;======================================================================
;======================================================================
; Assist states file for "Mai Kawasumi"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Child Mai <Blue Sky Edition>
;----------------------------------------------------------------------


;----------------------------------------------------------------------
; Note
;
; 1000 to 1299	- Cooperative (including Hyper Combo)
; 1300 to 1599	- independent (including Hyper Combo)
; 1600 to 1899	- Others (including Tandem Attack)
; 1900 to 1999	- 
;
; 1000		- Standing
; 1005		- Appear (form State 700)
; 1008		- Damage
; 1009		- Disappear
;
; Global var
; 
; var(0)	- Damage Level
; var(1)	- Communicate with child Helper
; fvar(10)	- Appear
; fvar(11)	- Appear

;----------------------------------------------------------------------
; Standing

[Statedef 1000]
type = A
movetype = I
physics = N
anim = 1000
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1000, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(12) = 0

[State 1000, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = root,var(11) = 1009
value = root,var(11)

[State 1000, ChangeState]
type = ChangeState
trigger1 = root,command = "41236a"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1310+root,var(13)

[State 1000, ChangeState]
type = ChangeState
trigger1 = root,command = "41236b"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1320+root,var(13)

[State 1000, ChangeState]
type = ChangeState
trigger1 = root,command = "41236c"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1330+root,var(13)

[State 1000, ChangeState]
type = ChangeState
trigger1 = root,command = "63214a"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1340+root,var(13)

[State 1000, ChangeState]
type = ChangeState
trigger1 = root,command = "63214b"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1350

[State 1000, ChangeState]
type = ChangeState
trigger1 = root,command = "63214c"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1360

;----------------------------------------------------------------------
; Appear (from State 700)

[Statedef 1005]
type = A
movetype = I
physics = N
anim = 1000
ctrl = 0
sprpriority = -3

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1005, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1005, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1005, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1005, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1005, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1005, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1005, ChangeState]
type = ChangeState
trigger1 = Time > 5
value = 1000

;----------------------------------------------------------------------
; 623 + A or B or C

[Statedef 1006]
type = S
movetype = A
physics = S
anim = 1006
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1006, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1006, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1006, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1006, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1006, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1006, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1006, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1006, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1006, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,11
ignorehitpause = 1

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,12
ignorehitpause = 1

[State 1006, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
removeongethit = 1

[State 1006, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 11006
ownpal = 1
sprpriority = 5
postype = p1
pos = 3,-53
bindtime = -1
removetime = -2
removeongethit = 1
scale = 1.25,1.25

[State 1006, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 11007
ownpal = 1
sprpriority = 5
postype = p1
pos = -7,-57
bindtime = -1
removetime = -2
removeongethit = 1

[State 1006, Helper]
type = Helper
trigger1 = AnimElemTime(2) = -1
name = "Spark"
postype = p1
pos = 0,-50
ownpal = 1
stateno = 11006
ID = 11006
ignorehitpause = 1

[State 1006, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 50,0
getpower = 0,0
givepower = 100,50
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,-4
guard.velocity = -6
air.velocity = -6,-4
airguard.velocity = -6,-4
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 0
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1006, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1006, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 8
ignorehitpause = 1

[State 1006, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1006, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1009

;----------------------------------------------------------------------
; Damage

[Statedef 1008]
type = A
movetype = H
physics = N
anim = 1008
ctrl = 0
sprpriority = -3
facep2 = 1

[State 1008, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1008, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = PrevStateNo = [1010,1299]
var(10) = 1

[State 1008, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = PrevStateNo != [1010,1299]
var(10) = 2

[State 1008, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 20
var(10) = 0

[State 1008, VelSet]
type = VelSet
trigger1 = Time = 0
x = -3
y = -3

[State 1008, VelSet]
type = VelSet
trigger1 = Time = 6
x = 0
y = 0

[State 1008, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 1009

;----------------------------------------------------------------------
; Disappear

[Statedef 1009]
type = A
movetype = I
physics = N
ctrl = 0
sprpriority = -3

[State 1009, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1009, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1009, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1009, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 1

[State 1009, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1

[State 1009, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = -0.2

[State 1009, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = 0.1

[State 1009, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = PrevStateNo != 1008
var(10) = 0

[State 1009, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 5
var(10) = 0

[State 1009, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 5
var(12) = 0

[State 1009, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 5
fvar(33) = 0

[State 1009, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 5
trigger1 = var(10) = 0
fvar(34) = 1

[State 1009, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 5
trigger1 = var(10) = 1
fvar(34) = 2

[State 1009, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 5
trigger1 = var(10) = 2
fvar(34) = 3

[State 1009, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = s2,10
ignorehitpause = 1

[State 1009, DestroySelf]
type = DestroySelf
trigger1 = Time > 5

[State -3, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "var(10) = %d PS = %d"
params = var(10),PrevStateNo
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

;----------------------------------------------------------------------
; 41236 + A (Cooperative)

[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0
velset = 2,0
sprpriority = -3

[State 1010, NotHitBy]
type = NotHitBy
trigger1 = Time < 80
value = ,AT
time = 1

[State 1010, NotHitBy]
type = NotHitBy
trigger1 = Time >= 80
value = SCA
time = 1

[State 1010, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1010, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1010, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1010, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1010, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1010, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1010, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1010, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(18) <= 0
x = 2

[State 1010, Hitdef]
type = Hitdef
trigger1 = Time % 3 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = Light
fall.animtype = Light
ground.type = High
air.type = High
damage = 10,4
getpower = 20,5
givepower = 10,3
pausetime = 3,1
guard.pausetime = 3,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,0
guard.velocity = -6
air.velocity = -1,-2
airguard.velocity = -1,-2
fall.recover = 1
fall.recovertime = 10
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1010, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1010, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 2
ignorehitpause = 1

[State 1010, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = Time > 130
value = 1009

;----------------------------------------------------------------------
; 41236 + A (Cooperative/Lv.2)

[Statedef 1011]
type = S
movetype = A
physics = S
anim = 1011
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1011, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1011, NotHitBy]
type = NotHitBy
trigger1 = Time < 60
value = ,AT
time = 1

[State 1011, NotHitBy]
type = NotHitBy
trigger1 = Time >= 60
value = SCA
time = 1

[State 1011, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1011, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1011, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1011, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1011, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1011, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1011, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1011, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1011, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1011, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
x = 10

[State 1011, VelSet]
type = VelSet
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(25) < 0
x = 2

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(28) < 0
trigger1 = Time % 4 = 0
value = s0,3
channel = 2
ignorehitpause = 1

[State 1011, Hitdef]
type = Hitdef
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(28) < 0
trigger1 = Time % 2 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 13,6
getpower = 30,15
givepower = 10,5
pausetime = 3,10
guard.pausetime = 3,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -1,-2
airguard.velocity = -1,-2
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1011, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1011, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 2
ignorehitpause = 1

[State 1011, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1011, ChangeState]
type = ChangeState
trigger1 = Time > 70
value = 1009

;----------------------------------------------------------------------
; 41236 + A (Cooperative/Lv.3)

[Statedef 1012]
type = S
movetype = A
physics = S
anim = 1012
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1012, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1012, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1012, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1012, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1012, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1012, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1012, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1012, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1012, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1012, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1012, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
x = 10

[State 1012, VelSet]
type = VelSet
trigger1 = AnimElemTime(11) >= 0
x = 2

[State 1012, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) >= 0
trigger1 = Time % 4 = 0
value = s0,3
channel = 2
ignorehitpause = 1

[State 1012, Correction]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
name = "Wind"
postype = p1
pos = 40,-50
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11012
ID = 11012
ignorehitpause = 1

[State 1012, ChangeState]
type = ChangeState
trigger1 = var(1) = 1
trigger2 = AnimElemTime(15) >= 0
trigger2 = NumHelper(11012) = 0
value = 1013

;----------------------------------------------------------------------
; 41236 + A (Cooperative/Lv.3)

[Statedef 1013]
type = S
movetype = A
physics = S
anim = 1013
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1013, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1013, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1013, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1013, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1013, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 1009

;----------------------------------------------------------------------
; 41236 + B (Cooperative)

[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = Time < 45
value = ,AT
time = 1

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = Time >= 45
value = SCA
time = 1

[State 1020, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1020, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1020, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1020, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1020, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1020, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1020, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1020, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
x = 15

[State 1020, VelSet]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) <= 0
x = 0.2

[State 1020, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 80,20
getpower = 80,40
givepower = 40,20
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,0
guard.velocity = -6
air.velocity = -3,-4
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1020, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1020, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 8
ignorehitpause = 1

[State 1020, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = Time > 34
value = 1009

;----------------------------------------------------------------------
; 41236 + B (Cooperative/Lv.2)

[Statedef 1021]
type = S
movetype = A
physics = S
anim = 1021
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1021, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1021, NotHitBy]
type = NotHitBy
trigger1 = Time < 27
value = ,AT
time = 1

[State 1021, NotHitBy]
type = NotHitBy
trigger1 = Time >= 27
value = SCA
time = 1

[State 1021, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1021, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1021, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1021, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1021, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1021, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1021, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1021, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1021, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1021, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) <= 0
x = 14

[State 1021, VelSet]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(8) <= 0
x = 0.2

[State 1021, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 80,20
getpower = 80,40
givepower = 40,20
pausetime = 15,15
guard.pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,0
guard.velocity = -6
air.velocity = -3,-4
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1021, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1021, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 5
ignorehitpause = 1

[State 1021, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1026
ignorehitpause = 1

[State 1021, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1021, ChangeState]
type = ChangeState
trigger1 = Time > 34
value = 1009

;----------------------------------------------------------------------
; 41236 + B (Cooperative/Lv.2)

[Statedef 1026]
type = S
movetype = A
physics = S
anim = 1026
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1026, NotHitBy]
type = NotHitBy
trigger1 = Time < 27
value = ,AT
time = 1

[State 1026, NotHitBy]
type = NotHitBy
trigger1 = Time >= 27
value = SCA
time = 1

[State 1026, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1026, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1026, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1026, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1026, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
x = 8

[State 1026, VelSet]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) <= 0
x = 0.2

[State 1026, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,2
channel = 2
ignorehitpause = 1

[State 1026, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 80,20
getpower = 80,40
givepower = 40,20
pausetime = 15,15
guard.pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,-3
guard.velocity = -6
air.velocity = -3,-4
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -5
p2facing = 1

[State 1026, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = AnimElemTime(6) = [0,2]
trigger1 = Anim = 1026
value = 40670
ignorehitpause = 1
persistent = 0

[State 1026, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, HitEffect]
type = Helper
triggerall = NumTarget = 1
triggerall = Time > 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, GuardEffect]
type = Helper
triggerall = NumTarget = 0
triggerall = Anim = 1026
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, GuardEffect]
type = Helper
triggerall = NumTarget = 1
triggerall = Anim = 1026
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = Anim = 1026
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = Anim = 1026
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1026, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 5
ignorehitpause = 1

[State 1026, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1026, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1009

;----------------------------------------------------------------------
; 41236 + B (Cooperative/Lv.3)

[Statedef 1022]
type = S
movetype = A
physics = S
anim = 1022
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1022, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1022, NotHitBy]
type = NotHitBy
trigger1 = Time < 27
value = ,AT
time = 1

[State 1022, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,12]
trigger2 = Time >= 27
value = SCA
time = 1

[State 1022, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1022, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1022, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1022, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1022, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1022, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1022, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1022, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1022, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1022, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
x = 11

[State 1022, VelSet]
type = VelAdd
trigger1 = AnimElemTime(7) >= 0
x = 0.2

[State 1022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 2
value = s0,2
channel = 2
ignorehitpause = 1

[State 1022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,16
ignorehitpause = 1

[State 1022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,17
persistent = 0
ignorehitpause = 1

[State 1022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,18
persistent = 0
ignorehitpause = 1

[State 1022, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,19
persistent = 0
ignorehitpause = 1

[State 1022, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(7) = 0
time = 10
ampl = -7
ignorehitpause = 1

[State 1022, Hitdef]
type = Hitdef
trigger1 = AnimElem = 7
attr = A,SA
hitflag = MAFD
guardflag = HA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 120,30
getpower = 100,50
givepower = 50,25
pausetime = 6,15
guard.pausetime = 6,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 25
ground.slidetime = 25
guard.hittime = 25
air.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = -1,-9
guard.velocity = -6
air.velocity = -1,-9
airguard.velocity = -3,-5
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4

[State 1022, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Blaze"
postype = p1
pos = 130,20
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11022
ID = 11022
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 11023
ownpal = 1
sprpriority = 5
postype = p1
pos = 95,20
bindtime = 1
removetime = -2
removeongethit = 1

[State 1022, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, HitEffect]
type = Helper
triggerall = NumTarget = 1
triggerall = Time > 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1022, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 5
ignorehitpause = 1

[State 1022, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1022, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1009

;----------------------------------------------------------------------
; 41236 + C (Cooperative)

[Statedef 1030]
type = S
movetype = A
physics = S
anim = 1030
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1030, NotHitBy]
type = NotHitBy
trigger1 = Time < 35
value = ,AT
time = 1

[State 1030, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,11]
trigger2 = Time >= 35
value = SCA
time = 1

[State 1030, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1030, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1030, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1030, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1030, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1030, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1030, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1030, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1030, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1030, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
removeongethit = 1

[State 1030, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 70,17
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,-8
guard.velocity = -6
air.velocity = 0,-7
airguard.velocity = -5,-5
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(0))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1030, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1030, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 8
ignorehitpause = 1

[State 1030, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1030, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1009

;----------------------------------------------------------------------
; 41236 + C (Cooperative/Lv.2)

[Statedef 1031]
type = S
movetype = A
physics = S
anim = 1031
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1031, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1031, NotHitBy]
type = NotHitBy
trigger1 = Time < 35
value = ,AT
time = 1

[State 1031, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,11]
trigger2 = Time >= 35
value = SCA
time = 1

[State 1031, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1031, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1031, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1031, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1031, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1031, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1031, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1031, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1031, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1031, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Circle"
postype = p1
pos = 0,-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11031
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1031, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1009

;----------------------------------------------------------------------
; 41236 + C <Cooperative/Lv.3>

[Statedef 1032]
type = S
movetype = A
physics = S
anim = 1032
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1032, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1032, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1032, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1032, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1032, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1032, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1032, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1032, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1032, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1032, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1032, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1032, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,11
ignorehitpause = 1

[State 1032, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,12
ignorehitpause = 1

[State 1032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
removeongethit = 1

[State 1032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 11006
ownpal = 1
sprpriority = 5
postype = p1
pos = 3,-53
bindtime = -1
removetime = -2
removeongethit = 1
scale = 1.25,1.25

[State 1032, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 11007
ownpal = 1
sprpriority = 5
postype = p1
pos = -7,-57
bindtime = -1
removetime = -2
removeongethit = 1

[State 1032, Helper]
type = Helper
trigger1 = AnimElemTime(2) = -1
name = "Spark"
postype = p1
pos = 0,-50
ownpal = 1
stateno = 11006
ID = 11006
ignorehitpause = 1

[State 1032, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 150,0
getpower = 80,40
givepower = 4,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,-6
guard.velocity = -6
air.velocity = -4,-6
airguard.velocity = -6,-4
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 0
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1032, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 40670
ignorehitpause = 1
persistent = 0

[State 1032, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1032, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 8
ignorehitpause = 1

[State 1032, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1032, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1009

;----------------------------------------------------------------------
; 63214 + A (Cooperative)

[Statedef 1040]
type = S
movetype = A
physics = S
anim = 1040
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1040, NotHitBy]
type = NotHitBy
trigger1 = Time < 25
value = ,AT
time = 1

[State 1040, NotHitBy]
type = NotHitBy
trigger1 = Time >= 25
value = SCA
time = 1

[State 1040, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1040, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1040, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1040, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1040, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1040, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1040, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1040, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1040, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1040, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 70,17
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 10,-30
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1040, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1040, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1009

;----------------------------------------------------------------------
; 63214 + A (Cooperative/Lv.2)

[Statedef 1041]
type = S
movetype = A
physics = S
anim = 1041
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1041, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1041, NotHitBy]
type = NotHitBy
trigger1 = Time < 25
value = ,AT
time = 1

[State 1041, NotHitBy]
type = NotHitBy
trigger1 = Time >= 25
value = SCA
time = 1

[State 1041, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1041, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1041, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1041, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1041, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1041, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1041, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1041, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1041, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1041, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 35,8
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 40,-30
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1041, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 35,8
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 10,-60
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1041, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 35,8
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = -10,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1041, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1041, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1009

;----------------------------------------------------------------------
; 63214 + A (Cooperative)

[Statedef 1042]
type = S
movetype = A
physics = S
anim = 1042
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1042, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1042, NotHitBy]
type = NotHitBy
trigger1 = Time < 25
value = ,AT
time = 1

[State 1042, NotHitBy]
type = NotHitBy
trigger1 = Time >= 25
value = SCA
time = 1

[State 1042, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1042, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1042, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1042, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1042, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1042, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1042, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1042, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1042, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1042, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,23

[State 1042, Projectile]
type = Projectile
trigger1 = AnimElemTime(3) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 120,20
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,-3
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -5
projID = 1042
projanim = 11042
projhitanim = 11043
projremanim = 11043
projcancelanim = 11043
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 12,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 30,-40
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1042, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1042, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1009

;----------------------------------------------------------------------
; 63214 + B (Cooperative)

[Statedef 1050]
type = S
movetype = A
physics = S
anim = 1050
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = Time < 45
value = ,AT
time = 1

[State 1050, NotHitBy]
type = NotHitBy
trigger1 = Time >= 45
value = SCA
time = 1

[State 1050, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1050, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1050, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1050, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1050, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1050, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1050, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1050, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1050, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1050, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,6

[State 1050, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Spark"
pos = 0,50
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11050
ignorehitpause = 1

[State 1050, ChangeState]
type = ChangeState
trigger1 = Time > 50
value = 1009

;----------------------------------------------------------------------
; 63214 + C (Cooperative)

[Statedef 1060]
type = S
movetype = A
physics = S
anim = 1060
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1060, NotHitBy]
type = NotHitBy
trigger1 = Time < 30
value = ,AT
time = 1

[State 1060, NotHitBy]
type = NotHitBy
trigger1 = Time >= 22
value = SCA
time = 1

[State 1060, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1060, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1060, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1060, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1060, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(10),fvar(11)

[State 1060, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(10) = 0

[State 1060, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(11) = 1.5

[State 1060, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(10) = 0.2

[State 1060, VarAdd]
type = VarAdd
trigger1 = Time = [1,5]
fvar(11) = -0.1

[State 1060, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2

[State 1060, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Pillar"
pos = 80,5
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11060
ignorehitpause = 1

[State 1060, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1009

;----------------------------------------------------------------------
; 41236 + A (independent)

[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1310
ctrl = 0
velset = 2,0
sprpriority = -3
facep2 = 1

[State 1310, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1310, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1310, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1310, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1310, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(12) = 1

[State 1310, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1310, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(18) <= 0
x = 2

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,5
ignorehitpause = 1

[State 1310, Hitdef]
type = Hitdef
trigger1 = Time % 3 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = Light
fall.animtype = Light
ground.type = High
air.type = High
damage = 10,4
getpower = 20,5
givepower = 10,3
pausetime = 3,1
guard.pausetime = 3,1
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,0
guard.velocity = -6
air.velocity = -1,-2
airguard.velocity = -1,-2
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1310, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1310, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 2
ignorehitpause = 1

[State 1310, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1310, 41236A]
type = ChangeState
trigger1 = Time > 15
trigger1 = root,command = "41236b"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1320

[State 1310, ChangeState]
type = ChangeState
trigger1 = Time > 80
value = 1000

;----------------------------------------------------------------------
; 41236 + A (independent/Lv.2)

[Statedef 1311]
type = S
movetype = A
physics = S
anim = 1311
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1311, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1311, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1311, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1311, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1311, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1311, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1311, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
x = 10

[State 1311, VelSet]
type = VelSet
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(25) < 0
x = 2

[State 1311, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(28) < 0
trigger1 = Time % 4 = 0
value = s0,3
channel = 2
ignorehitpause = 1

[State 1311, Hitdef]
type = Hitdef
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(28) < 0
trigger1 = Time % 2 = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 13,6
getpower = 30,15
givepower = 10,5
pausetime = 3,10
guard.pausetime = 3,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,0
guard.velocity = -3
air.velocity = -1,-2
airguard.velocity = -1,-2
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1311, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1311, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 2
ignorehitpause = 1

[State 1311, 41236A]
type = ChangeState
trigger1 = Time > 20
trigger1 = root,command = "41236b"
trigger1 = RoundState = 2
trigger1 = isHelper(1000)
value = 1320

[State 1311, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1311, ChangeState]
type = ChangeState
trigger1 = Time > 70
value = 1000

;----------------------------------------------------------------------
; 41236 + A (independent/Lv.3)

[Statedef 1312]
type = S
movetype = A
physics = S
anim = 1312
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1312, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1312, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1312, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1312, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1312, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1312, VelSet]
type = VelSet
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(11) < 0
x = 10

[State 1312, VelSet]
type = VelSet
trigger1 = AnimElemTime(11) >= 0
x = 2

[State 1312, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(11) >= 0
trigger1 = Time % 6 = 0
value = s0,3
channel = 2
ignorehitpause = 1

[State 1312, Correction]
type = Helper
trigger1 = AnimElemTime(11) = 0
helpertype = normal
name = "Wind"
postype = p1
pos = 40,-50
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11012
ID = 11012
ignorehitpause = 1

[State 1312, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(15) >= 0
trigger1 = NumHelper(11012) = 0
value = 1313

;----------------------------------------------------------------------
; 41236 + A (independent/Lv.3)

[Statedef 1313]
type = S
movetype = A
physics = S
anim = 1313
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1313, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1313, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1313, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1313, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1313, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 1000

;----------------------------------------------------------------------
; 41236 + B (independent)

[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1320
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1320, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1320, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1320, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

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

[State 1320, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1320, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1320, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) <= 0
x = 17

[State 1320, VelSet]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) <= 0
x = 0.2

[State 1320, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 80,20
getpower = 80,40
givepower = 40,20
pausetime = 10,10
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,-3
guard.velocity = -6
air.velocity = -3,-4
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1320, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1320, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 8
ignorehitpause = 1

[State 1320, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1320, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1000

;----------------------------------------------------------------------
; 41236 + B (independent/Lv.2)

[Statedef 1321]
type = S
movetype = A
physics = S
anim = 1321
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1321, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1321, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1321, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1321, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1321, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1321, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1321, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(6) <= 0
x = 14

[State 1321, VelSet]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(8) <= 0
x = 0.2

[State 1321, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,5
ignorehitpause = 1

[State 1321, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 80,20
getpower = 80,40
givepower = 40,20
pausetime = 15,15
guard.pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,0
guard.velocity = -6
air.velocity = -3,-4
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1321, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1321, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 5
ignorehitpause = 1

[State 1321, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1326
ignorehitpause = 1

[State 1321, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1321, ChangeState]
type = ChangeState
trigger1 = Time > 34
value = 1000

;----------------------------------------------------------------------
; 41236 + B (independent/Lv.2)

[Statedef 1326]
type = S
movetype = A
physics = S
anim = 1326
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1326, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1326, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1326, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1326, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1326, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1326, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
x = 8

[State 1326, VelSet]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(8) <= 0
x = 0.2

[State 1326, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s0,2
channel = 2
ignorehitpause = 1

[State 1326, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 80,20
getpower = 80,40
givepower = 40,20
pausetime = 15,15
guard.pausetime = 15,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,-3
guard.velocity = -6
air.velocity = -3,-4
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -5
p2facing = 1

[State 1326, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
trigger1 = AnimElemTime(6) = [0,2]
trigger1 = Anim = 1326
value = 40670
ignorehitpause = 1
persistent = 0

[State 1326, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, HitEffect]
type = Helper
triggerall = NumTarget = 1
triggerall = Time > 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1326, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 5
ignorehitpause = 1

[State 1326, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1326, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1000

;----------------------------------------------------------------------
; 41236 + B (independent/Lv.3)

[Statedef 1322]
type = S
movetype = A
physics = S
anim = 1322
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1322, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1322, NotHitBy]
type = NotHitBy
trigger1 = Time < 27
value = ,AT
time = 1

[State 1322, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,12]
trigger2 = Time >= 27
value = SCA
time = 1

[State 1322, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1322, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1322, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1322, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1322, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
x = 11

[State 1322, VelSet]
type = VelAdd
trigger1 = AnimElemTime(7) >= 0
x = 0.2

[State 1322, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 2
value = s0,2
channel = 2
ignorehitpause = 1

[State 1322, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,16
ignorehitpause = 1

[State 1322, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,17
persistent = 0
ignorehitpause = 1

[State 1322, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,18
persistent = 0
ignorehitpause = 1

[State 1322, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(7) = 0
value = s3,19
persistent = 0
ignorehitpause = 1

[State 1322, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(7) = 0
time = 10
ampl = -7
ignorehitpause = 1

[State 1322, Hitdef]
type = Hitdef
trigger1 = AnimElem = 7
attr = A,SA
hitflag = MAFD
guardflag = HA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 120,30
getpower = 100,50
givepower = 50,25
pausetime = 6,15
guard.pausetime = 6,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 25
ground.slidetime = 25
guard.hittime = 25
air.hittime = 25
guard.ctrltime = 25
airguard.ctrltime = 25
ground.velocity = -1,-9
guard.velocity = -6
air.velocity = -1,-9
airguard.velocity = -3,-5
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4

[State 1322, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Blaze"
postype = p1
pos = 130,20
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11022
ID = 11022
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, Explod]
type = Explod
trigger1 = AnimElemTime(7) = 0
anim = 11023
ownpal = 1
sprpriority = 5
postype = p1
pos = 95,20
bindtime = 1
removetime = -2
removeongethit = 1

[State 1322, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, HitEffect]
type = Helper
triggerall = NumTarget = 1
triggerall = Time > 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31027
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1322, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 5
ignorehitpause = 1

[State 1322, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1322, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1000

;----------------------------------------------------------------------
; 41236 + C (independent)

[Statedef 1330]
type = S
movetype = A
physics = S
anim = 1030
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1330, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1330, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,11]
value = SCA
time = 1

[State 1330, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1330, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1330, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1330, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1330, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,4
ignorehitpause = 1

[State 1330, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
removeongethit = 1

[State 1330, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 70,17
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,-8
guard.velocity = -6
air.velocity = 0,-7
airguard.velocity = -5,-5
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(0))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1330, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1330, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 8
ignorehitpause = 1

[State 1330, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1330, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1000

;----------------------------------------------------------------------
; 41236 + C (independent/Lv.2)

[Statedef 1331]
type = S
movetype = A
physics = S
anim = 1331
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1331, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1331, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1331, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1331, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1331, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1331, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1331, HitEffect]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Circle"
postype = p1
pos = 0,-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11031
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1331, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1000

;----------------------------------------------------------------------
; 41236 + C <independent/Lv.3>

[Statedef 1332]
type = S
movetype = A
physics = S
anim = 1332
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1332, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1332, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1332, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1332, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1332, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1332, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1332, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,11
ignorehitpause = 1

[State 1332, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,12
ignorehitpause = 1

[State 1332, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10660
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,-50
bindtime = -1
removetime = -2
removeongethit = 1

[State 1332, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 11006
ownpal = 1
sprpriority = 5
postype = p1
pos = 3,-53
bindtime = -1
removetime = -2
removeongethit = 1
scale = 1.25,1.25

[State 1332, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 11007
ownpal = 1
sprpriority = 5
postype = p1
pos = -7,-57
bindtime = -1
removetime = -2
removeongethit = 1

[State 1332, Helper]
type = Helper
trigger1 = AnimElemTime(2) = -1
name = "Spark"
postype = p1
pos = 0,-50
ownpal = 1
stateno = 11006
ID = 11006
ignorehitpause = 1

[State 1332, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 150,0
getpower = 80,40
givepower = 4,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,-6
guard.velocity = -6
air.velocity = -4,-6
airguard.velocity = -6,-4
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 0
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3

[State 1332, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 40670
ignorehitpause = 1
persistent = 0

[State 1332, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 50,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, HitEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p2
pos = 0,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, HitEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo != [120,155]
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, GuardEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = 30,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, GuardEffect]
type = Helper
triggerall = NumTarget = 1
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(0),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(0),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, GuardEffect]
type = Helper
triggerall = NumTarget >= 2
triggerall = NumEnemy >= 2
triggerall = PlayerID(Enemy(1),ID),StateNo = [120,155]
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p1
pos = ceil(PlayerID(Enemy(1),ID),ScreenPos X - ScreenPos X)*facing,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31100
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1332, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 8
ignorehitpause = 1

[State 1332, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1332, ChangeState]
type = ChangeState
trigger1 = Time > 40
value = 1000

;----------------------------------------------------------------------
; 63214 + A (independent)

[Statedef 1340]
type = S
movetype = A
physics = S
anim = 1040
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1340, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1340, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1340, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1340, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1340, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1340, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,7

[State 1340, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 70,17
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 10,-30
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1340, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1340, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1000

;----------------------------------------------------------------------
; 63214 + A (independent/Lv.2)

[Statedef 1341]
type = S
movetype = A
physics = S
anim = 1041
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1341, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1341, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1341, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1341, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1341, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1341, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1341, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,7

[State 1341, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 35,8
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 40,-30
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1341, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 35,8
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 10,-60
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1341, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 35,8
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 20
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -3
projID = 1040
projanim = 11040
projhitanim = 11041
projremanim = 11041
projcancelanim = 11041
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 3,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = -10,0
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1341, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1341, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1000

;----------------------------------------------------------------------
; 63214 + A (independent)

[Statedef 1342]
type = S
movetype = A
physics = S
anim = 1342
ctrl = 0
velset = 0,0
sprpriority = -3

[State 1342, ParentVarSet];Level Reset
type = ParentVarSet
trigger1 = Time = 0
var(13) = 0

[State 1342, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1342, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1342, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1342, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1342, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1342, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,23

[State 1342, Projectile]
type = Projectile
trigger1 = AnimElemTime(3) = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = High
air.type = High
damage = 120,20
getpower = 80,40
givepower = 40,20
pausetime = 0,10
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,-3
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -5
projID = 1042
projanim = 11042
projhitanim = 11043
projremanim = 11043
projcancelanim = 11043
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 12,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 200
projstagebound = 200
offset = 30,-40
postype = p1
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

[State 1342, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 1342, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1000

;----------------------------------------------------------------------
; 63214 + B (independent)

[Statedef 1350]
type = S
movetype = A
physics = S
anim = 1050
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1350, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1350, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1350, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1350, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1350, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1350, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,6

[State 1350, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Spark"
pos = 0,50
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11050
ignorehitpause = 1

[State 1350, ChangeState]
type = ChangeState
trigger1 = Time > 50
value = 1000

;----------------------------------------------------------------------
; 63214 + C (independent)

[Statedef 1360]
type = S
movetype = A
physics = S
anim = 1060
ctrl = 0
velset = 0,0
sprpriority = -3
facep2 = 1

[State 1360, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,AT
time = 1

[State 1360, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP
slot = 0
stateno = 1008
time = -1
ignorehitpause = 1

[State 1360, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1360, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 1360, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 1360, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,1
channel = 2

[State 1360, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s3,2
channel = 2

[State 1360, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Pillar"
pos = 80,5
ownpal = 1
pausemovetime = 0
supermovetime = 0
stateno = 11060
ignorehitpause = 1

[State 1360, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1000
