;======================================================================
;======================================================================
; Helper states file for "Nayuki Minase"
;======================================================================
;======================================================================

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

;----------------------------------------------------------------------
; Super Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; 236236 + A <Freezer>

[Statedef 16100]
type = A
movetype = A
physics = N
anim = 16100
ctrl = 0
sprpriority = 3
velset = 5,-7.5

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

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

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

[State 16100, Hitdef]
type = Hitdef
trigger1 = var(0) < 3
trigger1 = Root,var(4) = 1
trigger1 = Time % 11 = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = floor(80*root,fvar(0)),15
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-70+random%20
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4.5,-7
guard.velocity = -5
air.velocity = -4.5,-7
airguard.velocity = -1,-6
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 45040+ifelse(Root,var(20)=1,0,5)

[State 16100, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 16100, 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 16100, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

[State 11000, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(0) = 1
ignorehitpause = 1

[State 16100, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 16100, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -10

;----------------------------------------------------------------------
; 236236 + B <Freezer>

[Statedef 16110]
type = A
movetype = A
physics = N
anim = 16110
ctrl = 0
sprpriority = 3
velset = 5,-7.5

[State 16110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

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

[State 16110, Hitdef]
type = Hitdef
trigger1 = var(0) < 6
trigger1 = Root,var(4) = 1
trigger1 = Time % 5 = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = floor(60*root,fvar(0)),15
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-70+random%20
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-4.5,-7
guard.velocity = -5
air.velocity = -4.5,-7
airguard.velocity = -1,-6
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 45040+ifelse(Root,var(20)=1,0,5)

[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 = 31006
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
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 16110, Explod]
type = Explod
trigger1 = Time % 4 = 0
anim = 16101
postype = p1
pos = 0,0
random = 50,50
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 16110, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(0) = 1
ignorehitpause = 1

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

[State 16110, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -10

;----------------------------------------------------------------------
; 236236 + C <Freezer>

[Statedef 16120]
type = A
movetype = A
physics = N
anim = 16120
ctrl = 0
sprpriority = 3
velset = 5,-7.5

[State 16120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

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

[State 16120, Hitdef]
type = Hitdef
trigger1 = var(0) < 12
trigger1 = Root,var(4) = 1
trigger1 = Time % 4 = 0
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(50*root,fvar(0)),15
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-70+random%20
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-6,-8
guard.velocity = -5
air.velocity = -6,-9
airguard.velocity = -1,-6
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 45040+ifelse(Root,var(20)=1,0,5)

[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 = 31006
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
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 16120, Explod]
type = Explod
trigger1 = Time % 2 = 0
anim = 16101
postype = p1
pos = 0,0
random = 80,80
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 16120, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(0) = 1
ignorehitpause = 1

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

[State 16120, DestroySelf]
type = DestroySelf
trigger1 = ScreenPos Y <= -10

;----------------------------------------------------------------------
; 641236 + A <Appear>

[Statedef 16200]
type = A
movetype = A
physics = N
anim = 16201
ctrl = 0
velset = 0,0

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

[State 16200, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 29
flag = Invisible
ignorehitpause = 1

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

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

[State 16200, Helper]
type = Helper
trigger1 = Time = 28
helpertype = normal
ownpal = 1
name = "Sound"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 30200
ID = 2
ignorehitpause = 1

[State 16200, Explod]
type = Explod
trigger1 = Time = 1
anim = 16200
ID = 16200
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 16200, Turn]
type = Turn
trigger1 = Facing != Root,Facing

[State 16200, VarSet]
type = VarSet
triggerall = Time = 1
trigger1 = isHelper(16200)
trigger2 = isHelper(16210)
trigger3 = isHelper(16220)
var(0) = -90
ignorehitpause = 1

[State 16200, VarSet]
type = VarSet
triggerall = Time = 1
trigger1 = isHelper(16201)
trigger2 = isHelper(16211)
trigger3 = isHelper(16221)
var(0) = -160
ignorehitpause = 1

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

[State 16200, PosSet]
type = PosSet
trigger1 = 1
;x = Root,Pos X + 50*Cos(var(0)*0.045)
;y = Root,Pos Y - 50 + 20*Sin(var(0)*0.045)
x = Root,Pos X + 50*Cos(var(0)*0.045)
y = Root,Pos Y - 50 + 20*Sin(var(0)*0.045)

[State 16200, SprPriority]
type = SprPriority
trigger1 = 1
value = var(1)

[State 16200, VarSet]
type = VarSet
trigger1 = 20*Sin(var(0)*0.045) > 1
var(1) = 5

[State 16200, VarSet]
type = VarSet
trigger1 = 20*Sin(var(0)*0.045) <= 1
var(1) = -5

[State 16200, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 16200
sprpriority = var(1)

[State 16200, Hitdef]
type = Hitdef
triggerall = Time > 28
trigger1 = Root,var(4) = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(45*root,fvar(0)),0
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 16200, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 16200, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16200, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 16200, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 16201
ignorehitpause = 1

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

[State 16200, DestroySelf]
type = DestroySelf
trigger1 = Root,var(12) <= 0

;----------------------------------------------------------------------
; 641236 + A <Disappear>

[Statedef 16201]
type = A
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 16201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

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

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

[State 16201, Turn]
type = Turn
trigger1 = Facing != Root,Facing

[State 16201, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 1
ignorehitpause = 1

[State 16201, ParentVarAdd]
type = ParentVarAdd
triggerall = Time = 0
trigger1 = isHelper(16200)
trigger2 = isHelper(16201)
var(12) = -120
ignorehitpause = 1

[State 16201, ParentVarAdd]
type = ParentVarAdd
triggerall = Time = 0
trigger1 = isHelper(16210)
trigger2 = isHelper(16211)
var(12) = -85
ignorehitpause = 1

[State 16201, ParentVarAdd]
type = ParentVarAdd
triggerall = Time = 0
trigger1 = isHelper(16220)
trigger2 = isHelper(16221)
var(12) = 21
ignorehitpause = 1

[State 16201, PosSet]
type = PosSet
trigger1 = 1
x = Root,Pos X + 50*Cos(var(0)*0.045)
y = Root,Pos Y - 50 + 20*Sin(var(0)*0.045)

[State 16201, SprPriority]
type = SprPriority
trigger1 = 20*Sin(var(0)*0.045) > 1
value = 5

[State 16201, SprPriority]
type = SprPriority
trigger1 = 20*Sin(var(0)*0.045) <= 1
value = -5

[State 18201, ChangeState]
type = ChangeState
trigger1 = Time >= 90
value = 16202

[State 16201, DestroySelf]
type = DestroySelf
trigger1 = Root,var(12) <= 0

;----------------------------------------------------------------------
; 641236 + A <Re-Appear>

[Statedef 16202]
type = A
movetype = A
physics = N
anim = 16201
ctrl = 0
velset = 0,0

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

[State 16202, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 29
flag = Invisible
ignorehitpause = 1

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

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

[State 16202, Helper]
type = Helper
trigger1 = Time = 28
helpertype = normal
ownpal = 1
name = "Sound"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 30200
ID = 2
ignorehitpause = 1

[State 16202, Explod]
type = Explod
trigger1 = Time = 0
anim = 16200
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ID = 16202

[State 16202, Turn]
type = Turn
trigger1 = Facing != Root,Facing

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

[State 16202, PosSet]
type = PosSet
trigger1 = 1
x = Root,Pos X + 50*Cos(var(0)*0.045)
y = Root,Pos Y - 50 + 20*Sin(var(0)*0.045)

[State 16202, SprPriority]
type = SprPriority
trigger1 = 1
value = var(1)

[State 16202, VarSet]
type = VarSet
trigger1 = 20*Sin(var(0)*0.045) > 1
var(1) = 5

[State 16202, VarSet]
type = VarSet
trigger1 = 20*Sin(var(0)*0.045) <= 1
var(1) = -5

[State 16202, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 16202
sprpriority = var(1)

[State 16202, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(45*root,fvar(0)),0
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 16202, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 16202, HitEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 16202, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 5
ignorehitpause = 1

[State 16202, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = MoveReversed
value = 16201
ignorehitpause = 1

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

[State 16202, DestroySelf]
type = DestroySelf
trigger1 = Root,var(12) <= 0

;----------------------------------------------------------------------
; 236236 + Z <Clock_01/Appear>

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

[State 17000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17009
time = -1
ignorehitpause = 1

[State 17000, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17000, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17000, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17000, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17000, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17000
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17000, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17000) = 0
x = Vel X * -1
persistent = 0

[State 17000, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17001
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Clock_01/Wait>

[Statedef 17001]
type = S
movetype = I
physics = S
anim = 17001
ctrl = 0
velset = 0,0

[State 17001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17009
time = -1
ignorehitpause = 1

[State 17001, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 17001, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17001, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17001, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17001, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17001, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17002

;----------------------------------------------------------------------
; 236236 + Z <Clock_01/Attack>

[Statedef 17002]
type = S
movetype = A
physics = S
anim = 17002
ctrl = 0
velset = 0,0

[State 17002, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17009
time = -1
ignorehitpause = 1

[State 17002, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,9
ignorehitpause = 1

[State 17002, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*5),1
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -3
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-1.25)
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17002, 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 17002, 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 17002, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

[State 17002, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17002, ChangeState]
type = ChangeState
trigger1 = Time > 126
value = 17008

;----------------------------------------------------------------------
; 236236 + Z <Clock_01/Disappear>

[Statedef 17008]
type = S
movetype = I
physics = S
anim = 17001
ctrl = 0
velset = 0,0

[State 17008, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17008, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17008, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17008, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(2),var(3)

[State 17008, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -16

[State 17008, VarAdd]
type = VarAdd
trigger1 = var(3) < 256
var(3) = 16

[State 17008, DestroySelf]
type = DestroySelf
trigger1 = Time > 8

;----------------------------------------------------------------------
; 236236 + Z <Clock_01/Damage>

[Statedef 17009]
type = A
movetype = H
physics = N
anim = 17000
ctrl = 0

[State 17009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17009, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17009, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17009, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17009, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17009
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17009, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17009) = 0
x = Vel X * -1
persistent = 0

[State 17009, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17000

[State 17009, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Clock_02/Appear>

[Statedef 17010]
type = A
movetype = I
physics = N
anim = 17010
ctrl = 0

[State 17010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17019
time = -1
ignorehitpause = 1

[State 17010, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17010, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17010, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17010, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17010, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17010
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17010, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17010) = 0
x = Vel X * -1
persistent = 0

[State 17010, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17011
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Clock_02/Wait>

[Statedef 17011]
type = S
movetype = I
physics = S
anim = 17011
ctrl = 0
velset = 0,0

[State 17011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17019
time = -1
ignorehitpause = 1

[State 17011, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17011, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17011, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17011, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17011, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17011, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17012

;----------------------------------------------------------------------
; 236236 + Z <Clock_02/Attack>

[Statedef 17012]
type = S
movetype = A
physics = S
anim = 17012
ctrl = 0
velset = 0,0

[State 17012, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17019
time = -1
ignorehitpause = 1

[State 17012, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,10
channel = 1
loop = 1
ignorehitpause = 1

[State 17012, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*5),1
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -3
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-1.25)
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17012, 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 17012, 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 17012, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

[State 17012, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17012, ChangeState]
type = ChangeState
trigger1 = Time > 126
value = 17018

;----------------------------------------------------------------------
; 236236 + Z <Clock_02/Disappear>

[Statedef 17018]
type = S
movetype = I
physics = S
anim = 17011
ctrl = 0
velset = 0,0

[State 17018, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17018, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17018, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17018, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(2),var(3)

[State 17018, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -16

[State 17018, VarAdd]
type = VarAdd
trigger1 = var(3) < 256
var(3) = 16

[State 17018, StopSnd]
type = StopSnd
trigger1 = Time = 0
channel = 1
ignorehitpause = 1

[State 17018, DestroySelf]
type = DestroySelf
trigger1 = Time > 8

;----------------------------------------------------------------------
; 236236 + Z <Clock_02/Damage>

[Statedef 17019]
type = A
movetype = H
physics = N
anim = 17010
ctrl = 0

[State 17019, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17019, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17019, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17019, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17019, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17019
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17019, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17019) = 0
x = Vel X * -1
persistent = 0

[State 17019, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17010

[State 17019, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Clock_03/Appear>

[Statedef 17020]
type = A
movetype = I
physics = N
anim = 17020
ctrl = 0

[State 17020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17029
time = -1
ignorehitpause = 1

[State 17020, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17020, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17020, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17020, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17020, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17020
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17020, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17020) = 0
x = Vel X * -1
persistent = 0

[State 17020, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17021
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Clock_03/Wait>

[Statedef 17021]
type = S
movetype = I
physics = S
anim = 17021
ctrl = 0
velset = 0,0

[State 17021, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17029
time = -1
ignorehitpause = 1

[State 17021, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17021, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17021, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17021, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17021, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17021, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17022

;----------------------------------------------------------------------
; 236236 + Z <Clock_03/Attack>

[Statedef 17022]
type = S
movetype = A
physics = S
anim = 17022
ctrl = 0
velset = 0,0

[State 17022, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17029
time = -1
ignorehitpause = 1

[State 17022, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,10
channel = 1
loop = 1
ignorehitpause = 1

[State 17022, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*5),1
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -3
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-1.25)
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17022, 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 17022, 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 17022, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

[State 17022, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17022, ChangeState]
type = ChangeState
trigger1 = Time > 126
value = 17028

;----------------------------------------------------------------------
; 236236 + Z <Clock_03/Disappear>

[Statedef 17028]
type = S
movetype = I
physics = S
anim = 17021
ctrl = 0
velset = 0,0

[State 17028, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17028, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17028, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17028, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(2),var(3)

[State 17028, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -16

[State 17028, VarAdd]
type = VarAdd
trigger1 = var(3) < 256
var(3) = 16

[State 17028, StopSnd]
type = StopSnd
trigger1 = Time = 0
channel = 1
ignorehitpause = 1

[State 17028, DestroySelf]
type = DestroySelf
trigger1 = Time > 8

;----------------------------------------------------------------------
; 236236 + Z <Clock_03/Damage>

[Statedef 17029]
type = A
movetype = H
physics = N
anim = 17020
ctrl = 0

[State 17029, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17029, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17029, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17029, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17029, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17029
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17029, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17029) = 0
x = Vel X * -1
persistent = 0

[State 17029, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17020

[State 17029, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Bomb/Appear>

[Statedef 17030]
type = A
movetype = I
physics = N
anim = 17030
ctrl = 0

[State 17030, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17039
time = -1
ignorehitpause = 1

[State 17030, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17030, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17030, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17030, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17030, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17030
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17030, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17030) = 0
x = Vel X * -1
persistent = 0

[State 17030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17031
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Bomb/Wait>

[Statedef 17031]
type = S
movetype = I
physics = S
anim = 17031
ctrl = 0
velset = 0,0

[State 17031, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17039
time = -1
ignorehitpause = 1

[State 17031, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17031, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17031, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17031, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17031, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17031, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17032

;----------------------------------------------------------------------
; 236236 + Z <Bomb/Attack>

[Statedef 17032]
type = S
movetype = A
physics = S
anim = 17032
ctrl = 0
velset = 0,0

[State 17032, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17039
time = -1
ignorehitpause = 1

[State 17032, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s1,6
ignorehitpause = 1

[State 17032, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(2) = 0
time = 20
ampl = -20
ignorehitpause = 1

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = 0,0
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = -30,0
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = 30,0
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = 0,-30
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = -30,-30
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = 30,-30
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = 0,-60
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = -30,-60
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 17035
postype = p1
pos = 30,-60
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17032, Correction]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 27030
ID = 27030
ignorehitpause = 1

[State 17032, Correction]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 27030
ID = 27031
ignorehitpause = 1

[State 17032, Correction]
type = Helper
trigger1 = AnimElemTime(2) = 0
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 27030
ID = 27032
ignorehitpause = 1

[State 17032, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = AnimElem = 2
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*200),1
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = -1
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-5,-15
guard.velocity = -5
air.velocity = -5,-15
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 = 10+ceil(0.75*70*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17032, 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 17032, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 25
ignorehitpause = 1

[State 17032, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17032, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 17038

;----------------------------------------------------------------------
; 236236 + Z <Bomb/Disappear>

[Statedef 17038]
type = S
movetype = I
physics = S
anim = 99990
ctrl = 0
velset = 0,0

[State 17038, DestroySelf]
type = DestroySelf
trigger1 = 1

;----------------------------------------------------------------------
; 236236 + Z <Bomb/Damage>

[Statedef 17039]
type = A
movetype = H
physics = N
anim = 17030
ctrl = 0

[State 17039, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17039, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17039, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17039, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17039, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17039
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17039, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17039) = 0
x = Vel X * -1
persistent = 0

[State 17039, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17030

[State 17039, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Bomb/Effect>

[Statedef 27030]
type = A
movetype = H
physics = N
anim = 99990
ctrl = 0

[State 27030, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27030, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27030, VelSet]
type = VelSet
trigger1 = isHelper(27030)
x = 7+random%2
y = -15+random%2

[State 27030, VelSet]
type = VelSet
trigger1 = isHelper(27031)
x = -2+random%2
y = -15+random%2

[State 27030, VelSet]
type = VelSet
trigger1 = isHelper(27032)
x = -8-random%2
y = -15+random%2

[State 27030, Explod]
type = Explod
trigger1 = Time % 2 = 0
anim = 17036
postype = p1
pos = 0,0
random = 40,40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27030, DestroySelf]
type = DestroySelf
trigger1 = Pos Y <= -500

;----------------------------------------------------------------------
; 236236 + Z <Clock_04/Appear>

[Statedef 17040]
type = A
movetype = I
physics = N
anim = 17040
ctrl = 0

[State 17040, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17049
time = -1
ignorehitpause = 1

[State 17040, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17040, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17040, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17040, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17040, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17040
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17040, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17040) = 0
x = Vel X * -1
persistent = 0

[State 17040, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17041
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Clock_04/Wait>

[Statedef 17041]
type = S
movetype = I
physics = S
anim = 17041
ctrl = 0
velset = 0,0

[State 17041, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17049
time = -1
ignorehitpause = 1

[State 17041, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17041, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17041, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17041, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17041, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17041, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17042

;----------------------------------------------------------------------
; 236236 + Z <Clock_04/Attack>

[Statedef 17042]
type = S
movetype = A
physics = S
anim = 17042
ctrl = 0
velset = 0,0

[State 17042, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17049
time = -1
ignorehitpause = 1

[State 17042, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,10
channel = 1
loop = 1
ignorehitpause = 1

[State 17042, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*5),1
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -3
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-1.25)
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17042, 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 17042, 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 17042, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

[State 17042, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17042, ChangeState]
type = ChangeState
trigger1 = Time > 126
value = 17048

;----------------------------------------------------------------------
; 236236 + Z <Clock_04/Disappear>

[Statedef 17048]
type = S
movetype = I
physics = S
anim = 17041
ctrl = 0
velset = 0,0

[State 17048, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17048, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17048, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17048, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(2),var(3)

[State 17048, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -16

[State 17048, VarAdd]
type = VarAdd
trigger1 = var(3) < 256
var(3) = 16

[State 17048, StopSnd]
type = StopSnd
trigger1 = Time = 0
channel = 1
ignorehitpause = 1

[State 17048, DestroySelf]
type = DestroySelf
trigger1 = Time > 8

;----------------------------------------------------------------------
; 236236 + Z <Clock_04/Damage>

[Statedef 17049]
type = A
movetype = H
physics = N
anim = 17040
ctrl = 0

[State 17049, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17049, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17049, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17049, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17049, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17049
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17049, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17049) = 0
x = Vel X * -1
persistent = 0

[State 17049, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17040

[State 17049, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Chicken/Appear>

[Statedef 17050]
type = A
movetype = I
physics = N
anim = 17050
ctrl = 0

[State 17050, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17059
time = -1
ignorehitpause = 1

[State 17050, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17050, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17050, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17050, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17050, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17050
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17050, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17050) = 0
x = Vel X * -1
persistent = 0

[State 17050, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17051
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Chicken/Wait>

[Statedef 17051]
type = S
movetype = I
physics = S
anim = 17051
ctrl = 0
velset = 0,0

[State 17051, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17059
time = -1
ignorehitpause = 1

[State 17051, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17051, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17051, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17051, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17051, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17051, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17052

;----------------------------------------------------------------------
; 236236 + Z <Chicken/Attack>

[Statedef 17052]
type = S
movetype = A
physics = N
anim = 17052
ctrl = 0

[State 17052, Turn]
type = Turn
trigger1 = Time = 0
trigger1 = ceil(P2Dist X) < -5

[State 17052, VelSet]
type = VelSet
trigger1 = Time = 1
x = 6

[State 17052, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17059
time = -1
ignorehitpause = 1

[State 17052, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,12
channel = 1
ignorehitpause = 1

[State 17052, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*30),15
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-3
guard.velocity = -3
air.velocity = -3,-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 = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17052, 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 17052, 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 17052, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 7
ignorehitpause = 1

[State 17052, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17052, ChangeState]
type = DestroySelf
trigger1 = FrontEdgeDist < -50

;----------------------------------------------------------------------
; 236236 + Z <Chicken/Disappear>

[Statedef 17058]
type = S
movetype = I
physics = S
anim = 17051
ctrl = 0
velset = 0,0

[State 17058, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17058, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17058, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17058, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(2),var(3)

[State 17058, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -16

[State 17058, VarAdd]
type = VarAdd
trigger1 = var(3) < 256
var(3) = 16

[State 17058, StopSnd]
type = StopSnd
trigger1 = Time = 0
channel = 1
ignorehitpause = 1

[State 17058, DestroySelf]
type = DestroySelf
trigger1 = Time > 8

;----------------------------------------------------------------------
; 236236 + Z <Chicken/Damage>

[Statedef 17059]
type = A
movetype = H
physics = N
anim = 17050
ctrl = 0

[State 17059, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17059, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17059, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17059, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17059, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17059
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17059, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17059) = 0
x = Vel X * -1
persistent = 0

[State 17059, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17050

[State 17059, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Sunday/Appear>

[Statedef 17060]
type = A
movetype = I
physics = N
anim = 17060
ctrl = 0

[State 17060, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17069
time = -1
ignorehitpause = 1

[State 17060, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17060, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17060, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17060, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17060, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17060
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17060, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17060) = 0
x = Vel X * -1
persistent = 0

[State 17060, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17061
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Sunday/Wait>

[Statedef 17061]
type = S
movetype = I
physics = S
anim = 17061
ctrl = 0
velset = 0,0

[State 17061, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17069
time = -1
ignorehitpause = 1

[State 17061, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17061, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17061, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17061, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17061, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17061, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17062

;----------------------------------------------------------------------
; 236236 + Z <Sunday/Attack>

[Statedef 17062]
type = S
movetype = A
physics = S
anim = 17062
ctrl = 0

[State 17062, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17069
time = -1
ignorehitpause = 1

[State 17062, PlaySnd]
type = PlaySnd
trigger1 = Time < 200
trigger1 = AnimElemTime(4) >= 0
trigger1 = Time % 15 = 0
value = s3,16
channel = 1
ignorehitpause = 1

[State 17062, Correction]
type = Helper
trigger1 = Time < 200
trigger1 = AnimElemTime(4) >= 0
trigger1 = Time % 15 = 0
helpertype = normal
name = "Freeze"
postype = p1
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 27060
ignorehitpause = 1

[State 17062, ChangeState]
type = ChangeState
trigger1 = Time >= 210
value = 17068

;----------------------------------------------------------------------
; 236236 + Z <Sunday/Disappear>

[Statedef 17068]
type = S
movetype = I
physics = S
anim = 17068
ctrl = 0
velset = 0,0

[State 17068, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17068, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17068, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17068, Trans]
type = Trans
trigger1 = Time >= 17
trans = AddAlpha
alpha = var(2),var(3)

[State 17068, VarAdd]
type = VarAdd
trigger1 = Time >= 17
trigger1 = var(2) > 0
var(2) = -16

[State 17068, VarAdd]
type = VarAdd
trigger1 = Time >= 17
trigger1 = var(3) < 256
var(3) = 16

[State 17068, DestroySelf]
type = DestroySelf
trigger1 = Time >= 25

;----------------------------------------------------------------------
; 236236 + Z <Sunday/Damage>

[Statedef 17069]
type = A
movetype = H
physics = N
anim = 17060
ctrl = 0

[State 17069, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17069, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17069, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17069, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17069, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17069
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17069, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17069) = 0
x = Vel X * -1
persistent = 0

[State 17069, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17000

[State 17069, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Freezer>

[Statedef 27060]
type = A
movetype = A
physics = N
anim = 27060
ctrl = 0
sprpriority = 3
velset = 0,0

[State 27060, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27060, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 27060
time = -1
ignorehitpause = 1

[State 27060, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27060, Hitdef]
type = Hitdef
trigger1 = Root,var(4) = 1
trigger1 = AnimElem = 7
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(5*root,fvar(0)),1
getpower = 0,0
givepower = 25,12
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S10260
guard.sparkno = S10270
sparkxy = -10+random%20,-20+random%20
hitsound = -1,0
guardsound = -1,0
ground.hittime = 23
ground.slidetime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,-4
guard.velocity = -3
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
fall.recovertime = 10+ceil(0.75*10000*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 45050+ifelse(Root,var(20)=1,0,5)

[State 27060, HitEffect]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Effect"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31006
ignorehitpause = 1

[State 27060, 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 27060, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

[State 27060, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 27060, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Appear>

[Statedef 17070]
type = A
movetype = I
physics = N
anim = 17070
ctrl = 0

[State 17070, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17079
time = -1
ignorehitpause = 1

[State 17070, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17070, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17070, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17070, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17070, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17070
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17070, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17070) = 0
x = Vel X * -1
persistent = 0

[State 17070, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17071
ignorehitpause = 1

[State -3, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "PS = %d"
params = PrevStateNo
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Wait>

[Statedef 17071]
type = S
movetype = I
physics = S
anim = 17071
ctrl = 0
velset = 0,0

[State 17071, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17079
time = -1
ignorehitpause = 1

[State 17071, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17071, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17071, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17071, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17071, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17071, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17072

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Attack>

[Statedef 17072]
type = S
movetype = A
physics = S
anim = 17072
ctrl = 0

[State 17072, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17079
time = -1
ignorehitpause = 1

[State 17072, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,15
channel = 1
ignorehitpause = 1

[State 17072, Explod]
type = Explod
trigger1 = Time > 0
trigger1 = Time % 6 = 0
anim = 27070
postype = p1
pos = 10,-40
vel = 6,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17072, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*5),1
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -3
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-1.25)
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17072, 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 17072, 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 17072, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

[State 17072, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17072, ChangeState]
type = ChangeState
trigger1 = Time >= 130
value = 17078

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Appear>

[Statedef 17075]
type = A
movetype = I
physics = N
anim = 17075
ctrl = 0

[State 17075, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17079
time = -1
ignorehitpause = 1

[State 17075, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17075, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17075, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17075, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17075, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17075
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17075, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17075) = 0
x = Vel X * -1
persistent = 0

[State 17075, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17076
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Wait>

[Statedef 17076]
type = S
movetype = I
physics = S
anim = 17076
ctrl = 0
velset = 0,0

[State 17076, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17079
time = -1
ignorehitpause = 1

[State 17076, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17076, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17076, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17076, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17076, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17076, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17077

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Attack>

[Statedef 17077]
type = S
movetype = A
physics = S
anim = 17077
ctrl = 0

[State 17077, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17079
time = -1
ignorehitpause = 1

[State 17077, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,15
channel = 1
ignorehitpause = 1

[State 17077, Explod]
type = Explod
trigger1 = Time > 0
trigger1 = Time % 6 = 0
anim = 27070
postype = p1
pos = -10,-40
vel = -6,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17077, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*5),1
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -3
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-3.5+EnemyNear,Vel Y*0.25),-1.25)
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 = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17077, 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 17077, 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 17077, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 50
ignorehitpause = 1

[State 17077, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17077, ChangeState]
type = ChangeState
trigger1 = Time >= 130
value = 17078

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Disappear>

[Statedef 17078]
type = S
movetype = I
physics = S
anim = ifelse(isHelper(17070),17071,17076)
ctrl = 0
velset = 0,0

[State 17078, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17078, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17078, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17078, Trans]
type = Trans
trigger1 = Time >= 17
trans = AddAlpha
alpha = var(2),var(3)

[State 17078, VarAdd]
type = VarAdd
trigger1 = Time >= 17
trigger1 = var(2) > 0
var(2) = -16

[State 17078, VarAdd]
type = VarAdd
trigger1 = Time >= 17
trigger1 = var(3) < 256
var(3) = 16

[State 17078, DestroySelf]
type = DestroySelf
trigger1 = Time >= 25

;----------------------------------------------------------------------
; 236236 + Z <Keropi/Damage>

[Statedef 17079]
type = A
movetype = H
physics = N
anim = ifelse(isHelper(17070),17070,17075)
ctrl = 0

[State 17079, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17079, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17079, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17079, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17079, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17079
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17079, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17079) = 0
x = Vel X * -1
persistent = 0

[State 17079, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = ifelse(isHelper(17070),17070,17075)

[State 17079, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Rocket/Appear>

[Statedef 17080]
type = A
movetype = I
physics = N
anim = 17080
ctrl = 0

[State 17080, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17089
time = -1
ignorehitpause = 1

[State 17080, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17080, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17080, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17080, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17080, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17080
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17080, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17080) = 0
x = Vel X * -1
persistent = 0

[State 17080, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17081
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Rocket/Wait>

[Statedef 17081]
type = S
movetype = I
physics = S
anim = 17081
ctrl = 0
velset = 0,0

[State 17081, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17089
time = -1
ignorehitpause = 1

[State 17081, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17081, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17081, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17081, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17081, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17081, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17082

;----------------------------------------------------------------------
; 236236 + Z <Rocket/Attack>

[Statedef 17082]
type = S
movetype = A
physics = S
anim = 17082
ctrl = 0
velset = 0,0

[State 17082, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17089
time = -1
ignorehitpause = 1

[State 17082, Helper]
type = Helper
trigger1 = Time = 25
helpertype = normal
name = "Rocket"
postype = p1
pos = 0,-35
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 27080
ID = 27080
ignorehitpause = 1

[State 17082, ChangeState]
type = ChangeState
trigger1 = Time > 170
value = 17088

;----------------------------------------------------------------------
; 236236 + Z <Rocket/Disappear>

[Statedef 17088]
type = S
movetype = I
physics = S
anim = 17088
ctrl = 0
velset = 0,0

[State 17088, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17088, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17088, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(2),var(3)

[State 17088, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -16

[State 17088, VarAdd]
type = VarAdd
trigger1 = var(3) < 256
var(3) = 16

[State 17088, DestroySelf]
type = DestroySelf
trigger1 = NumHelper(27080) = 0

;----------------------------------------------------------------------
; 236236 + Z <Rocket/Damage>

[Statedef 17089]
type = A
movetype = H
physics = N
anim = 17080
ctrl = 0

[State 17089, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17089, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17089, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17089, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17089, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17089
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17089, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17089) = 0
x = Vel X * -1
persistent = 0

[State 17089, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17080

[State 17089, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Rocket/Rocket>

[Statedef 27080]
type = A
movetype = H
physics = N
anim = 27080
ctrl = 0

[State 27080, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27080, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27080, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 27080
time = -1
ignorehitpause = 1

[State 27080, VelSet]
type = VelSet
trigger1 = Time = 0
y = -1

[State 27080, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,14
channel = 1
ignorehitpause = 1

[State 27080, Explod]
type = Explod
trigger1 = Time % 15 = 0
anim = 17035
postype = p1
pos = 0,30
random = 16,16
facing = 1
bindtime = 20
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27080, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 7 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 0,0
givepower = 5,2
pausetime = 1,2
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*0,-6
guard.velocity = -5
air.velocity = 0,-6
airguard.velocity = -0,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = 10+ceil(0.75*70*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 27080, 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 27080, 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 27080, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 1
ignorehitpause = 1

[State 27080, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 27080, ChangeState]
type = ChangeState
trigger1 = Pos Y <= -500
value = 27081

;----------------------------------------------------------------------
; 236236 + Z <Rocket/Effect>

[Statedef 27081]
type = A
movetype = H
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 27081, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27081, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27081, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 27080
time = -1
ignorehitpause = 1

[State 27081, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s1,6
channel = 1
ignorehitpause = 1

[State 27081, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
ampl = -20
ignorehitpause = 1

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = 0,0
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = -30,0
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = 30,0
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = 0,-30
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = -30,-30
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = 30,-30
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = 0,-60
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = -30,-60
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, Explod]
type = Explod
trigger1 = Time = 0
anim = 17035
postype = p1
pos = 30,-60
random = 60,60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 27081, DestroySelf]
type = DestroySelf
trigger1 = Time = 1

;----------------------------------------------------------------------
; 236236 + Z <Nayuki/Appear>

[Statedef 17090]
type = A
movetype = I
physics = N
anim = 17090
ctrl = 0

[State 17090, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17099
time = -1
ignorehitpause = 1

[State 17090, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17090, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17090, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17090, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17090, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17090
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17090, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17090) = 0
x = Vel X * -1
persistent = 0

[State 17090, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17091
ignorehitpause = 1

;----------------------------------------------------------------------
; 236236 + Z <Nayuki/Wait>

[Statedef 17091]
type = S
movetype = I
physics = S
anim = 17091
ctrl = 0
velset = 0,0

[State 17091, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17099
time = -1
ignorehitpause = 1

[State 17091, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17091, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17091, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17091, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17091, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-30
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17091, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17092

;----------------------------------------------------------------------
; 236236 + Z <Nayuki/Attack>

[Statedef 17092]
type = S
movetype = A
physics = S
anim = 17092
ctrl = 0
velset = 0,0

[State 17092, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17099
time = -1
ignorehitpause = 1

[State 17092, Helper]
type = Helper
trigger1 = AnimElemTime(4) = 20
trigger2 = AnimElemTime(4) = 35
trigger3 = AnimElemTime(4) = 50
trigger4 = AnimElemTime(4) = 65
trigger5 = AnimElemTime(4) = 80
trigger6 = AnimElemTime(4) = 95
trigger7 = AnimElemTime(4) = 110
trigger8 = AnimElemTime(4) = 125
trigger9 = AnimElemTime(4) = 140
helpertype = normal
name = "Mini_Nayuki"
postype = p1
pos = 5,-15
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 27090
ID = 27090
ignorehitpause = 1

[State 17092, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) > 30
trigger1 = NumHelper(27090) = 0
value = 17098

;----------------------------------------------------------------------
; 236236 + Z <Nayuki/Disappear>

[Statedef 17098]
type = S
movetype = I
physics = S
anim = 17098
ctrl = 0
velset = 0,0

[State 17098, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17098, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17098, Trans]
type = Trans
trigger1 = Time > 16
trans = AddAlpha
alpha = var(2),var(3)

[State 17098, VarAdd]
type = VarAdd
trigger1 = Time > 16
trigger1 = var(2) > 0
var(2) = -16

[State 17098, VarAdd]
type = VarAdd
trigger1 = Time > 16
trigger1 = var(3) < 256
var(3) = 16

[State 17098, DestroySelf]
type = DestroySelf
trigger1 = var(2) <= 0

;----------------------------------------------------------------------
; 236236 + Z <Nayuki/Damage>

[Statedef 17099]
type = A
movetype = H
physics = N
anim = 17090
ctrl = 0

[State 17099, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17099, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17099, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17099, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17099, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17099
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17099, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17099) = 0
x = Vel X * -1
persistent = 0

[State 17099, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17090

[State 17099, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; 236236 + Z <Nayuki/Nayuki>

[Statedef 27090]
type = A
movetype = H
physics = N
anim = 27090
ctrl = 0
sprpriority = 4

[State 27090, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27090, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27090, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 27090
time = -1
ignorehitpause = 1

[State 27090, VelSet]
type = VelSet
trigger1 = Time = 1
x = 1
y = -5

[State 27090, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 27090, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,18
channel = 1
ignorehitpause = 1

[State 27090, ChangeState]
type = ChangeState
trigger1 = Time > 2
trigger1 = Pos Y >= 0
value = 27091

;----------------------------------------------------------------------
; 236236 + Z <Nayuki/Effect>

[Statedef 27091]
type = A
movetype = H
physics = N
anim = 27090
ctrl = 0
velset = 4,0

[State 27091, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 27091, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 27091, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 27091
time = -1
ignorehitpause = 1

[State 27091, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 27091, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(4) = 0 
trigger1 = Time = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 0,0
givepower = 5,2
pausetime = 1,2
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -5
air.velocity = -3,-2
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 = 10+ceil(0.75*60*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 27090, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = var(4) = 0 
trigger1 = Time > 14
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = high
air.type = high
damage = floor(root,fvar(0)*10),2
getpower = 0,0
givepower = 5,2
pausetime = 1,2
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -5
air.velocity = -3,-2
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 = 10+ceil(0.75*30*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 27091, 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 27091, 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 27091, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 27091, VarAdd]
type = VarAdd
trigger1 = MoveContact
var(4) = 1
ignorehitpause = 1

[State 27091, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 27091, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -50

;----------------------------------------------------------------------
; 236236 + Z <Clock_05/Appear>

[Statedef 17100]
type = A
movetype = I
physics = N
anim = 17100
ctrl = 0

[State 17100, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17109
time = -1
ignorehitpause = 1

[State 17100, ScreenBound]
type = Null;ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 17100, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 3,6

[State 17100, VelSet]
type = VelSet
trigger1 = Time = 0
x = 3+random%5
y = -5-random%4

[State 17100, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17100, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17100
projanim = 99990
projedgebound = 320000
projstagebound = 20
projremovetime = 100
projscale = 1,1
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17100, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17100) = 0
x = Vel X * -1
persistent = 0

[State 17100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 17101
ignorehitpause = 1

[State -3, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "PS = %d"
params = PrevStateNo
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

;----------------------------------------------------------------------
; 236236 + Z <Clock_05/Wait>

[Statedef 17101]
type = S
movetype = I
physics = S
anim = 17101
ctrl = 0
velset = 0,0

[State 17101, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17109
time = -1
ignorehitpause = 1

[State 17101, PosSet]
type = PosSet
trigger1 = Time = 1
y = 0

[State 17101, VarSet]
type = VarSet
trigger1 = Time = 60
trigger2 = Time = 120
trigger3 = Time = 180
trigger4 = Time = 240
trigger5 = Time = 300
trigger6 = Time = 360
var(1) = 1

[State 17101, VarSet]
type = VarSet
trigger1 = Time = 61
trigger2 = Time = 121
trigger3 = Time = 181
trigger4 = Time = 241
trigger5 = Time = 301
trigger6 = Time = 361
var(1) = 0

[State 17101, VarAdd]
type = VarAdd
trigger1 = var(1) = 1
var(0) = -1

[State 17101, Explod]
type = Explod
trigger1 = var(0) > 0
trigger1 = var(1) = 1
anim = 7000+var(0)
postype = p1
pos = 0,-50
vel = 0,-0.5
facing = ifelse(facing=1,1,-1)
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 17101, ChangeState]
type = ChangeState
trigger1 = var(0) = 0
value = 17102

;----------------------------------------------------------------------
; 236236 + Z <Clock_05/Attack>

[Statedef 17102]
type = S
movetype = A
physics = S
anim = 17102
ctrl = 0

[State 17102, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 17109
time = -1
ignorehitpause = 1

[State 17102, PlaySnd]
type = PlaySnd
trigger1 = Time % 6 = 0
value = s3,17
channel = 1
ignorehitpause = 1

[State 17102, Hitdef]
type = Hitdef
triggerall = Root,var(4) = 1
trigger1 = Time % 6 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(root,fvar(0)*20),5
getpower = 0,0
givepower = 5,2
pausetime = 1,1
guard.pausetime = 1,1
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-30+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-Root,fvar(0))*-3,0
guard.velocity = -3
air.velocity = -2,-1.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 10+ceil(0.75*50*root,fvar(2)*root,fvar(8))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 17102, 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 17102, 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 17102, Correction]
type = Helper
;trigger1 = Root,var(9) > 0
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30500
ID = 3
ignorehitpause = 1

[State 17102, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17102, ChangeState]
type = ChangeState
trigger1 = Time >= 180
value = 17108

;----------------------------------------------------------------------
; 236236 + Z <Clock_05/Disappear>

[Statedef 17108]
type = S
movetype = I
physics = S
anim = 17101
ctrl = 0
velset = 0,0

[State 17108, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17108, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = 256

[State 17108, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 17108, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(2),var(3)

[State 17108, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -16

[State 17108, VarAdd]
type = VarAdd
trigger1 = var(3) < 256
var(3) = 16

[State 17108, DestroySelf]
type = DestroySelf
trigger1 = Time >= 8

;----------------------------------------------------------------------
; 236236 + Z <Clock_05/Damage>

[Statedef 17109]
type = A
movetype = H
physics = N
anim = 17100
ctrl = 0

[State 17109, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17109, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17109, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -5

[State 17109, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 17109, Projectile]
type = Projectile
trigger1 = Time = 0
projid = 17109
projanim = 99990
projedgebound = 320000
projstagebound = 20
projscale = 1,1
projremovetime = 25
offset = 0,0
velocity = Vel X,0
removevelocity = 0,0
persistent = 0

[State 17109, VelSet_2]
type = VelSet
trigger1 = Root,NumProjID(17109) = 0
x = Vel X * -1
persistent = 0

[State 17109, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 17100

[State 17109, DestroySelf]
type = Null;DestroySelf
trigger1 = Pos Y >= 100

;----------------------------------------------------------------------
; WinPose 1

[Statedef 13000]
type = A
movetype = A
physics = N
anim = 16201
ctrl = 0
velset = 0,0
sprpriority = 10

[State 13000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 13000, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 29
flag = Invisible
ignorehitpause = 1

[State 13000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 13000
time = -1
ignorehitpause = 1

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13000, Helper]
type = Helper
trigger1 = Time = 28
helpertype = normal
ownpal = 1
name = "Sound"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 30200
ID = 2
ignorehitpause = 1

[State 13000, Explod]
type = Explod
trigger1 = Time = 1
anim = 16200
ID = 16200
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999

[State 13000, VelAdd]
type = VelAdd
trigger1 = Time > 28
y = 0.4

[State 13000, Turn]
type = Turn
trigger1 = Time = 1

[State 13000, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 13001
ignorehitpause = 1

;----------------------------------------------------------------------
; WinPose 1

[Statedef 13001]
type = A
movetype = A
physics = N
anim = 16201
ctrl = 0
velset = 0,0
sprpriority = 10

[State 13001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 13001, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 0
stateno = 13000
time = -1
ignorehitpause = 1

[State 13001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13001, PosSet]
type = PosSet
trigger1 = 1
y = 0

;----------------------------------------------------------------------
; TimeOver 2

[Statedef 13501]
type = A
movetype = I
physics = N
anim = 7697
ctrl = 0
velset = -16,-16

[State 13501, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 13501, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 13501, DestroySelf]
type = DestroySelf
trigger1 = Time > 100

