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

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

;----------------------------------------------------------------------
; Advancing Guard <Invisible Wall>

[Statedef 10510]
type = A
movetype = I
physics = N
anim = 99991
ctrl = 0
sprpriority = 3

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

[State 10510, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

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

[State 10510, VelSet]
type = VelSet
trigger1 = 1
x = 20

[State 10510, DestroySelf]
type = DestroySelf
trigger1 = Time > 20

;----------------------------------------------------------------------
; Safe Standing <Circle>

[Statedef 10532]
type = S
movetype = A
physics = N
anim = 10532
ctrl = 0
velset = 0,0
sprpriority = 3

[State 10532, BindToParent]
type = BindtoParent
trigger1 = 1
time = -1
pos = 0,-60

[State 10532, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10532, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 10532
time = -1
ignorehitpause = 1

[State 10532, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10532, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 10532, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = 0,0
getpower = 0,0
givepower = 100,50
pausetime = 0,4
guard.pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -8,-3
guard.velocity = -8
air.velocity = -8,-3
airguard.velocity = -6,-6
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = -3

[State 10532, Explod]
type = Explod
trigger1 = Time = 0
anim = 10530
postype = p1
pos = 0,0
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 4
ontop = 0
supermovetime = 9999
pausemovetime = 9999

[State 10532, HitEffect]
type = Helper
trigger1 = MoveHit
name = "HitSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31023
ignorehitpause = 1

[State 10532, GuardEffect]
type = Helper
trigger1 = MoveGuarded
helpertype = normal
name = "GuardSpark"
postype = p2
pos = 0,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 30000
ID = 31100
ignorehitpause = 1

[State 10532, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 20
ignorehitpause = 1

[State 10532, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 10532, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

;----------------------------------------------------------------------
; 214 + C <Pillar>

[Statedef 10650]
type = S
movetype = A
physics = N
anim = 10650
ctrl = 0
velset = 0,0
sprpriority = 4

[State 10650, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 10650, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 10650
time = -1
ignorehitpause = 1

[State 10650, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10650, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 10650, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = low
air.type = low
damage = 80,8
getpower = 70,20
givepower = 20,10
pausetime = 0,4
guard.pausetime = 0,4
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = 0,-8
guard.velocity = -6
air.velocity = 0,-8
airguard.velocity = -6,-4
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = -3

[State 10650, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 30,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 10650, 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 10650, 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 10650, 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 10650, 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 10650, 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 10650, 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 10650, 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 10650, 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 10650, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 10650, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 22 + A <Fire extinguisher>

[Statedef 10690]
type = S
movetype = A
physics = N
anim = 10690
ctrl = 0
velset = 6,-6.5
sprpriority = 4

[State 10690, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 10690
time = -1
ignorehitpause = 1

[State 10690, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10690, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 10690, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 10690, AngleSet]
type = AngleSet
trigger1 = ceil(Pos Y) < -10
value = Time*10

[State 10690, AngleSet]
type = AngleSet
trigger1 = ceil(Pos Y) >= -10
value = 270

[State 10690, PosSet]
type = PosSet
trigger1 = ceil(Pos Y) >= -10
y = 0

[State 10690, PosSet]
type = VelSet
trigger1 = ceil(Pos Y) >= -10
y = 0

[State 10690, Trans]
type = Trans
trigger1 = ceil(Pos Y) >= -10
trigger1 = Time > 30
trans = AddAlpha
alpha = var(0),var(1)

[State 10690, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 256

[State 10690, VarSet]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 10690, VarAdd]
type = VarAdd
trigger1 = ceil(Pos Y) >= -10
trigger1 = Time > 30
var(0) = -25

[State 10690, VarAdd]
type = VarAdd
trigger1 = ceil(Pos Y) >= -10
trigger1 = Time > 30
var(1) = 25

[State 10690, VelAdd]
type = VelAdd
trigger1 = ceil(Pos Y) < -10
y = 0.4

[State 10690, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = 30,2
getpower = 50,25
givepower = 20,10
pausetime = 0,5
guard.pausetime = 0,5
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 10
ground.slidetime = 10
guard.hittime = 10
air.hittime = 10
guard.ctrltime = 10
airguard.ctrltime = 10
ground.velocity = -4,0
guard.velocity = -5
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 10
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 10690, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 30,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31023
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 10690, 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 10690, 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 10690, 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 10690, 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 10690, 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 10690, 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 10690, 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 10690, 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 10690, ChangeState]
type = ChangeState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,MoveType = H
value = 10691
ignorehitpause = 1

[State 10690, DestroySelf]
type = DestroySelf
trigger1 = MoveGuarded
trigger2 = var(0) < 10
ignorehitpause = 1

[State 10690, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

;----------------------------------------------------------------------
; 22 + A <Smoke>

[Statedef 10691]
type = S
movetype = I
physics = S
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 4

[State 10691, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 10691
time = -1
ignorehitpause = 1

[State 10691, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 10691, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
var(9) = 1

[State 10691, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 360
trigger2 = Root,var(9) = 2
var(9) = 0

[State 10691, Explod]
type = Explod
trigger1 = Time % 6 = 0
anim = 10691
postype = p2
pos = 0,-40
random = 80,80
facing = 1
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 5
ontop = 1
supermovetime = 9999
pausemovetime = 9999

[State 10691, DestroySelf]
type = DestroySelf
trigger1 = Time > 360
trigger2 = Root,var(9) = 0

;----------------------------------------------------------------------
; 623 + A or B or C <Spark>
;
;var(0) 	- Transition
;fvar(0) 	- Scale

[Statedef 11006]
type = S
movetype = I
physics = N
anim = 11008
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11006, PalFX]
type = PalFX
trigger1 = 1
time = -1
color = 0
ignorehitpause = 1

[State 11006, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 11006, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 11006, VarAdd];Transition
type = VarAdd
trigger1 = Time > 10
var(0) = 25

[State 11006, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 255-var(0),256

[State 11006, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(0)

[State 11006, DestroySelf]
type = DestroySelf
trigger1 = Time > 20

;----------------------------------------------------------------------
; 41236 + A <Wind>

[Statedef 11012]
type = S
movetype = A
physics = N
anim = 11012
ctrl = 0
velset = 0,0
sprpriority = 4

[State 11012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11012, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11012
time = -1
ignorehitpause = 1

[State 11012, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11012, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 11012, BindToParent]
type = BindToParent
trigger1 = 1
pos = 40,-50
ignorehitpause = 1

[State 11012, Hitdef]
type = Hitdef
trigger1 = Time % 4 = 0
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = 10,5
getpower = 40,20
givepower = 30,20
pausetime = 0,7
guard.pausetime = 0,7
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 = -2,0
guard.velocity = -5
air.velocity = -2,-4
airguard.velocity = -1,-2
fall.recover = 1
fall.recovertime = ceil(30*root,fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = -3

[State 11012, TargetState]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 41012
ignorehitpause = 1

[State 11012, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 30,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 11012, 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 11012, 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 11012, 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 11012, 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 11012, 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 11012, 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 11012, 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 11012, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 1
ignorehitpause = 1

[State 11012, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11012, ParentVarSet]
type = ParentVarSet
trigger1 = AnimTime = 0
var(1) = 1
ignorehitpause = 1

[State 11012, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 41236 + B <Lv.3>
;
;fvar(0) 	- Scale

[Statedef 11022]
type = S
movetype = I
physics = N
anim = 11022
ctrl = 0
velset = 0,0
sprpriority = 5

[State 11022, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11022, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0

[State 11022, VarAdd];Scale
type = VarAdd
trigger1 = Time = [1,5]
fvar(0) = 0.2

[State 11022, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 11022, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),1

[State 11022, AngleSet]
type = AngleSet
trigger1 = 1
value = 45

[State 11022, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 41236 + C <Wait>

[Statedef 11031]
type = S
movetype = I
physics = N
anim = 99990
ctrl = 0
sprpriority = 4

[State 11031, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11031, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11031
time = -1
ignorehitpause = 1

[State 11031, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 11031, ChangeState]
type = ChangeState
triggerall = P2StateType != L
trigger1 = Time > 60
trigger1 = (ceil(P2BodyDist X) = [-40,40]) && (ceil(P2BodyDist Y) = [-80,100])
trigger2 = Time > 400
value = 11032

;----------------------------------------------------------------------
; 41236 + C <Attack>

[Statedef 11032]
type = S
movetype = A
physics = N
anim = 11032
ctrl = 0
velset = 0,0
sprpriority = 4

[State 11032, PalFX]
type = PalFX
trigger1 = 1
time = -1
color = 0
ignorehitpause = 1

[State 11032, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11032, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11032
time = -1
ignorehitpause = 1

[State 11032, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11032, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 11032, 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 = 90,9
getpower = 100,50
givepower = 50,25
pausetime = 0,70
guard.pausetime = 0,7
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 = -0.5,-7
guard.velocity = -5
air.velocity = -0.5,-7
airguard.velocity = -3,-4
fall.recover = 1
fall.recovertime = ceil(110*root,fvar(0))
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = -3

[State 11032, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 30,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31020
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 11032, 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 11032, 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 11032, 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 11032, 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 11032, 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 11032, 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 11032, 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 11032, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 1
ignorehitpause = 1

[State 11032, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11032, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 63214 + B <Spark>

[Statedef 11050]
type = S
movetype = A
physics = N
anim = 11050
ctrl = 0
velset = 0,0
sprpriority = 4

[State 11050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11050, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11050
time = -1
ignorehitpause = 1

[State 11050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11050, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 11050, BindToParent]
type = BindToParent
trigger1 = 1
pos = 20,20
ignorehitpause = 1

[State 11050, Hitdef]
type = Hitdef
trigger1 = Time % 2 = 0
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = 20,8
getpower = 40,20
givepower = 30,20
pausetime = 3,7
guard.pausetime = 3,7
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 = -2,0
guard.velocity = -5
air.velocity = -2,-4
airguard.velocity = -1,-2
fall.recover = 1
fall.recovertime = ceil(40*root,fvar(0))
forcestand = 0
fall = 0
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = -3

[State 11050, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 30,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31024
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 11050, 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 11050, 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 11050, 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 11050, 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 11050, 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 11050, 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 11050, 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 11060, 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 11050, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11050, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 63214 + C <Pillar>

[Statedef 11060]
type = S
movetype = A
physics = N
anim = 11060
ctrl = 0
velset = 0,0
sprpriority = 4

[State 11060, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 11060, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
slot = 0
stateno = 11060
time = -1
ignorehitpause = 1

[State 11060, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 11060, AttackMulSet]
type = Null;AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 11060, Hitdef]
type = Hitdef
trigger1 = Time = 0
attr = A,SP
hitflag = MAFD
guardflag = M
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = 50,8
getpower = 70,20
givepower = 20,10
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 15
ground.slidetime = 15
guard.hittime = 15
air.hittime = 15
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -6,-3
guard.velocity = -6
air.velocity = -6,-3
airguard.velocity = -6,-4
fall.recover = 1
fall.recovertime = 40
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 11060, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 30,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31022
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 11060, 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 = 31022
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 11060, 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 = 31022
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 11060, 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 = 31022
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 11060, 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 11060, 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 11060, 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 11060, 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 11060, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 7
ignorehitpause = 1

[State 11060, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 11060, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

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

[Statedef 16500]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 16500
sprpriority = 7

[State 16500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16500, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 16500, PosAdd]
type = PosAdd
trigger1 = time > 0
x = -ceil(ScreenPos X-fvar(1))

[State 16500, VarSet]
type = VarSet
trigger1 = 1
fvar(1) = ScreenPos X

[State 16500, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 236236 + C - Effect <Shadow>
;
;var(0) 	- Drawing angle
;fvar(0) 	- Scale X
;fvar(1) 	- Scale Y

[Statedef 16522]
type = S
movetype = I
physics = N
anim = 16522
ctrl = 0
velset = 0,0
sprpriority = 3

[State 16522, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(1)
var(0) = 0

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(2)
var(0) = 180

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(3)
var(0) = 270

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(4)
var(0) = 90

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(5)
var(0) = 315

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(6)
var(0) = 135

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(7)
var(0) = 45

[State 16522, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(8)
var(0) = 225

[State 16522, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 1

[State 16522, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 16522, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(1) = 0.5

[State 16522, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(1) = -0.1

[State 16522, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 16522, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 16522, DestroySelf]
type = DestroySelf
trigger1 = Time > 5

;----------------------------------------------------------------------
; 236236 + C - Effect <Slash>
;
;var(0) 	- Drawing angle
;fvar(0) 	- Scale X
;fvar(1) 	- Scale Y

[Statedef 16523]
type = S
movetype = I
physics = N
anim = 16523
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16523, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(1)
var(0) = 0

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(2)
var(0) = 180

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(3)
var(0) = 90

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(4)
var(0) = 270

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(5)
var(0) = 315

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(6)
var(0) = 135

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(7)
var(0) = 45

[State 16523, VarRandom];AngleSet
type = VarSet
trigger1 = Time = 0
trigger1 = isHelper(8)
var(0) = 225

[State 16523, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 1

[State 16523, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 16523, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(1) = 0.5

[State 16523, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(1) = -0.025

[State 16523, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 16523, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 16523,Trans]
type = Trans
trigger1 = 1
trans = Add

[State 16523, DestroySelf]
type = DestroySelf
trigger1 = Time > 20

;----------------------------------------------------------------------
; 236236 + C - Effect <Finish>

[Statedef 16524]
type = S
movetype = I
physics = N
anim = 16500
ctrl = 0
velset = 0,0
sprpriority = 5

[State 16524, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 16524, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 2,2

[State 16524, AngleSet]
type = AngleSet
trigger1 = 1
value = 90

[State 16524,Trans]
type = Trans
trigger1 = 1
trans = Add

[State 16524, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;----------------------------------------------------------------------
; 2141236 + B - Effect <Slash>
;
;var(0) 	- Drawing angle
;fvar(0) 	- Scale X
;fvar(1) 	- Scale Y

[Statedef 17010]
type = S
movetype = I
physics = N
anim = 17010
ctrl = 0
velset = 0,0
sprpriority = 5

[State 17010, PalFX]
type = PalFX
trigger1 = 1
time = -1
color = 0
ignorehitpause = 1

[State 17010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 17010, VarRandom];AngleSet
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,360

[State 17010, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(0) = 0.5

[State 17010, VarAdd];Scale
type = VarAdd
trigger1 = Time > 1
fvar(0) = 0.1

[State 17010, VarAdd];Scale initialize
type = VarSet
trigger1 = Time = 0
fvar(1) = 0.15

[State 17010, VarAdd];Scale
type = VarAdd
trigger1 = Time = [6,15]
fvar(1) = -0.015

[State 17010, VarAdd];Transition initialize
type = VarSet
trigger1 = Time = 0
var(1) = 255

[State 17010, VarAdd];Transition
type = VarAdd
trigger1 = Time = [6,15]
var(1) = -25

[State 17010, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = fvar(0),fvar(1)

[State 17010, AngleSet]
type = AngleSet
trigger1 = 1
value = var(0)

[State 17010,Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = var(1),256

[State 17010, DestroySelf]
type = DestroySelf
trigger1 = Time > 15

;----------------------------------------------------------------------
; 2141236 + B <Pillar>

[Statedef 17022]
type = S
movetype = A
physics = N
anim = 99990
ctrl = 0
velset = 0,0
sprpriority = 4

[State 17022, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

[State 17022, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17022, EnvColor]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 0

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17020
pos = 0,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17020
pos = 40,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17020
pos = 80,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17021
pos = 0,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17021
pos = 40,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17021
pos = 80,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 0,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 0,-160
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 0,-320
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 40,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 40,-160
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 40,-320
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 80,0
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 80,-160
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, Explod]
type = Explod
trigger1 = Time = 0
anim = 17022
pos = 80,-320
bindtime = -1
removetime = -2
ownpal = 1
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999

[State 17022, DestroySelf]
type = DestroySelf
trigger1 = Time > 35

;----------------------------------------------------------------------
; 2141236 + C

[Statedef 17030]
type = S
movetype = A
physics = N
anim = 17030
ctrl = 0
velset = 0,0
sprpriority = 4

[State 17030, PalFX]
type = PalFX
trigger1 = 1
time = -1
color = 0
mul = 255,0,0
ignorehitpause = 1

[State 17030, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

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

[State 17030, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 17030, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = Root,fvar(0)
ignorehitpause = 1

[State 17030, Explod]
type = Explod
trigger1 = Time = 0
anim = 17031
pos = 0,0
bindtime = -1
removetime = -2
ownpal = 1
trans = addalpha
alpha = 128,255
ID = 17031
sprpriority = 2
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State 17030, Explod]
type = Explod
trigger1 = Time = 0
anim = 17031
pos = 0,0
bindtime = -1
removetime = -2
ownpal = 1
trans = sub
ID = 17031
sprpriority = 3
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 0

[State 17030, EnvColor]
type = EnvColor
triggerall = HitCount%2 = 0
trigger1 = MoveHit
value = 255, 255, 255
time = 1
under = 0
ignorehitpause = 1

[State 17030, Hitdef]
type = Hitdef
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(5) = 0
trigger3 = AnimElemTime(6) = 0
trigger4 = AnimElemTime(7) = 0
trigger5 = AnimElemTime(8) = 0
trigger6 = AnimElemTime(9) = 0
trigger7 = AnimElemTime(10) = 0
trigger8 = AnimElemTime(11) = 0
trigger9 = AnimElemTime(12) = 0
trigger10 = AnimElemTime(13) = 0
attr = A,SP
hitflag = MAFD
guardflag = M
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
ground.type = high
air.type = high
damage = 50,8
getpower = 0,0
givepower = 30,20
pausetime = 4,2
guard.pausetime = 3,3
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 = 15
ground.velocity = -2,-4
guard.velocity = -3
air.velocity = -2,-4
airguard.velocity = -3,-4
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
sprpriority = 4
envshake.time = 10
envshake.ampl = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 17030, HitEffect]
type = Helper
triggerall = NumTarget = 0
trigger1 = MoveHit
helpertype = normal
name = "HitSpark"
postype = p1
pos = 30,-70
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31034
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 17030, 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 = 31034
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 17030, 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 = 31034
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 17030, 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 = 31034
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 17030, 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 17030, 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 17030, 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 17030, 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 17030, Correction]
type = Helper
trigger1 = MoveHit
helpertype = normal
name = "Correction"
postype = p1
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 32000
ID = 3
ignorehitpause = 1

[State 17030, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 17030, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H

[State 17030, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = Root,MoveType = H
ID = 17031
ignorehitpause = 1
