;======================================================================
;======================================================================
; Helper states file for "UNKNOWN"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 10420]
type = S
movetype = A
physics = N
anim = 2420
ctrl = 0
sprpriority = 3

[State 10420, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10420
time = -1
ignorehitpause = 1

[State 10420, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10420, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10420, AssertSpecial]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = 7,23

[State 10420, ChangeState]
type = ChangeState
trigger1 = Root,StateType != A
trigger2 = Root,MoveType = H
trigger3 = isHelper(10420) && Root,StateNo != 420
trigger4 = isHelper(10470) && Root,StateNo != 470
trigger5 = Root,AnimElemTime(17) >= 0
value = 10421

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 10421]
type = S
movetype = A
physics = N
anim = 2421
ctrl = 0
sprpriority = 3

[State 10421, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10421
time = -1
ignorehitpause = 1

[State 10421, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10421, AssertSpecial]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = 7,23

[State 10421, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10421, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 10430]
type = S
movetype = A
physics = N
anim = 2420
ctrl = 0
sprpriority = 3

[State 10430, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10430
time = -1
ignorehitpause = 1

[State 10430, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10430, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10430, AssertSpecial]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = 45,-32

[State 10430, ChangeState]
type = ChangeState
trigger1 = Root,StateType != A
trigger2 = Root,MoveType = H
trigger3 = isHelper(10430) && Root,StateNo != 430
trigger4 = isHelper(10480) && Root,StateNo != 480
trigger5 = Root,AnimElemTime(10) >= 0
value = 10431

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 10431]
type = S
movetype = A
physics = N
anim = 2421
ctrl = 0
sprpriority = 3

[State 10431, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10431
time = -1
ignorehitpause = 1

[State 10431, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10431, AssertSpecial]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = 45,-32

[State 10431, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10431, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; Throw

[Statedef 10500]
type = S
movetype = A
physics = N
anim = 10500
ctrl = 0
sprpriority = 3

[State 10500, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10500
time = -1
ignorehitpause = 1

[State 10500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10500, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = S,NT
hitflag = M-
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = 0,0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,8
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 1
fall.recovertime = 50+ifelse((Root,var(41)%10 = [1,2]),1000,0)
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 10510
p2stateno = 40510
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 10500, DestroySelf]
type = DestroySelf
trigger1 = Time = 1

;----------------------------------------------------------------------
; Throw - Success

[Statedef 10510]
type = S
movetype = A
physics = N
anim = 10502
ctrl = 0
velset = 0,0
sprpriority = 3

[State 10510, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10510
time = -1
ignorehitpause = 1

[State 10510, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10510, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -5

[State 10510, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Clsn"
postype = p1
pos = -80,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10511
ID = 10511
ignorehitpause = 1

[State 10510, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Clsn"
postype = p1
pos = 80,0
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 10511
ID = 10512
ignorehitpause = 1

[State 10510, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(12) = 1
ignorehitpause = 1

[State 10510, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,-30

[State 10510, ChangeState]
type = ChangeState
trigger1 = Time > 13
value = 10515

;----------------------------------------------------------------------
; Throw - Success

[Statedef 10511]
type = S
movetype = A
physics = N
anim = ifelse(isHelper(10511),10501,10503)
ctrl = 0
velset = 0,0
sprpriority = 3

[State 10511, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10511
time = -1
ignorehitpause = 1

[State 10511, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10511, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = ifelse(isHelper(10511),4.5,-4.5)
y = -5

[State 10511, ChangeState]
type = ChangeState
trigger1 = Time > 13
value = 10515

;----------------------------------------------------------------------
; Throw - Success

[Statedef 10515]
type = S
movetype = A
physics = N
anim = 10510
ctrl = 0
velset = 0,-3
sprpriority = 3

[State 10515, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10515
time = -1
ignorehitpause = 1

[State 10515, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10515, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 10515, TargetBind]
type = TargetBind
trigger1 = NumTarget
pos = 0,-50

[State 10515, TargetState]
type = TargetState
trigger1 = NumTarget
value = 40511
persistent = 0

[State 10515, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 10516

;----------------------------------------------------------------------
; Throw - Success

[Statedef 10516]
type = S
movetype = A
physics = N
anim = 10511
ctrl = 0
velset = 0,0
sprpriority = 3

[State 10516, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10516
time = -1
ignorehitpause = 1

[State 10516, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10516, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 10516, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10516, VelSet]
type = VelSet
trigger1 = Time = 2
x = 5

[State 10516, Turn]
type = Turn
trigger1 = isHelper(10500)
trigger1 = var(1) = 1
persistent = 0

[State 10516, VarSet]
type = VarSet
trigger1 = isHelper(10500)
trigger1 = Time = 0
trigger1 = FrontEdgeBodyDist < 150
var(1) = 1
ignorehitpause = 1

[State 10516, Turn]
type = Turn
triggerall = Parent,var(1) = 1
triggerall = Time > 0
trigger1 = isHelper(10511)
trigger2 = isHelper(10512)
persistent = 0

[State 10516, TargetBind]
type = TargetBind
trigger1 = NumTarget
pos = 0,-50

[State 10516, ParentVarSet]
type = ParentVarSet
trigger1 = Time > 2
trigger1 = isHelper(10500)
trigger1 = FrontEdgeBodyDist < 35
var(12) = 2
ignorehitpause = 1

[State 10516, ChangeState]
type = ChangeState
trigger1 = Time > 2
trigger1 = isHelper(10500)
trigger1 = FrontEdgeBodyDist < 35
value = 10517

[State 10516, ChangeState]
type = ChangeState
triggerall = Parent,var(0) = 1
trigger1 = isHelper(10511)
trigger2 = isHelper(10512)
value = 10517

;----------------------------------------------------------------------
; Throw - Success

[Statedef 10517]
type = S
movetype = A
physics = N
anim = 10512
ctrl = 0
velset = 0,0
sprpriority = 3

[State 10517, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10517
time = -1
ignorehitpause = 1

[State 10517, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10516, TargetFacing]
type = TargetFacing
trigger1 = NumTarget
trigger1 = Target,Facing = Facing
value = -1
persistent = 0

[State 10517, TargetState]
type = TargetState
trigger1 = NumTarget
value = 40512+ifelse((Root,var(41)%10 = [1,2]),1,0)
persistent = 0

[State 10517, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-80*root,fvar(0)*(root,const(data.attack)*0.01))
absolute = 0
kill = 1

[State 10517, Correction]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 25
ignorehitpause = 1

[State 10517, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 1
ignorehitpause = 1

[State 10517, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5

[State 10517, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -200

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

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

[Statedef 10730]
type = S
movetype = A
physics = N
anim = 10730
ctrl = 0
velset = 0,0
sprpriority = 5

[State 10730, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 10730
time = -1
ignorehitpause = 1

[State 10730, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10730, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10730, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 50,25
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8,-4
guard.velocity = -5
air.velocity = -8,-4
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
persistent = 0
p1sprpriority = 5

[State 10730, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 10730, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 10730, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 10730, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 10730, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11100]
type = S
movetype = A
physics = S
anim = 11100
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11100, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*70),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-10
guard.velocity = -5
air.velocity = 0,-10
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0
p1sprpriority = 5

[State 11100, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 11100, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11100, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

[State 11100, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(1) = 1
ignorehitpause = 1

[State 11100, ParentVarSet]
type = ParentVarSet
trigger1 = MoveGuarded
var(1) = 2
ignorehitpause = 1

[State 11100, ParentVarSet]
type = ParentVarSet
trigger1 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveReversed
trigger2 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveHit
var(1) = 3
ignorehitpause = 1

[State 11100, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11100, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11101]
type = S
movetype = A
physics = S
anim = 11101
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11101, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*70),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8,-6
guard.velocity = -5
air.velocity = -8,-6
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0
p1sprpriority = 5

[State 11101, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 11101, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11101, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

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

[State 11101, ParentVarSet]
type = ParentVarSet
trigger1 = MoveGuarded
var(1) = 2
ignorehitpause = 1

[State 11101, ParentVarSet]
type = ParentVarSet
trigger1 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveReversed
trigger2 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveHit
var(1) = 3
ignorehitpause = 1

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

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

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

[Statedef 11110]
type = S
movetype = A
physics = S
anim = 11100
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11110, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*100),10
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-10
guard.velocity = -5
air.velocity = 0,-10
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5
persistent = 0

[State 11110, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 11110, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11110, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

[State 11110, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(1) = 1
ignorehitpause = 1

[State 11110, ParentVarSet]
type = ParentVarSet
trigger1 = MoveGuarded
var(1) = 2
ignorehitpause = 1

[State 11110, ParentVarSet]
type = ParentVarSet
trigger1 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveReversed
trigger2 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveHit
var(1) = 3
ignorehitpause = 1

[State 11110, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11110, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11120]
type = S
movetype = A
physics = S
anim = 11100
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11120, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*70),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-8
guard.velocity = -5
air.velocity = 0,-8
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5
persistent = 0

[State 11120, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 11120, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11120, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 4
ignorehitpause = 1

[State 11120, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
var(1) = 1
ignorehitpause = 1

[State 11120, ParentVarSet]
type = ParentVarSet
trigger1 = MoveGuarded
var(1) = 2
ignorehitpause = 1

[State 11120, ParentVarSet]
type = ParentVarSet
trigger1 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveReversed
trigger2 = EnemyNear,AuthorName = "586" && (EnemyNear,StateNo = [120,155]) && MoveHit
var(1) = 3
ignorehitpause = 1

[State 11120, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11120, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236 + A or B

[Statedef 11200]
type = S
movetype = A
physics = S
anim = 11200
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11200, VarSet]
type = VarSet
trigger1 = 1
var(0) = Time
ignorehitpause = 1

[State 11200, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time >= 7
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*15),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -3.5,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0
p1sprpriority = 5

[State 11200, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11200, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11200, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 11200, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
trigger3 = Root,StateNo = [7000,7009]
value = 11201
ignorehitpause = 1

[State 11200, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11200, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(11205) >= 1
value = 11205
ignorehitpause = 1

[State 11200, ChangeState]
type = ChangeState
triggerall = var(0) >= 74
trigger1 = isHelper(11200)
trigger2 = isHelper(11210)
value = 11202
ignorehitpause = 1

[State 11200, ChangeState]
type = ChangeState
triggerall = var(0) >= 144
trigger1 = isHelper(11250)
trigger2 = isHelper(11260)
value = 11202
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + A or B

[Statedef 11201]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11201, VarSet]
type = VarSet
trigger1 = 1
var(1) = var(0)+Time
ignorehitpause = 1

[State 11201, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 11201, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 4
trigger2 = Time = 16
trigger3 = Time = 28
trigger4 = Time = 40
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*15),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -3.5,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5

[State 11201, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11201, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11201, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 11201, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11201, ChangeState]
type = ChangeState
trigger1 = var(10) = 4
trigger2 = Root,StateNo = [7000,7009]
value = 11203
ignorehitpause = 1

[State 11201, ChangeState]
type = ChangeState
trigger1 = Root,NumProjID(11205) >= 1
value = 11205
ignorehitpause = 1

[State 11201, ChangeState]
type = ChangeState
triggerall = var(1) >= 74
trigger1 = isHelper(11200)
trigger2 = isHelper(11210)
value = 11202
ignorehitpause = 1

[State 11201, ChangeState]
type = ChangeState
triggerall = var(1) >= 144
trigger1 = isHelper(11250)
trigger2 = isHelper(11260)
value = 11202
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + A or B

[Statedef 11202]
type = S
movetype = A
physics = S
anim = 11202
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11202, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11202
time = -1
ignorehitpause = 1

[State 11202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11202, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(11) = 1
ignorehitpause = 1

[State 11202, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236 + A or B

[Statedef 11203]
type = A
movetype = I
physics = N
anim = 11203
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11203, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11203
time = -1
ignorehitpause = 1

[State 11203, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11203, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(11) = 1
ignorehitpause = 1

[State 11203, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236 + A or B

[Statedef 11205]
type = S
movetype = A
physics = N
anim = 11205
ctrl = 0
velset = 9,0
sprpriority = 5

[State 11205, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11205
time = -1
ignorehitpause = 1

[State 11205, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11205, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 11205, VarSet]
type = VarSet
trigger1 = 1
var(0) = Time
ignorehitpause = 1

[State 11205, VelMul]
type = VelMul
trigger1 = Time > 5
trigger1 = Vel X > 0
x = 0.9
ignorehitpause = 1

[State 11205, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time = 7
trigger2 = Time = 17
trigger3 = Time = 27
trigger4 = Time = 37
trigger5 = Time = 57
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*15),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5

[State 11205, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11205, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11205, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 11205, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
trigger3 = Root,StateNo = [7000,7009]
value = 11206
ignorehitpause = 1

[State 11205, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11205, ChangeState]
type = ChangeState
trigger1 = var(0) >= 74
value = 11202
ignorehitpause = 1

;----------------------------------------------------------------------
; 236 + A or B

[Statedef 11206]
type = S
movetype = A
physics = N
ctrl = 0
sprpriority = 5

[State 11206, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11206
time = -1
ignorehitpause = 1

[State 11206, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11206, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11206, VarSet]
type = VarSet
trigger1 = 1
var(1) = var(0)+Time
ignorehitpause = 1

[State 11206, VelMul]
type = VelMul
trigger1 = var(1) > 5
trigger1 = Vel X > 0
x = 0.9
ignorehitpause = 1

[State 11206, VarAdd]
type = VarAdd
trigger1 = MoveContact
trigger2 = MoveReversed
var(10) = 1
ignorehitpause = 1

[State 11206, Hitdef]
type = Hitdef
triggerall = isHelper(11200) || isHelper(11250)
triggerall = Root,var(4) = 1
triggerall = var(10) < 2
trigger1 = Time = 7
trigger2 = Time = 20
trigger3 = Time = 33
trigger4 = Time = 46
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*15),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5

[State 11206, Hitdef]
type = Hitdef
triggerall = isHelper(11210) || isHelper(11260)
triggerall = Root,var(4) = 1
trigger1 = Time = 7
trigger2 = Time = 20
trigger3 = Time = 33
trigger4 = Time = 46
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*15),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5

[State 11206, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11206, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11206, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 11206, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11206, ChangeState]
type = ChangeState
trigger1 = var(1) >= 74
value = 11202
ignorehitpause = 1

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

[Statedef 11220]
type = S
movetype = A
physics = N
anim = 11200
ctrl = 0
velset = 1,0
sprpriority = 5

[State 11220, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 11220
time = -1
ignorehitpause = 1

[State 11220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11220, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11220, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.05
ignorehitpause = 1

[State 11220, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*45),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5
p2facing = 1

[State 11220, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 41220
ignorehitpause = 1

[State 11220, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11220, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11220, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 30
ignorehitpause = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s3,12
ignorehitpause = 1

[State 11220, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
trigger3 = Root,StateNo = [7000,7009]
value = 11203
ignorehitpause = 1

[State 11220, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11220, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodydist <= -100

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

[Statedef 11300]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11300, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 11300+isHelper(11300)*0+isHelper(11301)*1+isHelper(11302)*2+isHelper(11303)*3
ignorehitpause = 1

[State 11300, VelSet]
type = VelSet
trigger1 = Time > 0
x = 10.8
y = 0
ignorehitpause = 1

[State 11300, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*30),3
getpower = 20,7
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0
p1sprpriority = 5

[State 11300, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 11300, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31000
ignorehitpause = 1

[State 11300, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11300, Correction]
type = Null;Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 2
ignorehitpause = 1

[State 11300, VarSet];EXCLUSIVE
type = ParentVarSet
trigger1 = MoveHit
fvar(12) = 2
ignorehitpause = 1

[State 11300, VarSet];EXCLUSIVE
type = ParentVarAdd
trigger1 = MoveHit
fvar(11) = 1
ignorehitpause = 1

[State 11300, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11320
ignorehitpause = 1

[State 11300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11300, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -100

;----------------------------------------------------------------------
; 41236 + B or C

[Statedef 11310]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11310, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 11310+isHelper(11310)*0+isHelper(11311)*1+isHelper(11312)*2+isHelper(11313)*3
ignorehitpause = 1

[State 11310, VelSet]
type = VelSet
trigger1 = Time > 0
x = isHelper(11310)*(8.8)+isHelper(11311)*(5.4)+isHelper(11312)*(1.2)+isHelper(11313)*(5.4)
y = isHelper(11310)*(-6.2)+isHelper(11311)*(-9.4)+isHelper(11312)*(-10.8)+isHelper(11313)*(-9.4)
ignorehitpause = 1

[State 11310, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*30),3
getpower = 20,7
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0
p1sprpriority = 5

[State 11310, StateTypeSet]
type = StateTypeSet
trigger1 = Root,var(4) = 0
movetype = I
ignorehitpause = 1

[State 11310, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31000
ignorehitpause = 1

[State 11310, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11310, Correction]
type = Null;Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 2
ignorehitpause = 1

[State 11310, ParentVarSet];EXCLUSIVE
type = ParentVarSet
trigger1 = MoveHit
fvar(12) = 2
ignorehitpause = 1

[State 11310, ParentVarSet];EXCLUSIVE
type = ParentVarAdd
trigger1 = Root,Var(9) > 0
trigger1 = MoveHit
fvar(11) = 1
ignorehitpause = 1

[State 11310, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 11320
ignorehitpause = 1

[State 11310, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11310, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -480
trigger2 = FrontEdgeBodyDist < -100

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

[Statedef 11320]
type = A
movetype = A
physics = N
anim = ifelse(PrevStateNo = 11300,anim+20,anim+10)
ctrl = 0
velset = -1-((random%20)/10),-6
sprpriority = 5

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

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

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

[State 11320, VelAdd]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.3
ignorehitpause = 1

[State 11320, VarSet]
type = VarSet
trigger1 = Pos Y >= 0
var(0) = 1
ignorehitpause = 1

[State 11320, VelSet]
type = VelSet
trigger1 = var(0) > 0
y = -4
persistent = 0
ignorehitpause = 1

[State 11320, Trans]
type = Trans
trigger1 = Time >= 32
trans = addalpha
alpha = var(1),var(2)
ignorehitpause = 1

[State 11320, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 256

[State 11320, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 11320, VarAdd]
type = VarAdd
trigger1 = var(1) > 0
trigger1 = Time >= 32
var(1) = -8

[State 11320, VarAdd]
type = VarAdd
trigger1 = var(1) < 256
trigger1 = Time >= 32
var(2) = 8

[State 11320, DestroySelf]
type = DestroySelf
trigger1 = Time > 64

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

[Statedef 11400]
type = S
movetype = A
physics = S
anim = 11400+isHelper(11400)*0+isHelper(11401)*1+isHelper(11402)*2
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11400, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*70),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -3,-8
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3
persistent = 0
p1sprpriority = 5

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

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

[State 11400, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

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

[State 11400, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 11410]
type = S
movetype = A
physics = S
anim = 11400+isHelper(11410)*0+isHelper(11411)*1+isHelper(11412)*2
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11410, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*40),4
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -3,-8
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-6.5+EnemyNear,Vel Y*0.25),-6.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3
persistent = 0
p1sprpriority = 5

[State 11410, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11410, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11410, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 6
ignorehitpause = 1

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

[State 11410, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,StateNo = [7000,7009]

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

[Statedef 11420]
type = S
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11420, PosAdd]
type = PosAdd
trigger1 = Time % 23 = 22
x = 50
ignorehitpause = 1

[State 11420, VarAdd]
type = VarAdd
trigger1 = Time % 23 = 22
var(0) = 1
ignorehitpause = 1

[State 11420, Helper]
type = Helper
triggerall = FrontEdgeBodyDist > -60
trigger1 = Time = 0
trigger2 = Time % 23 = 22
helpertype = normal
ownpal = 1
name = "Aruji_1410"
postype = p1
pos = 0,5
pausemovetime = 0
supermovetime = 0
stateno = 11410
ID = 11410+(var(0)%3)
ignorehitpause = 1

[State 11420, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time % 23 = 22
value = s3,0
channel = 1
ignorehitpause = 1

[State 11420, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(11400) = 0
trigger1 = NumHelper(11401) = 0
trigger1 = NumHelper(11402) = 0
trigger1 = FrontEdgeBodyDist < -60
trigger2 = NumHelper(11400) = 0
trigger2 = NumHelper(11401) = 0
trigger2 = NumHelper(11402) = 0
trigger2 = Root,StateNo = [7000,7009]

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

[Statedef 11500]
type = A
movetype = A
physics = N
anim = 11500
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

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

[State 11500, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = 1
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*8),1
getpower = 10,5
givepower = 10,5
pausetime = 0,3
guard.pausetime = 0,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -2,-8
guard.velocity = -5
air.velocity = -2,-8
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3
p1sprpriority = 5

[State 11500, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11500, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11500, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

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

[State 11500, DestroySelf]
type = DestroySelf
trigger1 = Root,MoveType = H
trigger2 = AnimTime = 0

;----------------------------------------------------------------------
; 236 + A or B

[Statedef 11600]
type = A
movetype = A
physics = N
anim = 11200
ctrl = 0
sprpriority = 5

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

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

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

[State 11600, VelSet]
type = VelSet
trigger1 = isHelper(11600)
trigger1 = Time > 7
x = 1.5

[State 11600, VelSet]
type = VelSet
trigger1 = isHelper(11610)
trigger1 = Time > 7
x = 1.125
y = -1.125

[State 11600, VelSet]
type = VelSet
trigger1 = isHelper(11620)
trigger1 = Time > 7
x = 1.125
y = 1.125

[State 11600, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*45),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
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 = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5
p2facing = 1

[State 11600, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 41220
ignorehitpause = 1

[State 11600, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11600, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11600, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 20
ignorehitpause = 1

[State 11600, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s3,12
ignorehitpause = 1

[State 11600, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
trigger3 = Root,StateNo = [7000,7009]
value = 11203
ignorehitpause = 1

[State 11600, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11600, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodydist <= -100

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

[Statedef 11620]
type = A
movetype = A
physics = N
anim = 11200
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11620, VelSet]
type = VelSet
trigger1 = P2BodyDist X > 40
trigger1 = Time > 7
x = 5.5

[State 11620, VelSet]
type = VelSet
trigger1 = P2BodyDist X = [0,40]
trigger1 = Time > 7
x = 2.5

[State 11620, VelSet]
type = VelSet
trigger1 = P2BodyDist X = [-40,-1]
trigger1 = Time > 7
x = -2.5

[State 11620, VelSet]
type = VelSet
trigger1 = P2BodyDist X < -40
trigger1 = Time > 7
x = -5.5

[State 11620, VelSet]
type = VelSet
trigger1 = P2BodyDist Y > 50
trigger1 = Time > 7
y = 2+((random%15)/10)

[State 11620, VelSet]
type = VelSet
trigger1 = P2BodyDist Y < 50
trigger1 = Time > 7
y = -2-((random%15)/10)

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

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

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

[State 11620, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*45),7
getpower = 50,25
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
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 = 999999
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
p1sprpriority = 5
p2facing = 1

[State 11620, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = Target,MoveType = H
value = 41620
ignorehitpause = 1

[State 11620, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 11620, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 11620, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 20
ignorehitpause = 1

[State 11620, PlaySnd]
type = PlaySnd
trigger1 = MoveHit
value = s3,12
ignorehitpause = 1

[State 11620, ChangeState]
type = ChangeState
trigger1 = MoveGuarded
trigger2 = MoveReversed
value = 11202
ignorehitpause = 1

[State 11620, ChangeState]
type = ChangeState
trigger1 = MoveHit
trigger2 = EnemyNear,StateNo = 41620
trigger3 = Root,StateNo = [7000,7009]
value = 11203
ignorehitpause = 1

[State 11620, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11620, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodydist <= -100
trigger2 = Time > 240

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

[Statedef 16000]
type = A
movetype = A
physics = N
anim = 16000
ctrl = 0
velset = 0,0
sprpriority = -5

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

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

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

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 7
time = 1
pos = 4,-25
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 8
time = 1
pos = 29,-18
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 9
time = 1
pos = 26,-53
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 10
trigger2 = Root,AnimElem = 11
trigger3 = Root,AnimElem = 12
time = 1
pos = 22,-70
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 13
time = 1
pos = -6,-86
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 14
trigger2 = Root,AnimElem = 15
trigger3 = Root,AnimElem = 16
time = 1
pos = -24,-74
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 17
time = 1
pos = 59,-29
ignorehitpause = 1

[State 16000, BindToRoot]
type = BindToRoot
trigger1 = Root,AnimElem = 18
time = 1
pos = 39,-6
ignorehitpause = 1

[State 16000, Explod]
type = Explod
trigger1 = Root,AnimElemTime(18) = 0
anim = 16001
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 4

[State 16000, SprPriority]
type = SprPriority
trigger1 = Root,AnimElem = 17
value = 5
ignorehitpause = 1

[State 16000, ChangeState]
type = ChangeState
trigger1 = Root,AnimElemTime(18) >= 0
value = 16001
ignorehitpause = 1

[State 16000, DestroySelf]
type = DestroySelf
trigger1 = isHelper(16000) && Root,StateNo != 6000
trigger2 = isHelper(16010) && Root,StateNo != 6010
trigger3 = isHelper(16020) && Root,StateNo != 6020

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

[Statedef 16001]
type = A
movetype = A
physics = N
ctrl = 0
velset = 3,6
sprpriority = 5

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

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

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

[State 16001, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 7 = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*10),3
getpower = 0,0
givepower = 10,5
pausetime = 3,3
guard.pausetime = 3,3
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-3
guard.velocity = -5
air.velocity = 0,-3
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(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3

[State 16001, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16001, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16001, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16001, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger2 = MoveReversed
ignorehitpause = 1

[State 16001, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 16000+isHelper(16000)*2+isHelper(16010)*10+isHelper(16020)*20
ignorehitpause = 1

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

[Statedef 16002]
type = S
movetype = A
physics = S
ctrl = 0
anim = 16002
velset = 0,0
sprpriority = 5

[State 16002, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16002
time = -1
ignorehitpause = 1

[State 16002, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16002, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 16002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,4
persistent = 0
ignorehitpause = 1

[State 16002, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*200),20
getpower = 0,0
givepower = 200,100
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-12
guard.velocity = -5
air.velocity = 0,-12
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(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
persistent = 0

[State 16002, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 16002, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16002, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 35
ignorehitpause = 1

[State 16002, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16002, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16010]
type = S
movetype = A
physics = S
ctrl = 0
anim = 16010
velset = 0,0
sprpriority = 5

[State 16010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16010
time = -1
ignorehitpause = 1

[State 16010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16010, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 16010, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,4
persistent = 0
ignorehitpause = 1

[State 16010, Explod]
type = Explod
trigger1 = Time = 0
anim = 16002
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 16010, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*280),20
getpower = 0,0
givepower = 200,100
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-16
guard.velocity = -5
air.velocity = 0,-16
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(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6
persistent = 0

[State 16010, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 16010, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16010, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 35
ignorehitpause = 1

[State 16010, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16010, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16020]
type = S
movetype = A
physics = S
ctrl = 0
anim = 16010
velset = 0,0
sprpriority = 5

[State 16020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16020
time = -1
ignorehitpause = 1

[State 16020, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16020, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
ignorehitpause = 1

[State 16020, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 16020, PlaySnd]
type = PlaySnd
trigger1 = isHelper(16020)
trigger1 = Time = 0
value = s3,4
persistent = 0
channel = 1
ignorehitpause = 1

[State 16020, PlaySnd]
type = PlaySnd
triggerall = isHelper(16020)
trigger1 = Time = 15
trigger2 = Time = 30
value = s3,4
channel = 1
ignorehitpause = 1

[State 16020, Explod]
type = Explod
trigger1 = Time = 0
anim = 16002
postype = p1
pos = 0,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3

[State 16020, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time > 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*200),20
getpower = 0,0
givepower = 200,100
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8,-12
guard.velocity = -5
air.velocity = -8,-12
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(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.5
persistent = 0

[State 16020, Helper]
type = Helper
trigger1 = isHelper(16020)
trigger1 = Time = 15
helpertype = normal
name = "Sun_6020"
postype = p1
pos = 90,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16020
ID = 16030
ignorehitpause = 1

[State 16020, Helper]
type = Helper
trigger1 = isHelper(16020)
trigger1 = Time = 30
helpertype = normal
name = "Sun_6020"
postype = p1
pos = 180,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 16020
ID = 16030
ignorehitpause = 1

[State 16020, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 16020, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16020, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 30
ignorehitpause = 1

[State 16020, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16020, ChangeAnim]
type = ChangeAnim
triggerall = isHelper(16020)
trigger1 = Anim = 16010
trigger1 = AnimTime = 0
value = 99990
ignorehitpause = 1

[State 16020, DestroySelf]
type = DestroySelf
trigger1 = isHelper(16020) && Time > 30 && NumHelper(16030) = 0
trigger2 = isHelper(16030) && AnimTime = 0

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

[Statedef 16100]
type = S
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16100
time = -1
ignorehitpause = 1

[State 16100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

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

[State 16100, Helper]
type = Helper
trigger1 = Time < 14
helpertype = normal
ownpal = 1
name = "Aruji_16110"
postype = p1
pos = ifelse(isHelper(16100),var(0),var(0)*(-1)),0
pausemovetime = 0
supermovetime = 0
stateno = 16110
ID = 16110+var(1)
facing = ifelse(isHelper(16100),-1,1)
ignorehitpause = 1

[State 16100, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 15
ignorehitpause = 1

[State 16100, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,5
ignorehitpause = 1

[State 16100, DestroySelf]
type = DestroySelf
trigger1 = Time > 5
trigger1 = NumHelper(16110) = 0
trigger1 = NumHelper(16111) = 0
trigger1 = NumHelper(16112) = 0
trigger1 = NumHelper(16113) = 0
trigger1 = NumHelper(16114) = 0
trigger1 = NumHelper(16115) = 0

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

[Statedef 16110]
type = S
movetype = A
physics = N
anim = 16110+isHelper(16110)*0+isHelper(16111)*1+isHelper(16112)*2+isHelper(16113)*3+isHelper(16114)*4+isHelper(16115)*5
ctrl = 0
sprpriority = 5

[State 16110, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16110
time = -1
ignorehitpause = 1

[State 16110, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16110, VelSet]
type = VelSet
trigger1 = Time = 3
x = 2.0+fvar(1)
ignorehitpause = 1

[State 16110, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 20,80
ignorehitpause = 1

[State 16110, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(0) = var(0)
ignorehitpause = 1

[State 16110, VarSet]
type = VarSet
trigger1 = Time = 2
fvar(1) = fvar(0)/100
ignorehitpause = 1

[State 16110, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*5),2
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0
p2facing = 1
p1sprpriority = 5

[State 16110, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16110, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16110, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16110, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16110, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -40

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

[Statedef 16120]
type = S
movetype = A
physics = N
anim = 16110+isHelper(16120)*0+isHelper(16121)*1+isHelper(16122)*2+isHelper(16123)*3+isHelper(16124)*4+isHelper(16125)*5
ctrl = 0
sprpriority = 5

[State 16120, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16120
time = -1
ignorehitpause = 1

[State 16120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16120, VelSet]
type = VelSet
trigger1 = Time = 3
x = 2.0+fvar(1)
ignorehitpause = 1

[State 16120, VarRandom]
type = VarRandom
trigger1 = 1
v = 0
range = 20,80
ignorehitpause = 1

[State 16120, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(0) = var(0)
ignorehitpause = 1

[State 16120, VarSet]
type = VarSet
trigger1 = Time = 2
fvar(1) = fvar(0)/100
ignorehitpause = 1

[State 16120, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(0) = 5
ignorehitpause = 1

[State 16120, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
var(2) = 1
ignorehitpause = 1

[State 16120, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*5),2
getpower = 0,0
givepower = 10,5
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10200
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2.5,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.35
persistent = 0
p2facing = 1
p1sprpriority = 5

[State 16120, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31002
ignorehitpause = 1

[State 16120, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16120, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 2
ignorehitpause = 1

[State 16120, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16120, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist < -30

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

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

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

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

[State 16200, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.5

[State 16200, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,HT
hitflag = MAF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = ifelse(root,var(41)%10 != 0,100,0),0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,6
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 16202
p2stateno = 46201
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 16200, StateTypeSet]
type = StateTypeSet
trigger1 = Root,MoveType = H
movetype = I
ignorehitpause = 1

[State 16200, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 5
value = 16201

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

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

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

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

[State 16201, PosSet]
type = PosSet
trigger1 = Time = 0
y = 5
ignorehitpause = 1

[State 16201, Trans]
type = Trans
trigger1 = Time > 78
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16201, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 78
var(0) = 8

[State 16201, DestroySelf]
type = DestroySelf
trigger1 = Time > 110

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

[Statedef 16202]
type = S
movetype = I
physics = S
anim = 16200
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

[State 16202, 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 16202, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 16208
trans = AddAlpha
alpha = var(0),256-var(0)

[State 16202, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 16

[State 16202, VarAdd]
type = VarAdd
trigger1 = Time = [96,112]
var(0) = -16

[State 16202, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 113
trigger2 = Root,MoveType = H
ID = 16208

[State 16202, TargetFacing]
type = TargetFacing
trigger1 = Facing = -1
trigger1 = Time = 30
value = ifelse(Target,Facing = 1,1,-1)

[State 16202, Turn]
type = Turn
trigger1 = Facing = -1
trigger1 = Time = 30

[State 16202, TargetState]
type = TargetState
trigger1 = Time = 30
value = 46202

[State 16202, TargetBind]
type = TargetBind
trigger1 = Time > 30
pos = 0,0

[State 16202, PosSet]
type = PosSet
trigger1 = Time = 35
x = 90
y = 5

[State 16202, SprPriority]
type = SprPriority
trigger1 = Time > 30
value = -5

[State 16202, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 30
var(12) = 1

[State 16202, TargetState]
type = TargetState
trigger1 = Root,MoveType = H
value = 46205
persistent = 0

[State 16202, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 2
trigger2 = Root,MoveType = H
value = 16203

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

[Statedef 16203]
type = S
movetype = I
physics = S
anim = 16202
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16203, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16203
time = -1
ignorehitpause = 1

[State 16203, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16203, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46203

[State 16203, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 16203, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 3
value = 16204

[State 16203, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 4
value = 16205

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

[Statedef 16204]
type = S
movetype = A
physics = S
anim = 16203
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16204, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16204
time = -1
ignorehitpause = 1

[State 16204, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16204, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46204

[State 16204, TargetFacing]
type = TargetFacing
trigger1 = Time = 0
value = Target,Facing*(-1)

[State 16204, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-180*root,fvar(0)*(root,const(data.attack)*0.01))
absolute = 0
kill = 1

[State 16204, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 16204, Explod]
type = Explod
trigger1 = Time = 0
anim = 10260
postype = p1
pos = 0,-80
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16204, Trans]
type = Trans
trigger1 = Time > 68
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16204, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 68
var(0) = 8

[State 16204, DestroySelf]
type = DestroySelf
trigger1 = Time > 100

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

[Statedef 16205]
type = S
movetype = A
physics = S
anim = 16202
ctrl = 0
velset = 0,0
sprpriority = -5

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

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

[State 16205, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46205

[State 16205, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16205, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
var(0) = 8

[State 16205, DestroySelf]
type = DestroySelf
trigger1 = Time > 32

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

[Statedef 16210]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

[State 16210, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.5

[State 16210, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,HT
hitflag = MAF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = ifelse(root,var(41)%10 != 0,100,0),0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,6
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 16212
p2stateno = 46201
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 16210, StateTypeSet]
type = StateTypeSet
trigger1 = Root,MoveType = H
movetype = I
ignorehitpause = 1

[State 16210, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 5
value = 16211

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

[Statedef 16211]
type = S
movetype = I
physics = S
anim = 16201
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16211, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16211
time = -1
ignorehitpause = 1

[State 16211, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16211, PosSet]
type = PosSet
trigger1 = Time = 0
y = 5
ignorehitpause = 1

[State 16211, Trans]
type = Trans
trigger1 = Time > 78
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16211, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 78
var(0) = 8

[State 16211, DestroySelf]
type = DestroySelf
trigger1 = Time > 110

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

[Statedef 16212]
type = S
movetype = I
physics = S
anim = 16200
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

[State 16212, Explod]
type = Explod
trigger1 = Time = 0
anim = 16208
ID = 16218
postype = Left
pos = 0,0
facing = 1
bindtime = -1
removetime = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 10
ontop = 1
ignorehitpause = 1

[State 16212, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 16218
trans = AddAlpha
alpha = var(0),256-var(0)

[State 16212, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 16

[State 16212, VarAdd]
type = VarAdd
trigger1 = Time = [96,112]
var(0) = -16

[State 16212, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 113
trigger2 = Root,MoveType = H
ID = 16208

[State 16212, TargetFacing]
type = TargetFacing
trigger1 = Facing = -1
trigger1 = Time = 30
value = ifelse(Target,Facing = 1,1,-1)

[State 16212, Turn]
type = Turn
trigger1 = Facing = -1
trigger1 = Time = 30

[State 16212, TargetState]
type = TargetState
trigger1 = Time = 30
value = 46202

[State 16212, TargetBind]
type = TargetBind
trigger1 = Time > 30
pos = 0,0

[State 16212, PosSet]
type = PosSet
trigger1 = Time = 35
x = 90
y = 5

[State 16212, SprPriority]
type = SprPriority
trigger1 = Time > 30
value = -5

[State 16212, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 30
var(12) = 1

[State 16212, TargetState]
type = TargetState
trigger1 = Root,MoveType = H
value = 46205
persistent = 0

[State 16212, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 2
trigger2 = Root,MoveType = H
value = 16213

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

[Statedef 16213]
type = S
movetype = I
physics = S
anim = 16202
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16213, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16213
time = -1
ignorehitpause = 1

[State 16213, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16213, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46203

[State 16213, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 16213, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 3
value = 16214

[State 16213, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 4
value = 16215

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

[Statedef 16214]
type = S
movetype = A
physics = S
anim = 16203
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16214, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16214
time = -1
ignorehitpause = 1

[State 16214, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16214, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46204

[State 16214, TargetFacing]
type = TargetFacing
trigger1 = Time = 0
value = Target,Facing*(-1)

[State 16214, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-180*root,fvar(0)*(root,const(data.attack)*0.01))
absolute = 0
kill = 1

[State 16214, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 16214, Explod]
type = Explod
trigger1 = Time = 0
anim = 10260
postype = p1
pos = 0,-80
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16214, Trans]
type = Trans
trigger1 = Time > 68
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16214, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 68
var(0) = 8

[State 16214, DestroySelf]
type = DestroySelf
trigger1 = Time > 100

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

[Statedef 16215]
type = S
movetype = A
physics = S
anim = 16202
ctrl = 0
velset = 0,0
sprpriority = -5

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

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

[State 16215, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 1
value = 16216

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

[Statedef 16216]
type = S
movetype = A
physics = S
anim = 16210
ctrl = 0
velset = 0,0
sprpriority = -5

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

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

[State 16216, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46210

[State 16216, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 2
value = 16217

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

[Statedef 16217]
type = S
movetype = I
physics = S
ctrl = 0
anim = 16211
velset = 0,0
sprpriority = -5

[State 16217, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16217
time = -1
ignorehitpause = 1

[State 16217, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16217, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46203

[State 16217, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 16217, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 3
value = 16218

[State 16217, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 4
value = 16219

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

[Statedef 16218]
type = S
movetype = A
physics = S
anim = 16212
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16218, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16218
time = -1
ignorehitpause = 1

[State 16218, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16218, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46204

[State 16218, TargetFacing]
type = TargetFacing
trigger1 = Time = 0
value = Target,Facing*(-1)

[State 16218, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-350*root,fvar(0)*(root,const(data.attack)*0.01))
absolute = 0
kill = 1

[State 16218, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 16218, Explod]
type = Explod
trigger1 = Time = 0
anim = 10260
postype = p1
pos = 0,-80
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16218, Trans]
type = Trans
trigger1 = Time > 68
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16218, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 68
var(0) = 8

[State 16218, DestroySelf]
type = DestroySelf
trigger1 = Time > 100

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

[Statedef 16219]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16219, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16219
time = -1
ignorehitpause = 1

[State 16219, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16219, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46205

[State 16219, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16219, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
var(0) = 8

[State 16219, DestroySelf]
type = DestroySelf
trigger1 = Time > 32

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

[Statedef 16220]
type = A
movetype = A
physics = N
anim = 16200
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

[State 16220, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.5

[State 16220, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,HT
hitflag = MAF
guardflag = 
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
priority = 1, Miss
damage = ifelse(root,var(41)%10 != 0,100,0),0
getpower = 70,0
givepower = 50,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = -1
sparkxy = -8,-50
hitsound = S1,6
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4
p1facing = 1
p2facing = 1
p1stateno = 16222
p2stateno = 46201
p1sprpriority = 1
p2sprpriority = 0
guard.dist = 0

[State 16220, StateTypeSet]
type = StateTypeSet
trigger1 = Root,MoveType = H
movetype = I
ignorehitpause = 1

[State 16220, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 5
value = 16221

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

[Statedef 16221]
type = S
movetype = I
physics = S
anim = 16201
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

[State 16221, PosSet]
type = PosSet
trigger1 = Time = 0
y = 5
ignorehitpause = 1

[State 16221, Trans]
type = Trans
trigger1 = Time > 78
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16221, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 78
var(0) = 8

[State 16221, DestroySelf]
type = DestroySelf
trigger1 = Time > 110

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

[Statedef 16222]
type = S
movetype = I
physics = S
anim = 16200
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

[State 16222, Explod]
type = Explod
trigger1 = Time = 0
anim = 16208
ID = 16228
postype = Left
pos = 0,0
facing = 1
bindtime = -1
removetime = -1
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 10
ontop = 1
ignorehitpause = 1

[State 16222, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 16228
trans = AddAlpha
alpha = var(0),256-var(0)

[State 16222, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 16

[State 16222, VarAdd]
type = VarAdd
trigger1 = Time = [96,112]
var(0) = -16

[State 16222, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 113
trigger2 = Root,MoveType = H
ID = 16208

[State 16222, TargetFacing]
type = TargetFacing
trigger1 = Facing = -1
trigger1 = Time = 30
value = ifelse(Target,Facing = 1,1,-1)

[State 16222, Turn]
type = Turn
trigger1 = Facing = -1
trigger1 = Time = 30

[State 16222, TargetState]
type = TargetState
trigger1 = Time = 30
value = 46202

[State 16222, TargetBind]
type = TargetBind
trigger1 = Time > 30
pos = 0,0

[State 16222, PosSet]
type = PosSet
trigger1 = Time = 35
x = 90
y = 5

[State 16222, SprPriority]
type = SprPriority
trigger1 = Time > 30
value = -5

[State 16222, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 30
var(12) = 1

[State 16222, TargetState]
type = TargetState
trigger1 = Root,MoveType = H
value = 46205
persistent = 0

[State 16222, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 2
trigger2 = Root,MoveType = H
value = 16223

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

[Statedef 16223]
type = S
movetype = I
physics = S
anim = 16202
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16223, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16223
time = -1
ignorehitpause = 1

[State 16223, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16223, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46203

[State 16223, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 16223, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 3
value = 16224

[State 16223, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 4
value = 16225

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

[Statedef 16224]
type = S
movetype = A
physics = S
anim = 16203
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16224, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16224
time = -1
ignorehitpause = 1

[State 16224, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16224, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46204

[State 16224, TargetFacing]
type = TargetFacing
trigger1 = Time = 0
value = Target,Facing*(-1)

[State 16224, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-180*root,fvar(0)*(root,const(data.attack)*0.01))
absolute = 0
kill = 1

[State 16224, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 16224, Explod]
type = Explod
trigger1 = Time = 0
anim = 10260
postype = p1
pos = 0,-80
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16224, Trans]
type = Trans
trigger1 = Time > 68
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16224, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 68
var(0) = 8

[State 16224, DestroySelf]
type = DestroySelf
trigger1 = Time > 100

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

[Statedef 16225]
type = S
movetype = A
physics = S
anim = 16202
ctrl = 0
velset = 0,0
sprpriority = -5

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

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

[State 16225, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 1
value = 16226

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

[Statedef 16226]
type = S
movetype = A
physics = S
anim = 16210
ctrl = 0
velset = 0,0
sprpriority = -5

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

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

[State 16226, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46210

[State 16226, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 2
value = 16227

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

[Statedef 16227]
type = S
movetype = I
physics = S
ctrl = 0
anim = 16211
velset = 0,0
sprpriority = -5

[State 16227, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16227
time = -1
ignorehitpause = 1

[State 16227, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16227, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46203

[State 16227, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 16227, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 3
value = 16228

[State 16227, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 4
value = 16229

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

[Statedef 16228]
type = S
movetype = A
physics = S
anim = 16212
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16228, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16228
time = -1
ignorehitpause = 1

[State 16228, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16228, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46204

[State 16228, TargetFacing]
type = TargetFacing
trigger1 = Time = 0
value = Target,Facing*(-1)

[State 16228, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-350*root,fvar(0)*(root,const(data.attack)*0.01))
absolute = 0
kill = 1

[State 16228, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 16228, Explod]
type = Explod
trigger1 = Time = 0
anim = 10260
postype = p1
pos = 0,-80
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16228, Trans]
type = Trans
trigger1 = Time > 68
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16228, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 68
var(0) = 8

[State 16228, DestroySelf]
type = DestroySelf
trigger1 = Time > 100

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

[Statedef 16229]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16229, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16229
time = -1
ignorehitpause = 1

[State 16229, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16229, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 1
value = 16230

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

[Statedef 16230]
type = S
movetype = A
physics = S
anim = 16220
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16230, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16230
time = -1
ignorehitpause = 1

[State 16230, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16230, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46220

[State 16230, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 2
value = 16231

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

[Statedef 16231]
type = S
movetype = I
physics = S
ctrl = 0
anim = 16221
velset = 0,0
sprpriority = -5

[State 16231, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16231
time = -1
ignorehitpause = 1

[State 16231, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16231, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46203

[State 16231, TargetBind]
type = TargetBind
trigger1 = 1
pos = 0,0

[State 16231, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 3
value = 16232

[State 16231, ChangeState]
type = ChangeState
trigger1 = Root,Var(12) = 4
value = 16233

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

[Statedef 16232]
type = S
movetype = A
physics = S
anim = 16222
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16232, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16232
time = -1
ignorehitpause = 1

[State 16232, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16232, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46204

[State 16232, TargetFacing]
type = TargetFacing
trigger1 = Time = 0
value = Target,Facing*(-1)

[State 16232, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = ceil(-650*root,fvar(0)*(root,const(data.attack)*0.01))
absolute = 0
kill = 1

[State 16232, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6

[State 16232, Explod]
type = Explod
trigger1 = Time = 0
anim = 10260
postype = p1
pos = 0,-80
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 16232, Trans]
type = Trans
trigger1 = Time > 68
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16232, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 68
var(0) = 8

[State 16232, DestroySelf]
type = DestroySelf
trigger1 = Time > 100

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

[Statedef 16233]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16233, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16233
time = -1
ignorehitpause = 1

[State 16233, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16233, TargetState]
type = TargetState
trigger1 = Time = 0
value = 46205

[State 16233, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-var(0),var(0)

[State 16233, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
var(0) = 8

[State 16233, DestroySelf]
type = DestroySelf
trigger1 = Time > 32

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

[Statedef 16250]
type = A
movetype = I
physics = N
anim = 16205
ctrl = 0
velset = 11,0
sprpriority = 5

[State 16250, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16250
time = -1
ignorehitpause = 1

[State 16250, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16250, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 9
var(12) = 2
ignorehitpause = 1

[State 16250, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = s1,2
ignorehitpause = 1

[State 16250, Explod]
type = Explod
trigger1 = Time = 10
anim = 10260
postype = p1
pos = 20,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ontop = 1

[State 16250, DestroySelf]
type = DestroySelf
trigger1 = Time >= 10

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

[Statedef 16260]
type = A
movetype = I
physics = N
anim = 16206
ctrl = 0
velset = 11,0
sprpriority = 5

[State 16260, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16260
time = -1
ignorehitpause = 1

[State 16260, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16260, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 9
var(12) = 2
ignorehitpause = 1

[State 16260, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = s1,2
ignorehitpause = 1

[State 16260, Explod]
type = Explod
trigger1 = Time = 10
anim = 10260
postype = p1
pos = 20,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ontop = 1

[State 16260, DestroySelf]
type = DestroySelf
trigger1 = Time >= 10

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

[Statedef 16270]
type = A
movetype = I
physics = N
anim = 16207
ctrl = 0
velset = 11,0
sprpriority = 5

[State 16270, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16270
time = -1
ignorehitpause = 1

[State 16270, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16270, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 9
var(12) = 2
ignorehitpause = 1

[State 16270, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = s1,2
ignorehitpause = 1

[State 16270, Explod]
type = Explod
trigger1 = Time = 10
anim = 10260
postype = p1
pos = 20,0
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 6
ontop = 1

[State 16270, DestroySelf]
type = DestroySelf
trigger1 = Time >= 10

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

[Statedef 16280]
type = S
movetype = I
physics = S
anim = 16280
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16280, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16280
time = -1
ignorehitpause = 1

[State 16280, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16280, ChangeState]
type = ChangeState
trigger1 = Root,Var(11) = 1
value = 16281

[State 16280, ChangeState]
type = ChangeState
trigger1 = Root,Var(11) = 3
value = 16283

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

[Statedef 16281]
type = S
movetype = I
physics = S
anim = 16281
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16281, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16280
time = -1
ignorehitpause = 1

[State 16281, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16281, ChangeState]
type = ChangeState
trigger1 = Root,Var(11) = 2
value = 16282

[State 16280, ChangeState]
type = ChangeState
trigger1 = Root,Var(11) = 3
value = 16283

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

[Statedef 16282]
type = S
movetype = I
physics = S
anim = 16281
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16282, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16280
time = -1
ignorehitpause = 1

[State 16282, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16282, ChangeState]
type = ChangeState
trigger1 = Root,Var(11) = 3
value = 16283

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

[Statedef 16283]
type = S
movetype = I
physics = S
anim = 16283
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16283, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16280
time = -1
ignorehitpause = 1

[State 16283, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16283, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16500]
type = S
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16500, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16500
time = -1
ignorehitpause = 1

[State 16500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16500, PosAdd]
type = PosAdd
trigger1 = Time % 8 = 0
x = 50
ignorehitpause = 1

[State 16500, Helper]
type = Helper
triggerall = FrontEdgeBodyDist > -60
trigger1 = Time = 0
trigger2 = Time % 8 = 0
helpertype = normal
ownpal = 1
name = "Ido_16510"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16510
ID = 16510
ignorehitpause = 1

[State 16500, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time % 8 = 0
value = s3,4
channel = 1
ignorehitpause = 1

[State 16500, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(16510) = 0
trigger1 = FrontEdgeBodyDist < -60

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

[Statedef 16510]
type = S
movetype = A
physics = S
anim = 16500
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16510, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16510
time = -1
ignorehitpause = 1

[State 16510, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16510, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16510, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = !MoveContact && !MoveReversed
attr = A,HP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = ceil(root,fvar(0)*165),20
getpower = 0,0
givepower = 25,15
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-50+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -4,-6
guard.velocity = -5
air.velocity = -4,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
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(50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.3
persistent = 0
p2stateno = 46510
p2facing = 1
p1sprpriority = 5

[State 16510, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31005
ignorehitpause = 1

[State 16510, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16510, Correction]
type = Helper
;triggerall = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 35
ignorehitpause = 1

[State 16510, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16510, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16600]
type = S
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16600, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16600
time = -1
ignorehitpause = 1

[State 16600, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16600, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16600, Helper]
type = Helper
trigger1 = Time < 6
helpertype = normal
ownpal = 1
name = "Aruji_16110"
postype = p1
pos = var(0),0
pausemovetime = 0
supermovetime = 0
stateno = 16110
ID = 16110+var(1)
facing = ifelse(isHelper(16650),-1,1)
ignorehitpause = 1

[State 16600, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 20*ifelse(isHelper(16650),1,-1)
ignorehitpause = 1

[State 16600, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,5
ignorehitpause = 1

[State 16600, DestroySelf]
type = DestroySelf
trigger1 = Time > 5
trigger1 = NumHelper(16110) = 0
trigger1 = NumHelper(16111) = 0
trigger1 = NumHelper(16112) = 0
trigger1 = NumHelper(16113) = 0
trigger1 = NumHelper(16114) = 0
trigger1 = NumHelper(16115) = 0

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

[Statedef 16610]
type = S
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16610, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16610
time = -1
ignorehitpause = 1

[State 16610, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16610, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16610, Helper]
type = Helper
trigger1 = Time < 17
helpertype = normal
ownpal = 1
name = "Aruji_16110"
postype = p1
pos = var(0),0
pausemovetime = 0
supermovetime = 0
stateno = 16110
ID = 16110+var(1)
facing = ifelse(isHelper(16650),-1,1)
ignorehitpause = 1

[State 16610, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 20*ifelse(isHelper(16650),1,-1)
ignorehitpause = 1

[State 16610, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,5
ignorehitpause = 1

[State 16610, DestroySelf]
type = DestroySelf
trigger1 = Time > 5
trigger1 = NumHelper(16110) = 0
trigger1 = NumHelper(16111) = 0
trigger1 = NumHelper(16112) = 0
trigger1 = NumHelper(16113) = 0
trigger1 = NumHelper(16114) = 0
trigger1 = NumHelper(16115) = 0

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

[Statedef 16620]
type = S
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = -5

[State 16620, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 16620
time = -1
ignorehitpause = 1

[State 16620, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 16620, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16620, Helper]
type = Helper
triggerall = var(2) < 35
trigger1 = Time % 7 = 0
helpertype = normal
ownpal = 1
name = "Aruji_16120"
postype = p1
pos = var(0),0
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16120+var(1)
facing = ifelse(isHelper(16650),-1,1)
ignorehitpause = 1

[State 16620, VarRandom]
type = VarRandom
trigger1 = 1
v = 1
range = 0,5
ignorehitpause = 1

[State 16620, DestroySelf]
type = DestroySelf
trigger1 = Time > 5
trigger1 = NumHelper(16120) = 0
trigger1 = NumHelper(16121) = 0
trigger1 = NumHelper(16122) = 0
trigger1 = NumHelper(16123) = 0
trigger1 = NumHelper(16124) = 0
trigger1 = NumHelper(16125) = 0

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

[Statedef 17000]
type = A
movetype = I
physics = N
anim = 17000+isHelper(17000)*0+isHelper(17001)*1+isHelper(17002)*2+isHelper(17003)*3
ctrl = 0
velset = 0,-2
sprpriority = 6+isHelper(17000)*0+isHelper(17001)*1+isHelper(17002)*2+isHelper(17003)*3

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

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

[State 17000, VelSet]
type = VelSet
trigger1 = Pos Y < 180
x = 1.5
persistent = 0

[State 17000, VelAdd]
type = VelAdd
trigger1 = Pos Y < 180
trigger1 = Vel X > -0.5
trigger1 = Time % 2 = 0
x = -0.05
ignorehitpause = 1

[State 17000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 17000, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(13) = 1

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

[Statedef 17005]
type = A
movetype = I
physics = N
anim = 99990
velset = 0,0

[State 17005, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17005
time = -1
ignorehitpause = 1

[State 17005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17005, Explod]
type = Explod
trigger1 = Time = 1
anim = 17005
ID = 17005
postype = back
pos = 0,0
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
vel = 0,4
supermovetime = 9999
pausemovetime = 9999
ontop = 0
sprpriority = 4

[State 17005, Explod]
type = Explod
trigger1 = Time = 1
anim = 17005
ID = 17005
postype = back
pos = 0,-320
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
vel = 0,4
supermovetime = 9999
pausemovetime = 9999
ontop = 0
sprpriority = 4

[State 17005, Explod]
type = Explod
trigger1 = Time = 1
anim = 17005
ID = 17005
postype = back
pos = 0,-640
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
vel = 0,4
supermovetime = 9999
pausemovetime = 9999
ontop = 0
sprpriority = 4

[State 17005, Explod]
type = Explod
trigger1 = Time = 1
anim = 17005
ID = 17005
postype = back
pos = 0,-960
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
vel = 0,4
supermovetime = 9999
pausemovetime = 9999
ontop = 0
sprpriority = 4

[State 17005, Explod]
type = Explod
trigger1 = Time = 1
anim = 17005
ID = 17005
postype = back
pos = 0,-1280
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
vel = 0,4
supermovetime = 9999
pausemovetime = 9999
ontop = 0
sprpriority = 4

[State 17005, Explod]
type = Explod
trigger1 = Time = 1
anim = 17005
ID = 17005
postype = back
pos = 0,-1600
facing = 1
bindtime = 1
removetime = -1
ownpal = 1
vel = 0,4
supermovetime = 9999
pausemovetime = 9999
ontop = 0
sprpriority = 4

[State 17005, RemoveExplod]
type = RemoveExplod
trigger1 = Root,Var(13) = 1
ID = 17005

[State 17005, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(13) = 1

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

[Statedef 17006]
type = A
movetype = I
physics = N
anim = 17000+isHelper(17006)*0+isHelper(17001)*1+isHelper(17002)*2+isHelper(17003)*3
ctrl = 0
velset = 0,0
sprpriority = 3+isHelper(17006)*0+isHelper(17001)*1+isHelper(17002)*2+isHelper(17003)*3

[State 17006, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17006
time = -1
ignorehitpause = 1

[State 17006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17006, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 17006, VelSet]
type = VelSet
trigger1 = Time = 30
x = 7.4

[State 17006, VelSet]
type = VelSet
trigger1 = Time = 62
x = 0

[State 17006, ChangeState]
type = ChangeState
trigger1 = Root,Var(13) = 2
value = 17007

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

[Statedef 17007]
type = A
movetype = I
physics = N
ctrl = 0
velset = 7.4,0

[State 17007, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ,AT
slot = 0
stateno = 17007
time = -1
ignorehitpause = 1

[State 17007, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17007, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 17007, VelAdd]
type = VelAdd
trigger1 = Pos X > -40
trigger1 = Vel Y > -1.5
y = -0.1

[State 17007, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(13) = 3

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

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

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

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

[State 17008, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 17008, 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 17008, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 16208
trans = AddAlpha
alpha = var(0),256-var(0)

[State 17008, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 16

[State 17008, VarAdd]
type = VarAdd
trigger1 = Time = [20,35]
var(0) = -16

[State 17008, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 35
ID = 16208

[State 17008, DestroySelf]
type = DestroySelf
trigger1 = Time > 35

;---------------------------------------------------------------------------
; Intro

[Statedef 14000]
type = S
movetype = I
physics = S
anim = 4000
ctrl = 0
velset = 0,0

[State 14000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 14000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 14000, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 14000, VarAdd]
type = VarAdd
trigger1 = var(0) < 256
trigger1 = Time > 240
var(0) = 16

[State 14000, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(0),256-var(0)

[State 14000, ChangeState]
type = ChangeState
trigger1 = Time > 270
value = 14001

;---------------------------------------------------------------------------
; Intro

[Statedef 14001]
type = S
movetype = I
physics = N
anim = 20
ctrl = 0
velset = 0,0

[State 14001, Turn]
type = Turn
trigger1 = Time = 0

[State 14001, VelSet]
type = VelSet
trigger1 = Time > 13
x = 2.85

[State 14001, ParentVarSet]
type = ParentVarSet
trigger1 = ceil(ParentDist X) <= 0
var(10) = 1
ignorehitpause = 1

[State 14001, DestroySelf]
type = DestroySelf
trigger1 = Root,Var(11) = 1
trigger2 = RoundState = 2

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

[Statedef 14010]
type = S
movetype = I
physics = S
anim = 11100
ctrl = 0
velset = 0,0
sprpriority = 5

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

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

[State 14010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 14010, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

