;======================================================================
;======================================================================
; Effect & System Helper states file for "Mai Kawasumi"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Hitspark Helpers
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; HitSpark - Parent
;
;var(0)		- Distinction Player or Helper
;var(1)		- Explod facing randomizer
;var(2)		- Explod vfacing randomizer
;var(3)		- Effect X position randomizer
;var(4)		- Effect Y position randomizer
;var(5)		- Effect X direction randomizer
;var(6)		- Effect Y direction randomizer

[Statedef 30000]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 30000, VarSet];Distinction Player or Helper <Player>
type = VarSet
triggerall = Time = 0
trigger1 = isHelper(30000)
trigger2 = isHelper(30001)
trigger3 = isHelper(30002)
trigger4 = isHelper(30003)
trigger5 = isHelper(30004)
trigger6 = isHelper(30005)
trigger7 = isHelper(30006)
trigger8 = isHelper(30007)
trigger9 = isHelper(30008)
trigger10 = isHelper(30009)
trigger11 = isHelper(30010)
trigger12 = isHelper(30011)
trigger13 = isHelper(30012)
trigger14 = isHelper(30013)
trigger15 = isHelper(30014)
trigger16 = isHelper(30015)
trigger17 = isHelper(30016)
trigger18 = isHelper(30017)
trigger19 = isHelper(30018)
trigger20 = isHelper(30019)
trigger21 = isHelper(30020)
trigger22 = isHelper(30021)
trigger23 = isHelper(30022)
trigger24 = isHelper(30023)
trigger25 = isHelper(30024)
trigger26 = isHelper(30025)
trigger27 = isHelper(30026)
trigger28 = isHelper(30027)
trigger29 = isHelper(30028)
trigger30 = isHelper(30029)
trigger31 = isHelper(30030)
trigger32 = isHelper(30031)
trigger33 = isHelper(30032)
trigger34 = isHelper(30033)
trigger35 = isHelper(30034)
trigger36 = isHelper(30035)
trigger37 = isHelper(30036)
trigger38 = isHelper(30037)
trigger39 = isHelper(30038)
trigger40 = isHelper(30039)
var(0) = 1

[State 30000, VarSet];Distinction Player or Helper <Helper>
type = VarSet
triggerall = Time = 0
trigger1 = isHelper(31000)
trigger2 = isHelper(31001)
trigger3 = isHelper(31002)
trigger4 = isHelper(31003)
trigger5 = isHelper(31004)
trigger6 = isHelper(31005)
trigger7 = isHelper(31006)
trigger8 = isHelper(31007)
trigger9 = isHelper(31008)
trigger10 = isHelper(31009)
trigger11 = isHelper(31010)
trigger12 = isHelper(31011)
trigger13 = isHelper(31012)
trigger14 = isHelper(31013)
trigger15 = isHelper(31014)
trigger16 = isHelper(31015)
trigger17 = isHelper(31016)
trigger18 = isHelper(31017)
trigger19 = isHelper(31018)
trigger20 = isHelper(31019)
trigger21 = isHelper(31020)
trigger22 = isHelper(31021)
trigger23 = isHelper(31022)
trigger24 = isHelper(31023)
trigger25 = isHelper(31024)
trigger26 = isHelper(31025)
trigger27 = isHelper(31026)
trigger28 = isHelper(31027)
trigger29 = isHelper(31028)
trigger30 = isHelper(31029)
trigger31 = isHelper(31030)
trigger32 = isHelper(31031)
trigger33 = isHelper(31032)
trigger34 = isHelper(31033)
trigger35 = isHelper(31034)
trigger36 = isHelper(31035)
trigger37 = isHelper(31036)
trigger38 = isHelper(31037)
trigger39 = isHelper(31038)
trigger40 = isHelper(31039)
var(0) = 2

[State 30000, VarRandom];Randomize variable for facing of dust
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,1

[State 30000, VarRandom];Randomize variable for vfacing of dust
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 30000, VarRandom];Randomize variable for X position of effect
type = VarRandom
trigger1 = Time = 0
v = 3
range = 0,20

[State 30000, VarRandom];Randomize variable for Y position of effect
type = VarRandom
trigger1 = Time = 0
v = 4
range = 0,20

[State 30000, VarRandom];Randomize variable for facing of effect
type = VarRandom
trigger1 = Time = 0
v = 5
range = 0,1

[State 30000, VarRandom];Randomize variable for vfacing of effect
type = VarRandom
trigger1 = Time = 0
v = 6
range = 0,1


;====================<Dummy Projectile for Helper>====================


[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31000)
projID = 31000
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31001)
projID = 31001
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31002)
projID = 31002
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31010)
projID = 31010
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31011)
projID = 31011
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31020)
projID = 31020
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31021)
projID = 31021
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31022)
projID = 31022
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31023)
projID = 31023
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31024)
projID = 31024
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31025)
projID = 31025
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31026)
projID = 31026
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31027)
projID = 31027
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31030)
projID = 31030
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31031)
projID = 31031
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31032)
projID = 31032
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31033)
projID = 31033
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31034)
projID = 31034
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31035)
projID = 31035
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[State 30000, Projectile];Dummy Projectile for PlaySnd on Statedef -2
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(31100)
projID = 31100
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1


;====================<HitCounter Projectile>====================

[State 30000, Projectile];Dummy Projectile for HitCount on Statedef -2
type = Projectile
triggerall = Time = 0
trigger1 = !isHelper(30100)
trigger1 = !isHelper(31100)
projID = 39999
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

;====================<HitEffect Helper>====================


[State 30000, Helper];Create Child Helper <Small Shock> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30000)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30001
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Small Shock> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31000)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30001
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Medium Shock> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30001)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30002
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Medium Shock> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31001)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30002
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Large Shock/Purple> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30002)
trigger2 = isHelper(30023)
trigger3 = isHelper(30024)
trigger4 = isHelper(30025)
trigger5 = isHelper(30026)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30003
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Large Shock/Purple> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31002)
trigger2 = isHelper(31023)
trigger3 = isHelper(31024)
trigger4 = isHelper(31025)
trigger5 = isHelper(31026)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30003
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Large Shock/Green> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30027)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30004
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Large Shock/Green> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31027)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30004
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Slash(Basic)> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30010)
trigger2 = isHelper(30011)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30010
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Slash(Basic)> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31011)
trigger2 = isHelper(31010)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30010
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Slash(Super Move)> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30020)
trigger2 = isHelper(30021)
trigger3 = isHelper(30022)
trigger4 = isHelper(30034)
trigger5 = isHelper(30035)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30011
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Slash(Super Move)> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31020)
trigger2 = isHelper(31021)
trigger3 = isHelper(31022)
trigger4 = isHelper(31034)
trigger5 = isHelper(31035)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30011
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Slash(Super Special Move)> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30030)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30012
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Slash(Super Special Move)> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30030)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30012
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Slash(Super Special Move)> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31030)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30012
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Slash(Super Special Move)> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31030)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30012
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Slash(Super Special Move)> for Player
type = Helper
triggerall = Time = 0
trigger1 = isHelper(30031)
trigger2 = isHelper(30032)
trigger3 = isHelper(30033)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30012
ignorehitpause = 1

[State 30000, Helper];Create Child Helper <Slash(Super Special Move)> for Helper
type = Helper
triggerall = Time = 1
trigger1 = isHelper(31031)
trigger2 = isHelper(31032)
trigger3 = isHelper(31033)
helpertype = normal
name = "HitSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30012
ignorehitpause = 1



[State 30000, Helper];Create Child Helper <Guard> for Player
type = Null;Helper
triggerall = Time = 0
trigger1 = isHelper(30100)
helpertype = normal
name = "GuardSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30100
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.5

[State 30000, Helper];Create Child Helper <Guard> for Helper
type = Null;Helper
triggerall = Time = 1
trigger1 = isHelper(31100)
helpertype = normal
name = "GuardSpark"
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30100
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.5


[State 30000, Explod];Guard Spark
type = Explod
trigger1 = Time = 0
trigger1 = isHelper(30100)
trigger2 = Time = 1
trigger2 = isHelper(31100)
anim = 30101
pos = var(3)*ifelse(var(5) = 0,1,-1),var(4)*ifelse(var(6) = 0,1,-1)
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
facing = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1


[State 30000, DestroySelf];for Player
type = DestroySelf
triggerall = Time = 0
trigger1 = var(0) = 1
trigger2 = isHelper(30100)

[State 30000, DestroySelf];for Helper
type = DestroySelf
triggerall = Time = 1
trigger1 = var(0) = 2
trigger2 = isHelper(31100)

;----------------------------------------------------------------------
; HitSpark - Child <Small>
;
;var(0) 	- Drawing angle randomizer
;var(1) 	- Transition
;fvar(0) 	- Scale

[Statedef 30001]
type = S
movetype = I
physics = N
anim = 30001
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30001, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,180

[State 30001, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 30001, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 30001, VarAdd];Transition
type = VarAdd
trigger1 = Time < 10
var(1) = 25

[State 30001, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(1),256

[State 30001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 30001, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30001, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; HitSpark - Child <Medium>
;
;var(0) 	- Drawing angle randomizer
;var(1) 	- Transition
;fvar(0) 	- Scale

[Statedef 30002]
type = S
movetype = I
physics = N
anim = 30003
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30002, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30002, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,180

[State 30002, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.2

[State 30002, VarAdd];Scale
type = VarAdd
trigger1 = Time = [0,3]
fvar(0) = 0.2

[State 30002, VarAdd];Transition
type = VarAdd
trigger1 = Time > 4
var(1) = 50

[State 30002, Trans]
type = Trans
trigger1 = Time <= 4
trans = Add

[State 30002, Trans]
type = Trans
trigger1 = Time > 4
trans = AddAlpha
alpha = 255-var(1),256

[State 30002, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 30002, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30002, Explod]
type = Explod
trigger1 = Time = 0
anim = 30002
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 10
ID = 30002

[State 30002, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 30002
scale = fvar(0)/2,fvar(0)/2
trans = AddAlpha
alpha = 255-var(1),256

[State 30002, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 10
ID = 30002

[State 30002, Explod]
type = Explod
trigger1 = Time = 0
anim = 30004
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 10
ID = 30003

[State 30002, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 30003
scale = fvar(0)/4,fvar(0)/4
trans = AddAlpha
alpha = 255-var(1),256

[State 30002, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 10
ID = 30003

[State 30002, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; HitSpark - Child <Large/Purple>
;
;var(0) 	- Drawing angle randomizer
;var(1) 	- Transition
;fvar(0) 	- Scale

[Statedef 30003]
type = S
movetype = I
physics = N
anim = 30005
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30003, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,180

[State 30003, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.2

[State 30003, VarAdd];Scale
type = VarAdd
trigger1 = Time = [0,4]
fvar(0) = 0.2

[State 30003, VarAdd];Transition
type = VarAdd
trigger1 = Time = [0,10]
var(1) = 25

[State 30003, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(1),256

[State 30003, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 30003, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30003, Explod]
type = Explod
trigger1 = Time = 0
anim = 30004
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 10
ID = 30003

[State 30003, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 30003
scale = fvar(0)/4,fvar(0)/4
trans = AddAlpha
alpha = 255-var(1),256

[State 30003, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 10
ID = 30003

[State 30003, Explod]
type = Explod
trigger1 = Time = 0
anim = 30003
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 10
ID = 30004

[State 30003, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 30004
scale = fvar(0),fvar(0)
trans = AddAlpha
alpha = 255-var(1),256

[State 30003, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 10
ID = 30004

[State 30003, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; HitSpark - Child <Large/Green>
;
;var(0) 	- Drawing angle randomizer
;var(1) 	- Transition
;fvar(0) 	- Scale

[Statedef 30004]
type = S
movetype = I
physics = N
anim = 30006
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30004, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,180

[State 30004, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.2

[State 30004, VarAdd];Scale
type = VarAdd
trigger1 = Time = [0,4]
fvar(0) = 0.2

[State 30004, VarAdd];Transition
type = VarAdd
trigger1 = Time = [0,10]
var(1) = 25

[State 30004, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(1),256

[State 30004, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 30004, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30004, Explod]
type = Explod
trigger1 = Time = 0
anim = 30004
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 10
ID = 30003

[State 30004, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 30003
scale = fvar(0)/4,fvar(0)/4
trans = AddAlpha
alpha = 255-var(1),256

[State 30004, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 10
ID = 30003

[State 30004, Explod]
type = Explod
trigger1 = Time = 0
anim = 30003
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
removetime = 10
ID = 30004

[State 30004, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 30004
scale = fvar(0),fvar(0)
trans = AddAlpha
alpha = 255-var(1),256

[State 30004, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 10
ID = 30004

[State 30004, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; HitSpark - Child <Slash(Basic)>
;
;var(0) 	- Drawing angle randomizer

[Statedef 30010]
type = S
movetype = I
physics = N
anim = 30010
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30010, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,180

[State 30010, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 30010, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 30010, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30010, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; HitSpark - Child <Slash(Super Moves)>
;
;var(0) 	- Drawing angle randomizer

[Statedef 30011]
type = S
movetype = I
physics = N
anim = 30011
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30011, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,180

[State 30011, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 30011, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 30011, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30011, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; HitSpark - Child <Slash(Super Special Moves)>
;
;var(0) 	- Drawing angle randomizer

[Statedef 30012]
type = S
movetype = I
physics = N
anim = 30012
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30012, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,180

[State 30012, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 30012, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 30012, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30012, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; HitSpark - Child <Slash(Alternate)>
;
;var(0) 	- Drawing angle randomizer

[Statedef 30013]
type = S
movetype = I
physics = N
anim = 30013
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30013, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30013, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,360

[State 30013, VarSet];Scale
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.75

[State 30013, VarSet];Scale
type = VarSet
trigger1 = Time = 0
fvar(1) = 0.75

[State 30013, VarAdd];Scale
type = VarAdd
trigger1 = Time = [1,10]
fvar(0) = 0.075

[State 30013, VarAdd];Scale
type = VarAdd
trigger1 = Time = [1,10]
fvar(1) = -0.075

[State 30013, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 30013, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 30013, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 30013, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; GuardSpark
;
;var(0) 	- Transition
;fvar(0) 	- Scale

[Statedef 30100]
type = S
movetype = I
physics = N
anim = 30100
ctrl = 0
velset = 0,0
sprpriority = 5

[State 30100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 30100, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 30100, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 30100, VarAdd];Transition
type = VarAdd
trigger1 = Time < 10
var(0) = 25

[State 30100, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 30100, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/2,fvar(0)

[State 30100, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 20
range = 0,1

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 21
range = 0,1

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 22
range = 0,1

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 23
range = 0,1

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 24
range = 0,1

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 25
range = 0,1

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 26
range = 0,1

[State 30110, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 27
range = 0,1

[State 30110, Explod]
type = Null;Explod
trigger1 = Time = 0
anim = 30000
postype = p1
pos = 0,0
vel = ceil(random%6+2)*ifelse(var(20) = 0,1,-1),ceil(random%8)*ifelse(var(21) = 0,1,-1)
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
scale = 0.2,0.2

[State 30110, Explod]
type = Null;Explod
trigger1 = Time = 0
anim = 30000
postype = p1
pos = 0,0
vel = ceil(random%6+2)*ifelse(var(22) = 0,1,-1),ceil(random%8)*ifelse(var(23) = 0,1,-1)
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
scale = 0.2,0.2

[State 30110, Explod]
type = Null;Explod
trigger1 = Time = 0
anim = 30000
postype = p1
pos = 0,0
vel = ceil(random%6+2)*ifelse(var(24) = 0,1,-1),ceil(random%8)*ifelse(var(25) = 0,1,-1)
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
scale = 0.2,0.2

[State 30110, Explod]
type = Null;Explod
trigger1 = Time = 0
anim = 30000
postype = p1
pos = 0,0
vel = ceil(random%6+2)*ifelse(var(26) = 0,1,-1),ceil(random%8)*ifelse(var(27) = 0,1,-1)
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
scale = 0.2,0.2

;----------------------------------------------------------------------
; RainForce and HyperCombo Helpers
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; RainForce Effect <Parent>
;
;var(0) 	- Transition
;var(1)		- Angle
;fvar(0) 	- Scale

[Statedef 31000]
type = S
movetype = I
physics = N
anim = 31000
ctrl = 0
velset = 0,0
sprpriority = 4

[State 31000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 31000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger1 = isHelper(31000)
value = s4,0
ignorehitpause = 1

[State 31000, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0

[State 31000, VarAdd];Scale
type = VarAdd
trigger1 = Time > 0
trigger1 = isHelper(31000)
fvar(0) = 0.15

[State 31000, VarAdd];Transition
type = VarAdd
trigger1 = Time = [5,14]
trigger1 = isHelper(31000)
var(0) = 25

[State 31000, VarAdd];Scale
type = VarAdd
trigger1 = Time > 0
trigger1 = isHelper(31001)
fvar(0) = 0.075

[State 31000, VarAdd];Transition
type = VarAdd
trigger1 = Time = [20,29]
trigger1 = isHelper(31001)
var(0) = 25

[State 31000, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-var(0),256

[State 31000, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,360

[State 31000, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 31000, AngleSet]
type = AngleSet
trigger1 = 1
value = var(1)

[State 31000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Ring"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31001
ID = 31000
ignorehitpause = 1

[State 31000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Ring"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31001
ID = 31001
ignorehitpause = 1

[State 31000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Ring"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31001
ID = 31001
ignorehitpause = 1

[State 31000, DestroySelf]
type = DestroySelf
trigger1 = Time > 15
trigger1 = isHelper(31000)

[State 31000, DestroySelf]
type = DestroySelf
trigger1 = Time > 30
trigger1 = isHelper(31001)

;----------------------------------------------------------------------
; RainForce Effect <Ring>
;
;var(0) 	- Transition
;var(1)		- Angle
;fvar(0) 	- Scale

[Statedef 31001]
type = S
movetype = I
physics = N
anim = 31001
ctrl = 0
velset = 0,0
sprpriority = 5

[State 31001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 31001, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0

[State 31001, VarAdd];Scale
type = VarAdd
trigger1 = Time > 0
fvar(0) = 0.05

[State 31001, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(1) = 1

[State 31001, VarAdd];Scale
type = VarAdd
trigger1 = Time > 0
fvar(1) = -0.05

[State 31001, VarAdd];Transition
type = VarAdd
trigger1 = Time = [1,10]
var(0) = 25

[State 31001, VarAdd];Transition
type = VarSet
trigger1 = Time = 12
var(0) = 0

[State 31001, VarAdd];Transition
type = VarAdd
trigger1 = Time > 20
var(0) = 25

[State 31001, Trans]
type = Trans
trigger1 = Time = [0,11]
trans = AddAlpha
alpha = var(0),256

[State 31001, Trans]
type = Trans
trigger1 = Time = [12,20]
trans = Add

[State 31001, Trans]
type = Trans
trigger1 = Time > 20
trans = AddAlpha
alpha = 255-var(0),256

[State 31001, VarRandom];Randomize variable for angle of spark
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,180

[State 31001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 31001, AngleSet]
type = AngleSet
trigger1 = 1
value = var(1)

[State 31001, DestroySelf]
type = DestroySelf
trigger1 = Time > 30

;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.1>

[Statedef 31010]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 7

[State 31010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBG
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31010, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(0) = 0.04
ignorehitpause = 1

[State 31010, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(1) = 0.25
ignorehitpause = 1

[State 31010, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(0) = 10
ignorehitpause = 1

[State 31010, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s4,1

[State 31010, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s4,7

[State 31010, カットイン]
type = Explod
trigger1 = Time = 1
anim = 31015
ID = 31015
postype = back
pos = 240,0
facing = 1
bindtime = -1
removetime = 16
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7

[State 31010, カットイン処理]
type = ModifyExplod
trigger1 = Time >= 1
trigger1 = Time < 17
ID = 31015
scale = 0.5*(2-((Time-11)*0.2)),0.5*(2-((Time-11)*0.2))
postype = back
pos = 240-var(0),0
supermovetime = 9999

[State 31010, カットイン]
type = Explod
trigger1 = Time = 17
anim = 31016
ID = 31016
postype = back
pos = 80,0
vel = -0.5,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 10
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 11
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 12
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 13
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 14
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 15
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 16
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 17
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 18
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 19
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 20
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Beam"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 21
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31010, Explod]
type = Explod
trigger1 = Time = 12
anim = 31012
postype = p1
ID = 31012
pos = 0,0
facing = 1
bindtime = -1
removetime = 35
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
scale = fvar(0),fvar(0)

[State 31010, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 12
ID = 31012
scale = fvar(0),fvar(0)
supermovetime = 9999

[State 31010, Explod]
type = Explod
trigger1 = Time = 12
anim = 31010
postype = p1
ID = 31010
pos = 0,0
facing = 1
bindtime = -1
removetime = 35
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
scale = fvar(1),fvar(1)

[State 31010, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 12
ID = 31010
scale = fvar(1),fvar(1)
supermovetime = 9999

[State 31010, DestroySelf]
type = DestroySelf
trigger1 = Time > 55

;---------------------------------------------------------------------------
; HyperCombo Effect <Lv.1/Beam>

[Statedef 31011]
type = S
movetype = I
physics = N
anim = 31011
ctrl = 0
sprpriority = 7

[State 31011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31011, AngleDraw]
type = AngleDraw
trigger1 = isHelper(10)
trigger2 = isHelper(15)
trigger3 = isHelper(18)
scale = 0.7,fvar(0)

[State 31011, AngleDraw]
type = AngleDraw
trigger1 = isHelper(12)
trigger2 = isHelper(14)
trigger3 = isHelper(20)
scale = 0.1,fvar(0)

[State 31011, AngleDraw]
type = AngleDraw
trigger1 = isHelper(13)
trigger2 = isHelper(16)
trigger3 = isHelper(17)
scale = 0.5,fvar(0)

[State 31011, AngleDraw]
type = AngleDraw
trigger1 = isHelper(11)
trigger2 = isHelper(19)
trigger3 = isHelper(21)
scale = 0.25,fvar(0)

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(10)
v = 0
range = 0,20

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(11)
v = 0
range = 30,50

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(12)
v = 0
range = 60,80

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(13)
v = 0
range = 90,110

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(14)
v = 0
range = 120,140

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(15)
v = 0
range = 150,170

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(16)
v = 0
range = 180,200

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(17)
v = 0
range = 210,230

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(18)
v = 0
range = 240,260

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(19)
v = 0
range = 270,290

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(20)
v = 0
range = 300,320

[State 31011, VarRandom]
type = VarRandom
trigger1 = Time = 0
trigger1 = isHelper(21)
v = 0
range = 330,350

[State 31011, Trans]
type = Trans
trigger1 = 1
trans = add

[State 31011, AngleDraw]
type = AngleSet
trigger1 = Time > 0
value = var(0)

[State 31011, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(0) = 11

[State 31011, VarSet]
type = VarAdd
trigger1 = Time = [1,11]
fvar(0) = -1

[State 31011, DestroySelf]
type = DestroySelf
trigger1 = Time > 15

;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.2>

[Statedef 31020]
type = S
movetype = I
physics = N
anim = 31020
ctrl = 0
sprpriority = 7

[State 31020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31020, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
mul = var(1),var(1),var(2)
invertall = 1
ignorehitpause = 1

[State 31020, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 31020, Trans]
type = Trans
trigger1 = 1
trans = add

[State 31020, AngleSet]
type = AngleSet
trigger1 = Time > 0
value = var(0)

[State 31020, VarSet]
type = VarAdd
trigger1 = Time = 0
var(1) = 100

[State 31020, VarSet]
type = VarAdd
trigger1 = Time = 0
var(2) = 200

[State 31020, VarAdd]
type = VarAdd
trigger1 = var(1) > 0
var(1) = -10

[State 31020, VarAdd]
type = VarAdd
trigger1 = var(2) > 0
var(2) = -10

[State 31020, VarAdd]
type = VarAdd
trigger1 = 1
var(0) = 7

[State 31020, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,6

[State 31020, Explod]
type = Explod
trigger1 = Time = 0
anim = 31021
ownpal = 1
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999

[State 31020, Explod]
type = Explod
trigger1 = Time = 0
anim = 31025
ID = 31025
postype = back
pos = 160,0
vel = 0,0
facing = ifelse(Root,facing = 1,1,-1)
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -6
scale = 0.5,0.5

[State 31020, Explod]
type = Explod
trigger1 = Time = 0
anim = 31026
ID = 31026
postype = back
pos = 160,0
vel = 0,0
facing = ifelse(Root,facing = 1,1,-1)
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31020, DestroySelf]
type = DestroySelf
trigger1 = Time > 60

;---------------------------------------------------------------------------
; Hyper Combo Effect <Lv.3>

[Statedef 31030]
type = S
movetype = I
physics = N
anim = 31030
ctrl = 0
sprpriority = 7

[State 31030, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoBG
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31030, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 31030, Trans]
type = Trans
trigger1 = 1
trans = add

[State 31030, AngleSet]
type = AngleSet
trigger1 = Time > 0
value = var(1)

[State 31030, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,360

[State 31020, VarAdd]
type = VarAdd
trigger1 = 1
var(1) = 7

[State 31030, VarAdd]
type = VarAdd
trigger1 = Time = [1,16]
var(2) = 10
ignorehitpause = 1

[State 31030, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(0) = 0.04
ignorehitpause = 1

[State 31030, VarAdd]
type = VarAdd
trigger1 = Time >= 12
fvar(1) = 0.25
ignorehitpause = 1

[State 31030, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(2) = 4
ignorehitpause = 1

[State 31030, VarSet]
type = VarAdd
trigger1 = Time > 0
trigger1 = fvar(2) > 0
fvar(2) = -0.4
ignorehitpause = 1

[State 31030, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s4,3

[State 31030, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s4,4

[State 31030, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s4,5

[State 31030, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s4,7

[State 31030, Explod]
type = Explod
trigger1 = Time = 1
anim = 31015
ID = 31015
postype = back
pos = 240,0
facing = 1
bindtime = -1
removetime = 16
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7

[State 31030, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 1
trigger1 = Time < 17
ID = 31015
scale = 0.5*(2-((Time-11)*0.2)),0.5*(2-((Time-11)*0.2))
postype = back
pos = 240-var(2),0
supermovetime = 9999

[State 31030, Explod]
type = Explod
trigger1 = Time = 17
anim = 31016
ID = 31016
postype = back
pos = 80,0
vel = -0.5,0
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -7
scale = 0.5,0.5

[State 31000, Helper];Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Spark"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31031
ID = 0
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31000, Helper];Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Spark"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31031
ID = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31000, Helper];Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Spark"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31031
ID = 2
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31000, Helper];Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Spark"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31031
ID = 3
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31000, Helper];Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Spark"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31031
ID = 4
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31000, Helper];Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Spark"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31031
ID = 5
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 31030, Explod]
type = Explod
trigger1 = Time = 12
anim = 31012
postype = p1
ID = 31012
pos = 0,0
facing = 1
bindtime = -1
removetime = 35
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
scale = fvar(0),fvar(0)

[State 31030, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 12
ID = 31012
scale = fvar(0),fvar(0)
supermovetime = 9999

[State 31030, Explod]
type = Explod
trigger1 = Time = 12
anim = 31010
postype = p1
ID = 31010
pos = 0,0
facing = 1
bindtime = -1
removetime = 35
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
scale = fvar(1),fvar(1)

[State 31030, ModifyExplod]
type = ModifyExplod
trigger1 = Time >= 12
ID = 31010
scale = fvar(1),fvar(1)
supermovetime = 9999

[State 31030, Explod]
type = Explod
trigger1 = Time = 0
anim = 31010
postype = p1
ID = 31013
pos = 0,0
facing = 1
bindtime = -1
removetime = 35
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
scale = fvar(2),fvar(2)

[State 31030, ModifyExplod]
type = ModifyExplod
trigger1 = Time > 0
ID = 31013
scale = fvar(2),fvar(2)
supermovetime = 9999

[State 31030, DestroySelf]
type = DestroySelf
trigger1 = Time > 55

;---------------------------------------------------------------------------
; Hyper Combo Effect <Spark>

[Statedef 31031]
type = S
movetype = I
physics = N
anim = 31031
ctrl = 0
sprpriority = 3

[State 31031, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 31031, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 31031, Trans]
type = Trans
trigger1 = 1
trans = add

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 0
var(3) = Parent,var(0)
persistent = 0

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 1
trigger1 = isHelper(0)
var(0) = 30+var(3)

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 1
trigger1 = isHelper(1)
var(0) = 60+var(3)

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 1
trigger1 = isHelper(2)
var(0) = 150+var(3)

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 1
trigger1 = isHelper(3)
var(0) = 180+var(3)

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 1
trigger1 = isHelper(4)
var(0) = 270+var(3)

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 1
trigger1 = isHelper(5)
var(0) = 300+var(3)

[State 31031, AngleSet]
type = AngleSet
trigger1 = Time > 0
value = var(0)

[State 31031, VarSet]
type = VarAdd
trigger1 = Time % 2 = 0
var(0) = 1

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(0) = 1

[State 31031, VarSet]
type = VarSet
trigger1 = Time = 0
fvar(1) = 2

[State 31031, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = fvar(1) > 0
fvar(1) = -0.04

[State 31031, DestroySelf]
type = DestroySelf
trigger1 = Time > 45

;----------------------------------------------------------------------
; Common Helpers
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Air Jump
;
;var(0) 	- Transition
;fvar(0) 	- Scale

[Statedef 10045]
type = S
movetype = I
physics = N
anim = 10045
ctrl = 0
velset = 0,0
sprpriority = 5

[State 10045, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10045, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 10045, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 10045, VarAdd];Transition
type = VarAdd
trigger1 = Time < 10
var(0) = 25

[State 10045, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 10045, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)/4

[State 10045, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; Jump Land
;
;var(0) 	- Transition
;fvar(0) 	- Scale

[Statedef 10052]
type = S
movetype = I
physics = N
anim = 10052
ctrl = 0
velset = 0,0
sprpriority = -5

[State 10052, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10052, PalFX]
type = PalFX
trigger1 = 1
time = -1
color = 0
ignorehitpause = 1

[State 10052, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 10052, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 10052, VarAdd];Transition
type = VarAdd
trigger1 = Time < 10
var(0) = 25

[State 10052, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 10052, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)/4

[State 10052, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; Air Dash <Forward>
;
;var(0) 	- Transition
;fvar(0) 	- Scale

[Statedef 10110]
type = S
movetype = I
physics = N
anim = 10045
ctrl = 0
velset = 0,0
sprpriority = 5

[State 10110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10110, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.25

[State 10110, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 10110, VarAdd];Transition
type = VarAdd
trigger1 = Time < 10
var(0) = 25

[State 10110, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 10110, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/3,fvar(0)

[State 10110, Explod]
type = Explod
trigger1 = Time = 0
anim = 10110
postype = p1
pos = -40,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
scale = 0.5,0.5

[State 10110, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; Air Dash <Back>
;
;var(0) 	- Transition
;fvar(0) 	- Scale

[Statedef 10115]
type = S
movetype = I
physics = N
anim = 10045
ctrl = 0
velset = 0,0
sprpriority = 5

[State 10115, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10115, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.25

[State 10115, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 10115, VarAdd];Transition
type = VarAdd
trigger1 = Time < 10
var(0) = 25

[State 10115, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 10115, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0)/3,fvar(0)

[State 10115, Explod]
type = Explod
trigger1 = Time = 0
anim = 10115
postype = p1
pos = 40,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3
scale = 0.5,0.5

[State 10115, DestroySelf]
type = DestroySelf
trigger1 = Time > 10

;----------------------------------------------------------------------
; System Helpers
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Correction Helper

[Statedef 32000]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
velset = 0,0

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(1)
projID = 32001
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(2)
projID = 32002
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(3)
projID = 32003
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(4)
projID = 32004
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(5)
projID = 32005
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(6)
projID = 32006
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(7)
projID = 32007
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(8)
projID = 32008
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(9)
projID = 32009
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(10)
projID = 32010
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(11)
projID = 32011
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(12)
projID = 32012
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(13)
projID = 32013
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(14)
projID = 32014
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(15)
projID = 32015
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(16)
projID = 32016
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(17)
projID = 32017
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(18)
projID = 32018
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(19)
projID = 32019
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, Projectile]
type = Projectile
trigger1 = Time = 0
trigger1 = isHelper(20)
projID = 32020
projanim = 99990
projedgebound = 1000
projstagebound = 1000
projremovetime = 1
ignorehitpause = 1

[State 32000, DestroySelf]
type = DestroySelf
trigger1 = Time = 0
