = VarSet
trigger1 = var(13) = [0,60]
trigger1 = Time = 90
var(12) = 3

[State 6204, VarSet]
type = VarSet
trigger1 = var(13) = [61,100]
trigger1 = Time = 60
var(12) = 4

[State 6204, ChangeState]
type = ChangeState
trigger1 = var(12) = 3
trigger1 = Time >= 230
value = 6201

[State 6204, ChangeState]
type = ChangeState
trigger1 = var(12) = 4
value = 6205

;----------------------------------------------------------------------
; 463214 + A

[Statedef 6205]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6204
ctrl = 0
sprpriority = 3

[State 6205, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6201

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6210]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6200
ctrl = 0
sprpriority = 3

[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, VarSet];initialize
type = VarRangeSet
trigger1 = Time = 0
first = 11
last = 13
value = 0
ignorehitpause = 1

[State 6210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6210, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(8) = 0
time = 42
movetime = 42
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6210, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 1
flag = NoBG
ignorehitpause = 1

[State 6210, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6210, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(8) = 0
value = -2000
ignorehitpause = 1

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 10
helpertype = normal
ownpal = 1
name = "Taru_6210"
postype = p1
pos = ceil(P2Dist X),-300
pausemovetime = 9999
supermovetime = 9999
stateno = 16210
ID = 16210
ignorehitpause = 1

[State 6210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 10
value = s3,5
ignorehitpause = 1

[State 6210, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(11) > 0
trigger1 = var(12) = 1
value = 6212

[State 6210, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(11) > 0
trigger1 = var(12) = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6211

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6211]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6205
ctrl = 0
sprpriority = 3

[State 6211, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(11) = 3

[State 6211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6212]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6201
ctrl = 0
facep2 = 1
sprpriority = 3

[State 6212, PosSet]
type = PosSet
trigger1 = Time = 0
x = -90

[State 6212, Turn]
type = Turn
trigger1 = Facing = -1

[State 6212, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Lever_16280"
postype = p1
pos = 30,-2
pausemovetime = 9999
supermovetime = 9999
stateno = 16280
ID = 16280
ignorehitpause = 1

[State 6212, ChangeState]
type = ChangeState
trigger1 = Time >= 90
value = 6213

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6213]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6202
ctrl = 0
sprpriority = 3

[State 6213, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 6213, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,3
ignorehitpause = 1

[State 6213, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Knife_16213"
postype = p1
pos = 22,-48
pausemovetime = 9999
supermovetime = 9999
stateno = 16250
ID = 16250
ignorehitpause = 1

[State 6213, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6214

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6214]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6203
ctrl = 0
sprpriority = 3

[State 6214, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 13
range = 0,100

[State 6214, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [0,40]
trigger1 = Time = 50
value = s3,7

[State 6214, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [41,100]
trigger1 = Time = 50
value = s3,6

[State 6214, VarSet]
type = VarSet
trigger1 = var(13) = [0,40]
trigger1 = Time = 90
var(12) = 3

[State 6214, VarSet]
type = VarSet
trigger1 = var(13) = [41,100]
trigger1 = Time = 60
var(12) = 4

[State 6214, ChangeState]
type = ChangeState
trigger1 = var(12) = 3
trigger1 = Time >= 230
value = 6211

[State 6214, ChangeState]
type = ChangeState
trigger1 = var(12) = 4
value = 6215

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6215]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6204
ctrl = 0
sprpriority = 3

[State 6215, VarRangeSet]
type = VarRangeSet
trigger1 = Time = 0
first = 11
last = 13
value = 0
ignorehitpause = 1

[State 6215, VarSet]
type = VarSet
trigger1 = Time = 42
var(12) = 4

[State 6215, ChangeState]
type = ChangeState
trigger1 = Time > 42
value = 6216

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6216]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6210
ctrl = 0
sprpriority = 3

[State 6216, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,8

[State 6216, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) = 0
var(11) = 1

[State 6216, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) = 0
var(12) = 1

[State 6216, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6217

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6217]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6211
ctrl = 0
sprpriority = 3

[State 6217, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 6217, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,3
ignorehitpause = 1

[State 6217, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Knife_16217"
postype = p1
pos = 22,-48
pausemovetime = 9999
supermovetime = 9999
stateno = 16260
ID = 16260
ignorehitpause = 1

[State 6217, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6218

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6218]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6203
ctrl = 0
sprpriority = 3

[State 6218, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 13
range = 0,100

[State 6218, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [0,50]
trigger1 = Time = 50
value = s3,7

[State 6218, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [51,100]
trigger1 = Time = 50
value = s3,6

[State 6218, VarSet]
type = VarSet
trigger1 = var(13) = [0,50]
trigger1 = Time = 90
var(12) = 3

[State 6218, VarSet]
type = VarSet
trigger1 = var(13) = [51,100]
trigger1 = Time = 60
var(12) = 4

[State 6218, ChangeState]
type = ChangeState
trigger1 = var(12) = 3
trigger1 = Time >= 230
value = 6211

[State 6218, ChangeState]
type = ChangeState
trigger1 = var(12) = 4
value = 6219

;----------------------------------------------------------------------
; 463214 + B

[Statedef 6219]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6204
ctrl = 0
sprpriority = 3

[State 6219, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6211

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6220]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6200
ctrl = 0
sprpriority = 3

[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, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(8) >= 0
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6220, VarSet];initialize
type = VarRangeSet
trigger1 = Time = 0
first = 11
last = 13
value = 0
ignorehitpause = 1

[State 6220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6220, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(8) = 0
time = 42
movetime = 42
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s4,4
ignorehitpause = 1

[State 6220, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(10) < 1
flag = NoBG
ignorehitpause = 1

[State 6220, Explod]
type = Explod
trigger1 = AnimElemTime(8) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6220, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(8) = 0
value = -3000
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(11) = 10
helpertype = normal
ownpal = 1
name = "Taru_6220"
postype = p1
pos = ceil(P2Dist X),-300
pausemovetime = 9999
supermovetime = 9999
stateno = 16220
ID = 16220
ignorehitpause = 1

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) = 10
value = s3,5
ignorehitpause = 1

[State 6220, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(11) > 0
trigger1 = var(12) = 1
value = 6222

[State 6220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(11) > 0
trigger1 = var(12) = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6221

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6221]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6205
ctrl = 0
sprpriority = 3

[State 6221, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6221, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(11) = 3

[State 6221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6222]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6201
ctrl = 0
facep2 = 1
sprpriority = 3

[State 6222, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6222, PosSet]
type = PosSet
trigger1 = Time = 0
x = -90

[State 6222, Turn]
type = Turn
trigger1 = Facing = -1

[State 6222, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Lever_16280"
postype = p1
pos = 30,-2
pausemovetime = 9999
supermovetime = 9999
stateno = 16280
ID = 16280
ignorehitpause = 1

[State 6222, ChangeState]
type = ChangeState
trigger1 = Time >= 90
value = 6223

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6223]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6202
ctrl = 0
sprpriority = 3

[State 6223, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6223, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 6223, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,3
ignorehitpause = 1

[State 6223, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Knife_16223"
postype = p1
pos = 22,-48
pausemovetime = 9999
supermovetime = 9999
stateno = 16250
ID = 16250
ignorehitpause = 1

[State 6223, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6224

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6224]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6203
ctrl = 0
sprpriority = 3

[State 6224, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6224, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 13
range = 0,100

[State 6224, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [0,15]
trigger1 = Time = 50
value = s3,7

[State 6224, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [15,100]
trigger1 = Time = 50
value = s3,6

[State 6224, VarSet]
type = VarSet
trigger1 = var(13) = [0,15]
trigger1 = Time = 90
var(12) = 3

[State 6224, VarSet]
type = VarSet
trigger1 = var(13) = [15,100]
trigger1 = Time = 60
var(12) = 4

[State 6224, ChangeState]
type = ChangeState
trigger1 = var(12) = 3
trigger1 = Time >= 230
value = 6221

[State 6224, ChangeState]
type = ChangeState
trigger1 = var(12) = 4
value = 6225

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6225]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6204
ctrl = 0
sprpriority = 3

[State 6225, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6225, VarRangeSet]
type = VarRangeSet
trigger1 = Time = 0
first = 11
last = 13
value = 0
ignorehitpause = 1

[State 6225, VarSet]
type = VarSet
trigger1 = Time = 42
var(12) = 4

[State 6225, ChangeState]
type = ChangeState
trigger1 = Time > 42
value = 6226

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6226]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6210
ctrl = 0
sprpriority = 3

[State 6226, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6226, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,8

[State 6226, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) = 0
var(11) = 1

[State 6226, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) = 0
var(12) = 1

[State 6226, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6227

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6227]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6211
ctrl = 0
sprpriority = 3

[State 6227, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6227, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 6227, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,3
ignorehitpause = 1

[State 6227, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Knife_16227"
postype = p1
pos = 22,-48
pausemovetime = 9999
supermovetime = 9999
stateno = 16260
ID = 16260
ignorehitpause = 1

[State 6227, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6228

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6228]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6203
ctrl = 0
sprpriority = 3

[State 6228, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6228, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 13
range = 15,100

[State 6228, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [15,50]
trigger1 = Time = 50
value = s3,7

[State 6228, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [51,100]
trigger1 = Time = 50
value = s3,6

[State 6228, VarSet]
type = VarSet
trigger1 = var(13) = [15,50]
trigger1 = Time = 90
var(12) = 3

[State 6228, VarSet]
type = VarSet
trigger1 = var(13) = [51,100]
trigger1 = Time = 60
var(12) = 4

[State 6228, ChangeState]
type = ChangeState
trigger1 = var(12) = 3
trigger1 = Time >= 230
value = 6221

[State 6228, ChangeState]
type = ChangeState
trigger1 = var(12) = 4
value = 6229

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6229]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6204
ctrl = 0
sprpriority = 3

[State 6229, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6229, VarRangeSet]
type = VarRangeSet
trigger1 = Time = 0
first = 11
last = 13
value = 0
ignorehitpause = 1

[State 6229, VarSet]
type = VarSet
trigger1 = Time = 42
var(12) = 4

[State 6229, ChangeState]
type = ChangeState
trigger1 = Time > 42
value = 6230

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6230]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6210
ctrl = 0
sprpriority = 3

[State 6230, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,8

[State 6230, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) = 0
var(11) = 1

[State 6230, VarSet]
type = VarSet
trigger1 = AnimElemTime(3) = 0
var(12) = 1

[State 6230, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6231

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6231]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6221
ctrl = 0
sprpriority = 3

[State 6231, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6231, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
ignorehitpause = 1

[State 6231, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,3
ignorehitpause = 1

[State 6231, Helper]
type = Helper
trigger1 = AnimElemTime(9) = 0
helpertype = normal
ownpal = 1
name = "Knife_16231"
postype = p1
pos = 22,-48
pausemovetime = 9999
supermovetime = 9999
stateno = 16270
ID = 16270
ignorehitpause = 1

[State 6231, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6232

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6232]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6203
ctrl = 0
sprpriority = 3

[State 6232, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6232, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 13
range = 50,100

[State 6232, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = s3,9

[State 6232, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [50,90]
trigger1 = Time = 270
value = s3,7

[State 6232, PlaySnd]
type = PlaySnd
trigger1 = var(13) = [91,100]
trigger1 = Time = 270
value = s3,6

[State 6232, VarSet]
type = VarSet
trigger1 = var(13) = [50,90]
trigger1 = Time = 310
var(12) = 3

[State 6232, VarSet]
type = VarSet
trigger1 = var(13) = [91,100]
trigger1 = Time = 310
var(12) = 4

[State 6232, ChangeState]
type = ChangeState
trigger1 = var(12) = 3
trigger1 = Time >= 470
value = 6221

[State 6232, ChangeState]
type = ChangeState
trigger1 = var(12) = 4
value = 6233

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6233]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6204
ctrl = 0
sprpriority = 3

[State 6233, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6233, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6221

;----------------------------------------------------------------------
; 463214 + C

[Statedef 6500]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6500
ctrl = 0
sprpriority = 3

[State 6500, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(5) >= 0
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 6500, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(5) = 0
time = 42
movetime = 42
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s4,4
ignorehitpause = 1

[State 6500, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6500, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(29) < 1
flag = NoBG
ignorehitpause = 1

[State 6500, Explod]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10320
postype = p1
pos = 20,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6500, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 0
value = -3000
ignorehitpause = 1

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(29) = 0
helpertype = normal
name = "Dummy"
postype = p1
pos = 40,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16500
ID = 16500
ignorehitpause = 1

[State 6500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 6600]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[State 6600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6600, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6600, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6600, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6600, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6600, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6600, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6600, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -1000
ignorehitpause = 1

[State 6600, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6600"
postype = p1
pos = -1*ceil(BackEdgeBodyDist+80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16600
ID = 16600
persistent = 0
ignorehitpause = 1

[State 6600, ChangeState]
type = ChangeState
trigger1 = Time >= 96
value = 6101

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

[Statedef 6610]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[State 6610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6610, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6610, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6610, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6610, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6610, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6610, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6610, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -2000
ignorehitpause = 1

[State 6610, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6610"
postype = p1
pos = -1*ceil(BackEdgeBodyDist+80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16610
ID = 16610
persistent = 0
ignorehitpause = 1

[State 6610, ChangeState]
type = ChangeState
trigger1 = Time >= 135
value = 6101

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

[Statedef 6620]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[State 6620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6620, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6620, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6620, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6620, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s4,4
ignorehitpause = 1

[State 6620, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6620, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6620, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6620, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -3000
ignorehitpause = 1

[State 6620, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6620"
postype = p1
pos = -1*ceil(BackEdgeBodyDist+80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16620
ID = 16620
persistent = 0
ignorehitpause = 1

[State 6620, ChangeState]
type = ChangeState
trigger1 = Time >= 195
value = 6101

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

[Statedef 6650]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[State 6650, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6650, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6650, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6650, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,1
darken = 0
p2defmul = 1

[State 6650, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6650, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6650, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6650, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -1000
ignorehitpause = 1

[State 6650, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6650"
postype = p1
pos = ceil(FrontEdgeBodyDist+80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16600
ID = 16650
persistent = 0
ignorehitpause = 1

[State 6650, ChangeState]
type = ChangeState
trigger1 = Time >= 96
value = 6101

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

[Statedef 6660]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[State 6660, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6660, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6660, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6660, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

[State 6660, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6660, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6660, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6660, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -2000
ignorehitpause = 1

[State 6660, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6660"
postype = p1
pos = ceil(FrontEdgeBodyDist+80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16610
ID = 16650
persistent = 0
ignorehitpause = 1

[State 6660, ChangeState]
type = ChangeState
trigger1 = Time >= 135
value = 6101

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

[Statedef 6670]
type = S
movetype = A
physics = S
velset = 0,0
anim = 6100
ctrl = 0
sprpriority = 3

[State 6670, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 6670, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 6670, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6670, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6670, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6670, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s4,4
ignorehitpause = 1

[State 6670, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 6670, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(6) < 0
flag = NoBG
ignorehitpause = 1

[State 6670, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 6670, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(4) = 0
value = -3000
ignorehitpause = 1

[State 6670, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Parent_6670"
postype = p1
pos = ceil(FrontEdgeBodyDist+80),0
pausemovetime = 9999
supermovetime = 9999
stateno = 16620
ID = 16650
persistent = 0
ignorehitpause = 1

[State 6670, ChangeState]
type = ChangeState
trigger1 = Time >= 195
value = 6101

;----------------------------------------------------------------------
; CB6AA

[Statedef 7000]
type = S
movetype = A
physics = S
velset = 0,0
anim = 7000
ctrl = 0
sprpriority = 3

[State 7000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
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];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

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

[State 7000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 41
movetime = 41
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4
ignorehitpause = 1

[State 7000, Helper]	;SuperPause
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Dummy"
ID = 30400
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30400
ignorehitpause = 1

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 1
flag = NoBG
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10330
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 7000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
value = -3000
ignorehitpause = 1

[State 7000, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 5.8
y = -4
ignorehitpause = 1

[State 7000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
physics = N
statetype = A
ignorehitpause = 1

[State 7000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = 0.4
ignorehitpause = 1

[State 7000, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(2) > 0
trigger1 = Pos Y >= 0
value = 7001

;----------------------------------------------------------------------
; CB6AA

[Statedef 7001]
type = S
movetype = A
physics = S
velset = 0,0
anim = 7001
ctrl = 0
sprpriority = 3

[State 7001, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 6
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, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 7001, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7001, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 7001, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,HT
hitflag = MAF
guardflag = L
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*0),0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-10+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = -5
air.velocity = 0,0
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1stateno = 7002
p2stateno = 47002
p2facing = 1

[State 7001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; CB6AA

[Statedef 7002]
type = S
movetype = A
physics = S
velset = 0,0
anim = 7002
ctrl = 0
sprpriority = 3

[State 7002, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7002, Explod]
type = Explod
trigger1 = Time = 0
anim = 16208
ID = 16208
postype = Left
pos = 0,0
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 10
ontop = 1
ignorehitpause = 1

[State 7002, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 16208
trans = AddAlpha
alpha = var(11),256-var(11)

[State 7002, VarAdd]
type = VarAdd
trigger1 = Time = [0,7]
var(11) = 32

[State 7002, AssertSpecial]
type = AssertSpecial
trigger1 = Time > 10
flag = Invisible
ignorehitpause = 1

[State 7002, PosSet]
type = PosSet
trigger1 = Time = 10
x = 0
y = 200

[State 7002, Turn]
type = Turn
trigger1 = Facing = -1
trigger1 = Time = 10

[State 7003, TargetState]
type = TargetState
trigger1 = Time = 10
value = 47003

[State 7002, ChangeState]
type = ChangeState
trigger1 = Time >= 24
value = 7003

;----------------------------------------------------------------------
; CB6AA

[Statedef 7003]
type = A
movetype = A
physics = N
velset = 0,-2
anim = 7003
ctrl = 0
sprpriority = 5

[State 7003, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 7003, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7003, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7003, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7003, VarSet];HitCounter
type = VarSet
trigger1 = Time = 0
var(12) = 0
ignorehitpause = 1

[State 7003, VarAdd];HitCounter
type = VarAdd
trigger1 = MoveHit
var(12) = 1
ignorehitpause = 1

[State 7003, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(16208)
ID = 16208
trans = AddAlpha
alpha = var(11),256-var(11)

[State 7003, VarAdd]
type = VarAdd
trigger1 = Time = [0,7]
var(11) = 32

[State 7003, VarSet]
type = VarSet
trigger1 = Time = 8
var(11) = 0

[State 7003, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 8
ID = 16208

[State 7003, VelSet]
type = VelSet
trigger1 = Pos Y < 180
x = 1.5
persistent = 0

[State 7003, VelAdd]
type = VelAdd
trigger1 = Pos Y < 180
trigger1 = Vel X > -0.5
trigger1 = Time % 2 = 0
x = -0.05
ignorehitpause = 1

[State 7003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = GlobalNoShadow
ignorehitpause = 1

[State 7003, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7003, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "BG_7003"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 17005
ID = 17005
ignorehitpause = 1

[State 7003, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = 0,70
pausemovetime = 0
supermovetime = 0
stateno = 17000
ID = 17000
ignorehitpause = 1

[State 7003, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = 0,140
pausemovetime = 0
supermovetime = 0
stateno = 17000
ID = 17001
ignorehitpause = 1

[State 7003, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = 0,210
pausemovetime = 0
supermovetime = 0
stateno = 17000
ID = 17002
ignorehitpause = 1

[State 7003, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = 0,280
pausemovetime = 0
supermovetime = 0
stateno = 17000
ID = 17003
ignorehitpause = 1

[State 7003, TargetState]
type = TargetState
trigger1 = Time = 0
value = 47004

[State 7003, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = NumTarget
triggerall = var(11) < 14
triggerall = Enemy,StateNo = [47002,47005]
trigger1 = Time % 5 = 0
attr = A,HA
hitflag = MAF
guardflag = 
animtype = light
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(fvar(0)*0),0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -50+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-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-fvar(0))*0,0
guard.velocity = -5
air.velocity = 0.5,-4.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1sprpriority = 5
p2stateno = 47005

[State 7003, Explod]
type = Explod
trigger1 = var(12) = 14
anim = 17006
ID = 17006
postype = Left
pos = 0,0
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 10
ontop = 1
ignorehitpause = 1

[State 7003, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(17006)
ID = 17006
trans = AddAlpha
alpha = var(11),256-var(11)

[State 7003, VarAdd]
type = VarAdd
triggerall = var(11) < 256
trigger1 = var(12) = 14
var(11) = 32

[State 7003, TargetState]
type = TargetState
trigger1 = var(11) = 256
value = 47006

[State 7003, VarSet]
type = VarSet
trigger1 = var(11) = 256
var(13) = 1

[State 7003, VelSet]
type = VelSet
trigger1 = var(13) = 1
x = 0
y = 0

[State 7003, ChangeState]
type = ChangeState
trigger1 = var(13) = 1
value = 7004

;----------------------------------------------------------------------
; CB6AA

[Statedef 7004]
type = A
movetype = A
physics = N
velset = 0,0
anim = 7004
ctrl = 0
sprpriority = 5

[State 7004, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 7004, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7004, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7004, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0
ignorehitpause = 1

[State 7004, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(17006)
ID = 17006
trans = AddAlpha
alpha = var(11),256-var(11)

[State 7004, VarAdd]
type = VarAdd
triggerall = var(11) > 0
trigger1 = Time > 30
var(11) = -32

[State 7004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = GlobalNoShadow
ignorehitpause = 1

[State 7004, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7004, PosSet]
type = PosSet
trigger1 = Time = 0
x = -300
y = 0

[State 7004, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = -60,0
pausemovetime = 0
supermovetime = 0
stateno = 17006
ID = 17000
ignorehitpause = 1

[State 7004, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = -120,0
pausemovetime = 0
supermovetime = 0
stateno = 17006
ID = 17001
ignorehitpause = 1

[State 7004, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = -180,0
pausemovetime = 0
supermovetime = 0
stateno = 17006
ID = 17002
ignorehitpause = 1

[State 7004, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
ownpal = 1
name = "Itaru_7003"
postype = p1
pos = -240,0
pausemovetime = 0
supermovetime = 0
stateno = 17006
ID = 17003
ignorehitpause = 1

[State 7004, VelSet]
type = VelSet
trigger1 = Time = 30
x = 7.4

[State 7004, VelSet]
type = VelSet
trigger1 = Time = 62
x = 0

[State 7004, ChangeState]
type = ChangeState
trigger1 = Time = 63
value = 7005

;----------------------------------------------------------------------
; CB6AA

[Statedef 7005]
type = A
movetype = A
physics = N
velset = 0,0
anim = 7005
ctrl = 0
sprpriority = 2

[State 7005, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 7005, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 7005, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 7005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = GlobalNoShadow
ignorehitpause = 1

[State 7005, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 36,-57

[State 7005, TargetState]
type = TargetState
trigger1 = AnimElemTime(2) = 1
value = 47007

[State 7005, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = s1,6
channel = 3

[State 7005, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) = 1
value = ceil(-590*fvar(0)*(const(data.attack)*0.01))
absolute = 0
kill = 1

[State 7005, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7006

;----------------------------------------------------------------------
; CB6AA

[Statedef 7006]
type = A
movetype = A
physics = N
anim = 7006
ctrl = 0
velset = 7.4,0
sprpriority = 2

[State 7006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = GlobalNoShadow
ignorehitpause = 1

[State 7007, VelAdd]
type = VelAdd
trigger1 = Pos X > -40
trigger1 = Vel Y > -1.5
y = -0.1

[State 7006, VarSet]
type = VarSet
trigger1 = Time = 0
var(13) = 2

[State 7006, VarSet]
type = VarSet
trigger1 = Time = 25
var(13) = 3

[State 7006, Helper]
type = Helper
trigger1 = Time = 22
helpertype = normal
ownpal = 1
name = "Screen_7006"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 17008
ignorehitpause = 1

[State 7006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7006, ChangeState]
type = ChangeState
trigger1 = Time = 25
value = 7007

;----------------------------------------------------------------------
; CB6AA

[Statedef 7007]
type = A
movetype = A
physics = N
anim = 42
ctrl = 0
velset = -3.0,-8.0

[State 7007, PosSet]
type = PosSet
trigger1 = Time = 0
y = -80

[State 7007, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 7007, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 7007, ChangeState]
type = ChangeState
trigger1 = Time > 3
trigger1 = Pos Y >= 0
value = 52

