;======================================================================
;======================================================================
; Super Move states file for "Nayuki Minase"
;======================================================================
;======================================================================

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

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

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

[State 1000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.035
ignorehitpause = 1

[State 1000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 1000, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*45),10
getpower = 50,25
givepower = 25,15
pausetime = 5,10
guard.pausetime = 5,10
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 = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
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 = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*45),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
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 = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,-3
guard.velocity = 3.5
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-3.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

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

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

[State 1010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.035
ignorehitpause = 1

[State 1010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 1010, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*45),10
getpower = 50,25
givepower = 25,15
pausetime = 5,10
guard.pausetime = 5,10
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 = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
air.velocity = 0,ifelse(EnemyNear,Vel Y <= 0,(-1.5+EnemyNear,Vel Y*0.25),-1.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*45),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
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 = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*8,-3.5
guard.velocity = 3.5
air.velocity = 8,-3.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

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

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

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

[State 1020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.035
ignorehitpause = 1

[State 1020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 1
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,3
channel = 1
ignorehitpause = 1

[State 1020, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*45),10
getpower = 50,25
givepower = 25,15
pausetime = 5,10
guard.pausetime = 5,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*0,0
guard.velocity = 0
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 = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.4

[State 1020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*45),10
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-40+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 30
ground.hittime = 30
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*2,10
guard.velocity = 3.5
air.velocity = 2,10
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.8
fall.envshake.time = 10
fall.envshake.freq = 60
fall.envshake.ampl = -4

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

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

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

[State 1100, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1100, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1100, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1100, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -6
ignorehitpause = 1

[State 1100, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1100, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1100, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*70),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-6
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.45

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = Pos Y >= 0
value = 52

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

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

[State 1110, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1110, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1110, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1110, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1110, NotHitBy]
type = NotHitBy
trigger1 = Time < 5
value = SCA
time = 1
ignorehitpause = 1

[State 1110, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = -1.35
y = -7.5
ignorehitpause = 1

[State 1110, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 1110, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1110, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1110, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*70),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-6
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.45

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

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

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

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

[State 1120, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

[State 1120, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1120, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.04
ignorehitpause = 1

[State 1120, VarSet];Damage Correction
type = VarSet
trigger1 = AnimElemTime(5) = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1120, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(11) = 0
value = s3,0
channel = 1
ignorehitpause = 1

[State 1120, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = Time < 9
value = SCA
time = 1
ignorehitpause = 1

[State 1120, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 2.5
y = -8.5
ignorehitpause = 1

[State 1120, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)

[State 1120, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

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

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

[State 1120, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*50),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-1,-8
guard.velocity = -5
air.velocity = -1,ifelse(EnemyNear,Vel Y <= 0,(-7.5+EnemyNear,Vel Y*0.25),-7.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1120, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 11
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = floor(fvar(0)*70),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-6
guard.velocity = -5
air.velocity = -2,ifelse(EnemyNear,Vel Y <= 0,(-5.5+EnemyNear,Vel Y*0.25),-5.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

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

[State 1200, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1200, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 1200, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) >= 0
trigger1 = Time % 6 = 0
value = s3,4
channel = 1

[State 1200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 2.5
y = -5
ignorehitpause = 1

[State 1200, VelSet]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = Const(Movement.yaccel)*0.75

[State 1200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1200, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1200, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*20),5
getpower = 30,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-4,0
guard.velocity = -5
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

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

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

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

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

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

[State 1210, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1210, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 1210, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
trigger1 = Time % 6 = 0
value = s3,4
channel = 1

[State 1210, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1210, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 2.25
y = -6.75
ignorehitpause = 1

[State 1210, VelSet]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = Const(Movement.yaccel)*0.75

[State 1210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1210, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1210, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*20),5
getpower = 30,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.0,-6.5
guard.velocity = -5
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

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

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

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

[State 1220, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1220, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 1220, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) >= 0
trigger1 = Time % 4 = 0
value = s3,4
channel = 1

[State 1220, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1220, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 0
x = 2.5
y = -7.25
ignorehitpause = 1

[State 1220, VelSet]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = Const(Movement.yaccel)*0.6

[State 1220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1220, Explod]
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

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

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

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

[State 1220, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*20),5
getpower = 30,15
givepower = 15,7
pausetime = 10,9
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2,-5.0
guard.velocity = -5
air.velocity = -3.0,ifelse(EnemyNear,Vel Y <= 0,(-3.0+EnemyNear,Vel Y*0.25),-3.0)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

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

[State 1250, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1250, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 1250, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) >= 0
trigger1 = Time % 6 = 0
value = s3,4
channel = 1

[State 1250, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1250, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
trigger1 = PrevStateNo != 350
y = -3.5
ignorehitpause = 1

[State 1250, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
trigger1 = PrevStateNo = 350
y = -2.5
ignorehitpause = 1

[State 1250, VelSet]
type = VelSet
trigger1 = PrevStateNo = 350
trigger1 = Time = 0
x = 3

[State 1250, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)*0.75

[State 1250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1250, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*20),5
getpower = 30,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.0,-6.5
guard.velocity = -5
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1250, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

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

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

[State 1260, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1260, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 1260, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 1260, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) >= 0
trigger1 = Time % 6 = 0
value = s3,4
channel = 1

[State 1260, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1260, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
trigger1 = PrevStateNo != 350
y = -4
ignorehitpause = 1

[State 1260, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
trigger1 = PrevStateNo = 350
y = -3
ignorehitpause = 1

[State 1260, VelSet]
type = VelSet
trigger1 = PrevStateNo = 350
trigger1 = Time = 0
x = 3

[State 1260, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)*0.75

[State 1260, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1260, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*20),5
getpower = 30,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.0,-6.5
guard.velocity = -5
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1260, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

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

[Statedef 1270]
type = S
movetype = A
physics = S
anim = 1270
ctrl = 0
poweradd = 100

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

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

[State 1270, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1270, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 1270, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 30
ignorehitpause = 1

[State 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) >= 0
trigger1 = Time % 4 = 0
value = s3,4
channel = 1

[State 1270, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1270, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
trigger1 = PrevStateNo != 350
y = -5
ignorehitpause = 1

[State 1270, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) = 0
trigger1 = PrevStateNo = 350
y = -4
ignorehitpause = 1

[State 1270, VelSet]
type = VelSet
trigger1 = PrevStateNo = 350
trigger1 = Time = 0
x = 3

[State 1270, VelSet]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)*0.75

[State 1270, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

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

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

[State 1270, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*20),5
getpower = 30,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-2.0,-6.5
guard.velocity = -5
air.velocity = -2.0,ifelse(EnemyNear,Vel Y <= 0,(-4.5+EnemyNear,Vel Y*0.25),-4.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1270, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

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

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

[State 1300, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1300, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1300, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(9) = 0
value = s3,1
channel = 1

[State 1300, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 3.5
y = -4
ignorehitpause = 1

[State 1300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) < 0
y = Const(Movement.yaccel)*0.75

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 0
y = 0
ignorehitpause = 1

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) = 0
x = 5
y = 3
ignorehitpause = 1

[State 1300, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1300, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*75),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

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

[State 1310, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1310, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1310, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s3,1
channel = 1

[State 1310, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1310, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 5
y = -3.5
ignorehitpause = 1

[State 1310, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = Const(Movement.yaccel)*0.75

[State 1310, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1310, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 1310, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = S,AA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*75),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 1310, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

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

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

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

[State 1320, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

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

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

[State 1320, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1320, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(9) = 0
value = s3,1
channel = 1

[State 1320, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1320, VelSet]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 4
y = -4.5
ignorehitpause = 1

[State 1320, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = Const(Movement.yaccel)*0.5

[State 1320, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1320, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10100
postype = p1
pos = -10,5
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

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

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

[State 1320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 2
attr = S,AA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),15
getpower = 35,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3,-4
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 5
attr = S,AA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),15
getpower = 35,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3,-4
guard.velocity = -5
air.velocity = -3,-4.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1320, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 9
attr = S,AA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,5
guard.velocity = -5
air.velocity = -3,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 1320, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1350]
type = A
movetype = A
physics = N
anim = 1350
ctrl = 0
poweradd = 100
velset = 0,0

[State 1350, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1350, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1350, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1350, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1350, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,1
channel = 1

[State 1350, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1350, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 3.5
y = -4
ignorehitpause = 1

[State 1350, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(6) < 0
y = Const(Movement.yaccel)*0.75

[State 1350, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1350, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 0
y = 0
ignorehitpause = 1

[State 1350, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 5
y = 3
ignorehitpause = 1

[State 1350, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 7
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*75),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 1350, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1201

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

[Statedef 1360]
type = A
movetype = A
physics = N
anim = 1360
ctrl = 0
poweradd = 100
velset = 0,0

[State 1360, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1360, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1360, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1360, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.10
ignorehitpause = 1

[State 1360, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 1360, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(8) = 0
value = s3,1
channel = 1

[State 1360, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1360, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 5
y = -3.5
ignorehitpause = 1

[State 1360, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = Const(Movement.yaccel)*0.5

[State 1360, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1360, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 8
attr = S,AA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*75),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 1360, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

[Statedef 1370]
type = S
movetype = A
physics = S
anim = 1370
ctrl = 0
poweradd = 100
velset = 0,0

[State 1370, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 2
fvar(15) = -100
ignorehitpause = 1

[State 1370, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(1) = 1
trigger1 = fvar(16) = 3
fvar(15) = ifelse(fvar(15) > 25,-25,-1*fvar(15))
ignorehitpause = 1

[State 1370, VarSet];Hitsound and effects select
type = VarSet
trigger1 = Time = 0
var(0) = 3
ignorehitpause = 1

[State 1370, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 1370, VarSet];MoveContact initialize
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1370, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.05
ignorehitpause = 1

[State 1370, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 50
ignorehitpause = 1

[State 1370, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger2 = AnimElemTime(4) = 0
trigger3 = AnimElemTime(8) = 0
value = s3,1
channel = 1

[State 1370, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 1370, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 4
y = -4.5
ignorehitpause = 1

[State 1370, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) >= 0
y = Const(Movement.yaccel)*0.5

[State 1370, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(1) = 0
statetype = A
physics = N
ignorehitpause = 1

[State 1370, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = s4,0

[State 1370, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10280
postype = p1
pos = 0,-40
facing = -1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 1370, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 2
attr = S,AA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),15
getpower = 35,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3,-4
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1370, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 4
attr = S,AA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),15
getpower = 35,15
givepower = 15,7
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-3,-4
guard.velocity = -5
air.velocity = -3,-4.5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0

[State 1370, Hitdef]
type = Hitdef
triggerall = var(4) = 1
trigger1 = AnimElem = 8
attr = S,AA
hitflag = MAF
guardflag = HA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*60),15
getpower = 50,25
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,ceil((EnemyNear,ScreenPos Y-ScreenPos Y)-60+random%20)
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,5
guard.velocity = -5
air.velocity = -3,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 1370, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;----------------------------------------------------------------------
; Eterny Special 
;----------------------------------------------------------------------

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

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

[State 6000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = var(10) < 2
var(0) = 3
ignorehitpause = 1

[State 6000, VarSet];Hitsound and effects select
type = VarSet
trigger1 = var(10) = 2
var(0) = 6
ignorehitpause = 1

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

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

[State 6000, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.03
ignorehitpause = 1

[State 6000, VarSet];Damage Correction
type = VarSet
trigger1 = var(10) = 2
fvar(3) = 0.2
ignorehitpause = 1

[State 6000, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6000, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6000, VarAdd];MoveHit Detection
type = VarAdd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

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

[State 6000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 31
flag = NoBG
ignorehitpause = 1

[State 6000, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10300
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

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

[State 6000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,6
channel = 1
persistent = 0

[State 6000, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6000, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 12
y = 8
ignorehitpause = 1

[State 6000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) < 2
trigger1 = AnimElemTime(6) >= 0
trigger1 = Time % 2 = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*70),15
getpower = 0,0
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 6000, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) = 2
trigger1 = AnimElemTime(6) >= 0
trigger1 = Time % 2 = 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*70),15
getpower = 0,0
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,5
guard.velocity = -5
air.velocity = -6,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 6000, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1201

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

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

[State 6010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = var(10) < 5
var(0) = 3
ignorehitpause = 1

[State 6010, VarSet];Hitsound and effects select
type = VarSet
trigger1 = var(10) = 5
var(0) = 6
ignorehitpause = 1

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

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

[State 6010, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.02
ignorehitpause = 1

[State 6010, VarSet];Damage Correction
type = VarSet
trigger1 = var(10) = 5
fvar(3) = 0.2
ignorehitpause = 1

[State 6010, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6010, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6010, VarAdd];MoveHit Detection
type = VarAdd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

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

[State 6010, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 31
flag = NoBG
ignorehitpause = 1

[State 6010, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

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

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 6010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,6
channel = 1
persistent = 0

[State 6010, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6010, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 12
y = 8
ignorehitpause = 1

[State 6010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) < 5
trigger1 = AnimElemTime(6) >= 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*40),15
getpower = 0,0
givepower = 25,15
pausetime = 8,10
guard.pausetime = 8,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -3,ifelse(EnemyNear,Vel Y <= 0,(-2.5+EnemyNear,Vel Y*0.25),-2.25)
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 6010, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) = 5
trigger1 = AnimElemTime(6) >= 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*100),15
getpower = 0,0
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,5
guard.velocity = -5
air.velocity = -6,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 6010, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1201

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

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

[State 6020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = var(10) < 9
var(0) = 3
ignorehitpause = 1

[State 6020, VarSet];Hitsound and effects select
type = VarSet
trigger1 = var(10) = 9
var(0) = 6
ignorehitpause = 1

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

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

[State 6020, VarSet];Damage Correction
type = VarSet
trigger1 = Time = 0
fvar(3) = 0.015
ignorehitpause = 1

[State 6020, VarSet];Damage Correction
type = VarSet
trigger1 = var(10) = 9
fvar(3) = 0.2
ignorehitpause = 1

[State 6020, VarSet];Fall.RecoverTime
type = VarSet
trigger1 = Time = 0
fvar(4) = 40
ignorehitpause = 1

[State 6020, VarSet];HitCount
type = VarSet
trigger1 = Time = 0
var(10) = 0
ignorehitpause = 1

[State 6020, VarAdd];MoveHit Detection
type = VarAdd
trigger1 = MoveContact
var(10) = 1
ignorehitpause = 1

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

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

[State 6020, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) < 31
flag = NoBG
ignorehitpause = 1

[State 6020, Explod]
type = Explod
trigger1 = AnimElemTime(3) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

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

[State 6020, NotHitBy]
type = NotHitBy
trigger1 = Time < 52
value = SCA
time = 1
ignorehitpause = 1

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

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,6
channel = 1
persistent = 0

[State 6020, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6020, VelSet]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 12
y = 8
ignorehitpause = 1

[State 6020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) < 9
trigger1 = AnimElemTime(6) >= 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*35),15
getpower = 0,0
givepower = 25,15
pausetime = 5,10
guard.pausetime = 4,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,0
guard.velocity = -5
air.velocity = -6,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0

[State 6020, Hitdef]
type = Hitdef
triggerall = var(4) = 1
triggerall = var(10) = 9
trigger1 = AnimElemTime(6) >= 0
attr = A,HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = back
fall.animtype = back
ground.type = High
air.type = High
damage = floor(fvar(0)*150),15
getpower = 0,0
givepower = 25,15
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S10260
guard.sparkno = S10270
sparkxy = -30+random%20,-40+random%20
hitsound = -1,0
guardsound = -1,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = (2.0-fvar(0))*-5,5
guard.velocity = -5
air.velocity = -3,5
airguard.velocity = -1.5,-3
ground.cornerpush.veloff = (2.0-fvar(0))*-3.0
air.cornerpush.veloff = 0
down.cornerpush.veloff = -3.0
guard.cornerpush.veloff = -3.0
airguard.cornerpush.veloff = 0
fall.recover = 0
fall.recovertime = ceil(fvar(6))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
yaccel = 0.6

[State 6020, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1201

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

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

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

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

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

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

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

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

[State 6100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,5
channel = 1
persistent = 0

[State 6100, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = -20,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6100, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6100, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Freezer_6100"
postype = p1
pos = 5,30
pausemovetime = 0
supermovetime = 0
stateno = 16100
ID = 16100
ignorehitpause = 1

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

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

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

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

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

[State 6110, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,2
darken = 0
p2defmul = 1

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

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10310
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6110, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -2000
ignorehitpause = 1

[State 6110, NotHitBy]
type = NotHitBy
trigger1 = Time < 49
value = SCA
time = 1
ignorehitpause = 1

[State 6110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,5
channel = 1
persistent = 0

[State 6110, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = -20,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6110, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6110, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Freezer_6110"
postype = p1
pos = 5,30
pausemovetime = 0
supermovetime = 0
stateno = 16110
ID = 16110
ignorehitpause = 1

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

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

[Statedef 6120]
type = S
movetype = A
physics = S
anim = 6100
ctrl = 0
velset = 0,0

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

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

[State 6120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s4,4

[State 6120, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) < 4
flag = NoBG
ignorehitpause = 1

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 6120, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(1) = 1
value = -3000
ignorehitpause = 1

[State 6120, NotHitBy]
type = NotHitBy
trigger1 = Time < 54
value = SCA
time = 1
ignorehitpause = 1

[State 6120, BGPalFX]
type = BGPalFX
trigger1 = 1
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 6120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,5
channel = 1
persistent = 0

[State 6120, Explod]
type = Explod
trigger1 = AnimElemTime(6) = 0
anim = 10100
postype = p1
pos = -20,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 2

[State 6120, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6120, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Freezer_6120"
postype = p1
pos = 5,30
pausemovetime = 0
supermovetime = 0
stateno = 16120
ID = 16120
ignorehitpause = 1

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

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

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

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

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

[State 6200, VarSet];Timer
type = VarSet
trigger1 = AnimElemTime(6) = 0
var(12) = 510
ignorehitpause = 1

[State 6200, VarSet];Level
type = VarSet
trigger1 = AnimElemTime(6) = 0
var(13) = 1
ignorehitpause = 1

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

[State 6200, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 6
flag = NoBG
ignorehitpause = 1

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

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

[State 6200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,7
channel = 1
persistent = 0

[State 6200, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6200, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
y = -10

[State 6200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Yukiusagi_6200_01"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16200
ignorehitpause = 1

[State 6200, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Yukiusagi_6200_01"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16201
ignorehitpause = 1

[State 6200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

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

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

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

[State 6210, VarSet];Timer
type = VarSet
trigger1 = AnimElemTime(6) = 0
var(12) = 510
ignorehitpause = 1

[State 6210, VarSet];Level
type = VarSet
trigger1 = AnimElemTime(6) = 0
var(13) = 2
ignorehitpause = 1

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

[State 6210, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 6
flag = NoBG
ignorehitpause = 1

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

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

[State 6210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,7
channel = 1
persistent = 0

[State 6210, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6210, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
y = -10

[State 6210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Yukiusagi_6210_01"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16210
ignorehitpause = 1

[State 6210, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Yukiusagi_6210_01"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16211
ignorehitpause = 1

[State 6210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

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

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

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

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

[State 6220, VarSet];Timer
type = VarSet
trigger1 = AnimElemTime(6) = 0
var(12) = 420
ignorehitpause = 1

[State 6220, VarSet];Level
type = VarSet
trigger1 = AnimElemTime(6) = 0
var(13) = 3
ignorehitpause = 1

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

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s4,4
persistent = 0

[State 6220, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 6
flag = NoBG
ignorehitpause = 1

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

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

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

[State 6220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,7
channel = 1
persistent = 0

[State 6220, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 6220, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(3) = 0
y = -10

[State 6220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Yukiusagi_6220_01"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16220
ignorehitpause = 1

[State 6220, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
ownpal = 1
name = "Yukiusagi_6220_01"
postype = p1
pos = 0,0
pausemovetime = 0
supermovetime = 0
stateno = 16200
ID = 16221
ignorehitpause = 1

[State 6220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

;----------------------------------------------------------------------
; 236236 + Z

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

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

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

[State 7000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(10) = 0
time = 40
movetime = 40
anim = -1
sound = s4,3
darken = 0
p2defmul = 1

[State 7000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(10) = 0
value = s4,4
persistent = 0

[State 7000, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(12) < 0
flag = NoBG
ignorehitpause = 1

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(10) = 1
anim = 10320
postype = p1
pos = 0,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, Explod]
type = Explod
trigger1 = AnimElemTime(10) = 1
anim = 10330
postype = p1
pos = -10,-50
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 2

[State 7000, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(10) = 1
value = -3000
ignorehitpause = 1

[State 7000, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(10) >= 0
color = 0
invertall = 1
time = 1
ignorehitpause = 1

[State 7000, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 0

[State 7000, NotHitBy]
type = NotHitBy
trigger1 = Time > 44
value = SCA
time = 1
ignorehitpause = 1

[State 7000, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1.5
y = -6

[State 7000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(10) < 0
y = Const(Movement.yaccel)*0.4

[State 7000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(13) > 0
y = Const(Movement.yaccel)*0.6

[State 7000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
statetype = A
physics = N

[State 7000, VelSet]
type = VelSet
trigger1 = AnimElemTime(10) = 1
x = 0
y = 0

[State 7000, VarSet]
type = VarSet
trigger1 = AnimElemTime(10) = 0
fvar(20) = Vel X

[State 7000, VelSet]
type = VelSet
trigger1 = AnimElemTime(13) = 0
x = fvar(20)

[State 7000, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,9

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 0
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17000
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 1
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17010+((random%2)*10)
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 2
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17030
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 3
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17040
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 4
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17050
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 5
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17060
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = Facing = 1
trigger1 = var(10) != 6
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17070
ID = 17070
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = Facing = -1
trigger1 = var(10) != 6
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17075
ID = 17075
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 7
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17080
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 8
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17090
ignorehitpause = 1

[State 7000, Helper]
type = Helper
trigger1 = var(10) != 9
trigger1 = AnimElemTime(13) = 0
helpertype = normal
ownpal = 1
name = "Clock_7000"
postype = p1
pos = 30,-40
pausemovetime = 0
supermovetime = 0
stateno = 17100
ignorehitpause = 1

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 53
ctrl = 0

