;NOTE: This code is used to provide damage dampening to helpers

;[state H DAMPEN]
;type = attackmulset
;trigger1 = 1
;value = parent,fvar(0)
;ignorehitpause = 1

;[state H DAMPEN]
;type = parentvaradd
;triggerall = enemy,time = 0
;trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
;var(48) = 1
;ignorehitpause = 1

;_________Combo Ability Helper________
[statedef 20000]

[state 20000]
type = destroyself
trigger1 = parent,movetype != A

;Attack Style
;Slide Kick
;_______________________________
[statedef 6000]
type = S
anim = 6000
physics = S
velset = 0,0
ctrl = 0

[state 6000]
type = changestate
trigger1 = animtime = 0
value = 6001
;_______________________________
[statedef 6001]
type = A
anim = 6001
physics = N
velset = 6,-4
ctrl = 0

[state 6001]
type = veladd
trigger1 = 1
y = .75

[state 6001]
type = changestate
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 6002
;_______________________________
[statedef 6002]
type = S
anim = 6002
movetype = A
physics = N
velset = 3,0
ctrl = 0

[state 6002]
type = velmul
trigger1 = 1
x = .96

[state 6002]
type = velset
trigger1 = movecontact
x = 0

[state 6002]
type = posset
trigger1 = 1
y = 0

[State 6002, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,0

[State 6002]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*50)
guardflag = L
hitflag = M
pausetime = 10, 10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-10
guardsound = S120, 0
ground.type = trip
ground.slidetime = 20
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,-2
air.type = trip
air.velocity = -6,-2
fall.recover = 0
fall.recovertime = 50
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[state 6002]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1
;_______________________________
[statedef 6010]
type = S
anim = 6010
physics = S
velset = 0,0
ctrl = 0

[state 6010]
type = changestate
trigger1 = animtime = 0
value = 6011
;_______________________________
[statedef 6011]
type = A
anim = 6011
physics = N
velset = 7,-6
ctrl = 0

[state 6011]
type = veladd
trigger1 = 1
y = .95

[state 6011]
type = changestate
trigger1 = time >= 2
trigger1 = pos y >= 0
value = 6012
;_______________________________
[statedef 6012]
type = S
anim = 6012
movetype = A
physics = N
velset = 3,0
ctrl = 0

[state 6012]
type = velmul
trigger1 = 1
x = .96

[state 6012]
type = posset
trigger1 = 1
y = 0

[state 6012]
type = velset
trigger1 = movecontact
x = 0

[State 6012, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,0

[State 6012]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*60)
guardflag = L
hitflag = M
pausetime = 10, 10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-10
guardsound = S120, 0
ground.type = trip
ground.slidetime = 20
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,-2
air.type = trip
air.velocity = -6,-2
fall.recover = 0
fall.recovertime = 50
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[state 6012]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1
;_______________________________
[statedef 6020]
type = S
anim = 6020
movetype = A
physics = N
velset = 10,0
ctrl = 0

[state 6020]
type = velset
trigger1 = animelem = 3
x = 3

[state 6020]
type = velset
trigger1 = animelem = 14
x = 0

[State Reinforce]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State Reinforce]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State Reinforce]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State Reinforce]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State Reinforce]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[state 6020]
type = posset
trigger1 = 1
y = 0

[State 6020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
value = S200,0

[State 6020]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*10)
guardflag = L
hitflag = M
pausetime = 0, 10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-10
guardsound = S120, 0
ground.type = hard
ground.slidetime = 20
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,0
air.type = hard
air.velocity = -6,-0
fall.recover = 0
fall.recovertime = 50
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[state 6020]
type = playsnd
trigger1 = animelem = 14
value = 3400,0

[state 6020]
type = explod
trigger1 = animelem = 14
anim = 8050
sprpriority = 4

[State 6020]
type = HitDef
trigger1 = animelem = 14
attr = S, NA
animtype  = Hard
damage    = Floor(Fvar(0)*25)
guardflag = MAF
hitflag = MAF
pausetime = 0, 10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = hard
ground.slidetime = 20
ground.hittime = 22
guard.hittime = 20
air.hittime = 22
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -6,0
air.type = hard
air.velocity = -6,-0
fall.recover = 0
fall.recovertime = 50
p2stateno = 2030
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 1

[state 6020]
type = changestate
trigger1 = animtime = 0
value = 11
ctrl = 1
;_______Light Orb: A_______
[statedef 50000]
type = A
physics = N
movetype = A
anim = 50000
velset = 0,0
ctrl = 0
poweradd = 40

[State 50000, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,time*29

[State 50000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1300,3

[State 50000, Helper]
type = Helper
trigger1 = animtime = 0
helpertype = normal
name = "Light Orb"
ID = 50005
stateno = 50005
pos = 0,-20
ownpal = 1

[State 50000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 50010
;_______Light Orb: A_______
[statedef 50001]
type = A
physics = N
movetype = A
anim = 50000
velset = 0,0
ctrl = 0
poweradd = 40

[State 50001, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,time*29

[State 50001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1300,3

[State 50001, Helper]
type = Helper
trigger1 = animtime = 0
helpertype = normal
name = "Light Orb"
ID = 50005
stateno = 50006
pos = 0,-20
ownpal = 1

[State 50001, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 50010
;_______Light Orb: A_______
[statedef 50002]
type = A
physics = N
movetype = A
anim = 50000
velset = 0,0
ctrl = 0
poweradd = 60

[State 50002, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,time*29

[State 50002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1300,3

[State 50002]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 50002]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 50002]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 50002]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 50002]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 50002, Helper]
type = Helper
trigger1 = animtime = 0
helpertype = normal
name = "Light Orb"
ID = 50005
stateno = 50007
pos = 0,-20
ownpal = 1

[State 50002, Helper]
type = Helper
trigger1 = animtime = 0
helpertype = normal
name = "Light Orb"
ID = 50005
stateno = 50006
pos = 0,-20
ownpal = 1

[State 50002, Helper]
type = Helper
trigger1 = animtime = 0
helpertype = normal
name = "Light Orb"
ID = 50005
stateno = 50005
pos = 0,-20
ownpal = 1

[State 50002, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 50010
;_____________
[statedef 50010]
type = A
physics = N
movetype = A
anim = 106
velset = -2,-7
ctrl = 0

[State 50010, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 50010, VelSet]
type = VelSet
trigger1 = time = 15
x = -2

[State 50010, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 50
ctrl = 0

;______________
[statedef 50005]
movetype = A
physics = N
anim = 1310
type = A
velset = 2,2.4
ctrl = 0

[State 50005, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 50008
;______________
[statedef 50006]
movetype = A
physics = N
anim = 1310
type = A
velset = 4,2.4
ctrl = 0

[State 50006, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 50008
;______________
[statedef 50007]
movetype = A
physics = N
anim = 1310
type = A
velset = 4.5,0.5
ctrl = 0

[State 50007, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 50008
;_______________
[statedef 50008]
movetype = A
physics = N
type = A
velset = 0,0
anim = 50008
ctrl = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 50008, Explod]
type = Explod
trigger1 = time%8 = 0
anim = 7021
ownpal = 1
sprpriority = 4
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 50008, HitDef]
type = HitDef
trigger1 = time%8 = 0
attr = A,SP
hitflag = MAF
guardflag = MA
getpower = 4,2
givepower = 2,1
animtype = Hard
air.animtype = Hard
priority = 7,Hit
damage = Floor(Root,Fvar(0)*7),1
pausetime = 0,10
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S420,1
guardsound = S120,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 30
air.hittime = 10
ground.velocity = -7,0
air.velocity = -7,-4
airguard.velocity = -7,-4
airguard.ctrl = 1
guard.ctrl = 1
envshake.time = 5
envshake.freq = 100
envshake.ampl = -4
envshake.phase = 120
guard.kill = 0
air.fall = 1
fall.recover = 45

[State 50008, DestroySelf]
type = DestroySelf
trigger1 = time = 65
;_______________
[statedef 50100] ;DINO SUMMON
type = S
anim = 50100
physics = S
movetype = I
ctrl = 0
poweradd = 40

[State 50100, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "Dino Summon"
ID = 50110
stateno = 50110
pos = 140,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[state 50100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;_______________
[statedef 50101] ;DINO SUMMON
type = S
anim = 50100
physics = S
movetype = I
ctrl = 0
poweradd = 40

[State 50101, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "Dino Summon"
ID = 50110
stateno = 50110
pos = 190,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1

[state 50101]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;_________
[statedef 50102] ;DINO SUMMON
type = S
anim = 50100
physics = S
movetype = I
ctrl = 0
poweradd = 60

[State 50102, Helper]
type = Helper
trigger1 = animelemtime(6) = 1
helpertype = normal
name = "Dino Summon"
ID = 50110
stateno = 50110
pos = 300,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1

[State 50102, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "Dino Summon"
ID = 50110
stateno = 50110
pos = 20,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State REINFORCE]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State REINFORCE]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State REINFORCE]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State REINFORCE]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State REINFORCE]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[state 50102]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;_____________
[statedef 50110]
type = S
movetype = A
physics = S
anim = 50110
ctrl = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 50100, PosSet]
type = PosSet
trigger1 = Parent,var(44) = 3
y = 0

[state 50110]
type = playsnd
trigger1 = animelem = 7
value = 50110,0

[State 50110, Explod]
type = Explod
trigger1 = animelem = 7
anim = 8060
pos = 30,-10
postype = p1
facing = 1
bindtime = -1

[State 50110, HitDef]
type = HitDef
trigger1 = animelem = 7
attr = S,SP
hitflag = MAFD
guardflag = MA
getpower = 10,4
givepower = 6,2
animtype = hard
air.animtype = hard
priority = 18,Hit
damage = Floor(Root,Fvar(0)*60),2
pausetime = 0,20
sparkno = -1
guard.sparkno = -1;insert guard spark here
sparkxy = 0,0; insert sparkxy here
ground.type = low
ground.slidetime = 20
ground.hittime = 30
air.hittime = 20
ground.velocity = -20,0
air.velocity = -8,0
airguard.velocity = -5,-2
air.fall = 1
fall.recover = 0
fall.recovertime = 30
guard.kill = 0
envshake.time = 15
envshake.freq = 200
envshake.ampl = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 50110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;_______________________
[statedef 50200]
type = S
movetype = A
physics = S
anim = 50200
ctrl = 0
poweradd = 40

[State 50200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,3
channel = 2

[State 50200, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "IceSplode"
ID = 50200
stateno = 50210
pos = 27,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1

[state 50200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;_______________________
[statedef 50201]
type = S
movetype = A
physics = S
anim = 50200
ctrl = 0
poweradd = 40

[State 50201, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,3
channel = 2

[State 50201, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "IceSplode"
ID = 50200
stateno = 50211
pos = 27,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1

[state 50201]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;_______________________
[statedef 50202]
type = S
movetype = A
physics = S
anim = 50200
ctrl = 0
poweradd = 60

[State 50202]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 50202]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 50202]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 50202]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 50202]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 50202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1200,3
channel = 2

[State 50202, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "IceSplode"
ID = 50200
stateno = 50212
pos = 27,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 1

[state 50202]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;_______________________
[statedef 50210]
type = S
movetype = A
physics = S
anim = 61000
ctrl = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 50210, HitDef]
type = HitDef
trigger1 = animelem = 14
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 2,1
givepower = 2,1
animtype = hard
air.animtype = hard
priority = 18,Hit
damage = Floor(Root,Fvar(0)*47),0
pausetime = 0,15
sparkno = -1
guard.sparkno = -1 ;guardspark
sparkno = S8096
sparkxy = 0,-35
guardsound = S120,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
air.hittime = 10
ground.velocity = 0,-8
air.velocity = 0,-8
airguard.velocity = -3,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;p2stateno = 0
envshake.time = 2
envshake.freq = 60
envshake.ampl = -1
envshake.phase = 90

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 1

[state 50210]
type = destroyself
trigger1 = animtime = 0

;_______________________
[statedef 50211]
type = S
movetype = A
physics = S
anim = 50201
ctrl = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[state 50211]
type = changeanim
trigger1 = animtime = 0
trigger1 = anim = 50201
value = 61000

[State 50211, HitDef]
type = HitDef
triggerall = anim = 61000
trigger1 = animelem = 12
trigger2 = animelem = 14
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 20
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 2,1
givepower = 2,1
animtype = hard
air.animtype = hard
priority = 18,Hit
damage = Floor(Root,Fvar(0)*20),0
pausetime = 0,20
sparkno = -1
guard.sparkno = -1 ;guardspark
sparkno = S8096
sparkxy = 0,-35
guardsound = S120,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
air.hittime = 10
ground.velocity = 0,-8
air.velocity = 0,-8
airguard.velocity = -3,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;p2stateno = 0
envshake.time = 2
envshake.freq = 60
envshake.ampl = -1
envshake.phase = 90

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 1

[state 50211]
type = destroyself
trigger1 = anim = 61000
trigger1 = animtime = 0
;_______________________
[statedef 50212]
type = S
movetype = A
physics = S
anim = 50201
ctrl = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[state 50212]
type = changeanim
trigger1 = animtime = 0
trigger1 = anim = 50201
value = 61000

[State 50212, HitDef]
type = HitDef
triggerall = anim = 61000
trigger1 = animelem = 12
trigger2 = animelem = 14
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 20
attr = S,SP
hitflag = MAF
guardflag =
getpower = 2,1
givepower = 2,1
animtype = hard
air.animtype = hard
priority = 18,Hit
damage = Floor(Root,Fvar(0)*35),0
pausetime = 0,20
sparkno = -1
guard.sparkno = -1 ;guardspark
sparkno = S8096
sparkxy = 0,-35
guardsound = S120,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
air.hittime = 10
ground.velocity = 0,-8
air.velocity = 0,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
;p2stateno = 0
envshake.time = 2
envshake.freq = 60
envshake.ampl = -1
envshake.phase = 90

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 1

[state 50212]
type = destroyself
trigger1 = anim = 61000
trigger1 = animtime = 0
;_______________________
[statedef 10000]
type = S
anim = 84475
physics = S
movetype = A
ctrl = 0
velset = 0,0

[State 10000, Helper]
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "HyperCombo_Lv3"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31014
ID = 31014
ignorehitpause = 1

[State 10000, SuperPause]
type = SuperPause
trigger1 = animelem = 7
time = 60
anim = S7017
sound = S20, 4
darken = 1
poweradd = Ifelse(var(44) != 3,-5000,0)
unhittable = 1
ignorehitpause = 1
persistent = 1

[State 10000, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 64
ignorehitpause = 1
persistent = 1

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S3400,0
ignorehitpause = 1
persistent = 1

[State 10000, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8030
pos = 0,10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 10000, Projectile]
type = Hitdef
trigger1 = animelem = 8
attr = S,HP
hitflag = MAF
guardflag = MA
givepower = 12,8
animtype = diagup
air.animtype = diagup
priority = 7,Hit
damage = 30,8
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
ground.type = High
air.type = High
guard.ctrl  = 0
yaccel = .85
ground.velocity = -4,-9
air.velocity = -4,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 7
p2facing = 1
fall = 1
fall.recover = 0
air.fall = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
ignorehitpause = 1
persistent = 1

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 10000, TargetState]
type = TargetState
trigger1 = MoveHit
value = 2030
ignorehitpause = 1
persistent = 0

[State 10000, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 40
freq = 120
ampl = -7
phase = 90
ignorehitpause = 1
persistent = 1

[State 10000, Explod]
type = Explod
trigger1 = MoveHit
trigger1 = !numexplod(1337)
anim = 0
ID = 1337
pos = 0,9999
postype = p1
removetime = 80
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 10000, Explod]
type = Explod
trigger1 = MoveHit
trigger1 = NumExplod(8080) = 0
anim = 8080
ID = 8080
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[state 10000]
type = changestate
trigger1 = animtime = 0
trigger1 = numexplod(1337) = 0
value = 0
ctrl = 1

[state 10000]
type = changestate
trigger1 = animtime = 0
trigger1 = numexplod(1337) = 1
value = 10001
;_______________________
[statedef 10001]
type = S
anim = 84476
physics = S
movetype = A
ctrl = 0

[State 10001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 10001, BGPalFX]
type = BGPalFX
trigger1 = time <= 30
time = 1
add = time*4,-time*4,-time*4
ignorehitpause = 1
persistent = 1

[State 10001, BGPalFX]
type = BgPalFX
trigger1 = time > 30
time = 1
add = 120,-120,-120
ignorehitpause = 1
persistent = 1

[State 10001, SuperPause]
type = SuperPause
trigger1 = animelem = 5
time = 30
anim = S7016
sound = S20, 4
pos = 0,-50
unhittable = 1
ignorehitpause = 1
persistent = 1

[State 10001, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "Bahamut"
stateno = 10003
pos = -50,0
ID = 10003
postype = left
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
supermovetime = 30

[state 10001]
type = changestate
trigger1 = time = 210
value = 10005
;___________
[statedef 10003]
type = S
movetype = A
physics = N
anim = 8000
hitcountpersist = 1
ctrl = 0

[state H DAMPEN]
type = varset
trigger1 = time = 0
fvar(0) = 1
ignorehitpause = 1

[state H DAMPEN]
type = varset
trigger1 = time > 0
fvar(0) = FVar(0) - Var(48)*.8
ignorehitpause = 1

[State 10003, Turn]
type = Turn
trigger1 = time = 0
trigger1 = facing != parent,facing

[state 10003]
type = posset
trigger1 = facing = -1
x = 180

[state 10003]
type = posset
trigger1 = facing = 1
x = -180

[State 10003, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = ceil(time*8.5),ceil(-time*8.5)
ignorehitpause = 1
persistent = 1

[state 10003]
type = varadd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[state -2]
type = varset
trigger1 = fvar(0) < 0.0001
fvar(0) = 0.0001
ignorehitpause = 1

[State 10003, Projectile]
type = Projectile
trigger1 = time > 30
projremove = 0
projremovetime = -1
velocity = -3 + (p2dist x/15),7+Random%6-random%6+(P2Dist Y/20)
accel = 0,-.4
projhits = 1
projanim = 3021
projpriority = 9
projsprpriority = 9
projedgebound = 0
projstagebound = 0
offset = 73,-110
postype = p1
attr = A,HP
hitflag = MAF
guardflag = MA
givepower = 2,1
getpower = 0,0
animtype = back
air.animtype = back
priority = 7,Hit
damage = Ceil(65*Fvar(0)),1
pausetime = 0,1
sparkno = S7023
guard.sparkno = S7007
sparkxy = 30,10
guardsound = S120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -5,0
air.velocity = -5,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
numhits = 1
ignorehitpause = 1
persistent = 1
ID = 20

[state 10003]
type = changestate
trigger1 = time = 180
value = 10004

;_____Bahamut End______
[statedef 10004]
type = S
movetype = A
physics = N
anim = 8000
hitcountpersist = 1
ctrl = 0

[State 10004, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 + ceil(-time*8.5),256 + ceil(time*8.5)
ignorehitpause = 1
persistent = 1

[state 10004]
type = destroyself
trigger1 = time = 35

;_________________
[statedef 10005]
type = S
anim = 84477
physics = S
movetype = A
ctrl = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(8080) > 0
ID = 8080
pos = 0,0
removetime = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1

[state 10005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;________________________________________________________________________
;_________TEH UBAR MISUZU_M ACTIVATION MODE THINGY MAJIG.... OF DOOM_____
;________________________________________________________________________
;------------------------------------------------------------------------
;_________WOOT, EPIC GRAMMER INDUCED ART!______
[statedef 70000]
type = S
movetype = I
physics = S
anim = 70000
ctrl = 0
velset = 0,0

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State EPIC]
type = BGPalFX
trigger1 = time <= 60
time = -1
add = -time*4,-time*4,-time*4
ignorehitpause = 1
persistent = 1

[state EPIC]
type = Explod
trigger1 = animelem = 7
ID = 600
anim = 8200
pos = 100,100
postype = left
removetime = 1
scale = 3,3
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[state EPIC]
type = Explod
trigger1 = animelem = 7
ID = 600
anim = 8201
pos = 220,100
postype = left
removetime = 1
scale = 3,3
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State EPIC]
type = Helper
trigger1 = animelem = 7
helpertype = player
name = "Choose!"
stateno = 70001
pos = 100,-120
postype = left
keyctrl = 1
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 2
size.yscale = 2
ignorehitpause = 1
persistent = 1

[state EPIC]
type = changestate
trigger1 = var(50) = 1
value = 70005

[state EPIC]
type = changestate
trigger1 = var(50) = 2
value = 70006
;___________________
[statedef 70001]
type = A
movetype = I
anim = 8202
ctrl = 0

[state 70001]
type = parentvarset
trigger1 = time > 0
trigger1 = command = "start"
trigger2 = parent,time = 300
var(50) = 1

[State 70001, PlaySnd]
type = PlaySnd
trigger1 = time > 0
trigger1 = command = "start"
trigger2 = parent,time = 300
value = S7000,1
channel = 2

[state 70001]
type = posadd
trigger1 = time > 0
trigger1 = command = "holdfwd"
x = 120

[State 70001, PlaySnd]
type = PlaySnd
trigger1 = time > 0
trigger1 = command = "holdfwd"
value = S7000,0
channel = 2

[state 70001]
type = destroyself
trigger1 = parent,var(50)

[state 70001]
type = changestate
trigger1 = time > 0
trigger1 = command = "holdfwd"
value = 70002

;___________________
[statedef 70002]
type = A
movetype = I
anim = 8202
ctrl = 0

[state 70002]
type = parentvarset
trigger1 = time > 0
trigger1 = command = "start"
trigger2 = parent,time = 300
var(50) = 2

[State 70001, PlaySnd]
type = PlaySnd
trigger1 = time > 0
trigger1 = command = "start"
trigger2 = parent,time = 300
value = S7000,1
channel = 2

[state 70002]
type = posadd
trigger1 = time > 0
trigger1 = command = "holdback"
x = -120

[State 70001, PlaySnd]
type = PlaySnd
trigger1 = time > 0
trigger1 = command = "holdback"
value = S7000,0
channel = 2

[state 70002]
type = destroyself
trigger1 = parent,var(50)

[state 70002]
type = changestate
trigger1 = time > 0
trigger1 = command = "holdback"
value = 70001

;___________
[statedef 70005]
type = S
movetype = I
anim = 8250
ctrl = 0

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State 70005, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(600)
id = 600
ignorehitpause = 1
persistent = 1

[State 70005, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S3400,0
freqmul = 1.0

[State 70005, EnvShake]
type = EnvShake
trigger1 = time > 20 && time < 80 && time%2 = 0
time = 90
freq = 200
ampl = floor(-40+time*.5)
phase = 130
ignorehitpause = 1
persistent = 1

[State 70005]
type = Explod
trigger1 = animelem = 4
anim = 8040
pos = 40,0
supermovetime = 9999
pausemovetime = 9999

[State 70005]
type = BGPalFX
trigger1 = time <= 60
time = 2
add = -240 + time*4,-240 + time*4,-240 + time*4
ignorehitpause = 1
persistent = 1

[state 70005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;__________
[statedef 70006]
type = S
movetype = I
anim = 26521
ctrl = 0

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State 70005, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(600)
id = 600
ignorehitpause = 1
persistent = 1

[State 70005]
type = BGPalFX
trigger1 = time <= 60
time = 2
add = -240 + time*4,-240 + time*4,-240 + time*4
ignorehitpause = 1
persistent = 1

[State 70006]
type = PlaySnd
trigger1 = animelem = 5
value = S20,4

[State 70006]
type = Explod
trigger1 = animelem = 5
anim = 7016
pos = 0,-50
supermovetime = 9999
pausemovetime = 9999

[State 70006]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;__________
;_____Misuzu Defense Heal Activate___
[statedef 70050]
type = S
movetype = I
anim = 26521
ctrl = 0
velset = 0,0

[State 70050, LifeAdd]
type = varset
trigger1 = animelem = 5
v = 52
value = 1

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State 70005]
type = BGPalFX
trigger1 = time <= 60
time = 2
add = -240 + time*4,-240 + time*4,-240 + time*4
ignorehitpause = 1
persistent = 1

[State 70006]
type = PlaySnd
trigger1 = animelem = 5
value = S20,4

[State 70006]
type = Explod
trigger1 = animelem = 5
anim = 7016
pos = 0,-50
supermovetime = 9999
pausemovetime = 9999

[State 70006]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;_____Misuzu Yukito Summon Activate___
[statedef 70051]
type = S
movetype = I
anim = 8250
ctrl = 0
velset = 0,0

[State 70051, LifeAdd]
type = varset
trigger1 = animelem = 5
v = 52
value = 1

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State 70051]
type = BGPalFX
trigger1 = time <= 60
time = 2
add = -240 + time*4,-240 + time*4,-240 + time*4
ignorehitpause = 1
persistent = 1

[State 70051]
type = PlaySnd
trigger1 = animelem = 4
value = S3400,0
;Finland

[State 70005]
type = Explod
trigger1 = animelem = 4
anim = 8040
pos = 40,0
supermovetime = 9999
pausemovetime = 9999

[State 70051]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;______Misuzu_M Cancel_____
[statedef 70100]
type = S
physics = S
movetype = I
anim = 70100
ctrl = 0

[State 70100, Pause]
type = Pause
trigger1 = animtime != 0
time = 2
movetime = 2

[State 70100, Moo]
type = BGPalFX
trigger1 = time <= 60
time = 2
add = -240 + time*4,-240 + time*4,-240 + time*4
ignorehitpause = 1
persistent = 1

[state 70100, Quack]
type = playsnd
trigger1 = time = 54
value = 3300,1

[state 70100, Meow]
type = explod
trigger1 = time = 47
anim = 7017
postype = p1
pos = 0,-50
sprpriority = 7
supermovetime = 99999
pausemovetime = 99999

[state 70100, Neigh]
type = Varset
trigger1 = time = 0
V = 50
value = 0

[state 70100, Neigh]
type = Varset
trigger1 = time = 0
V = 51
value = 0

[state 70100, Hello]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;___________Yukito_________
[statedef 71000]
type = A
movetype = I
physics = N
anim = 4200

[State 71000]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 71000]
type = Explod
trigger1 = time = 0
anim = 3220
id = 4200
pos = 0,-30
bindtime = 1
postype = p1
ontop = 1
ownpal = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 71000]
type = VelAdd
trigger1 = 1
y = 0.45

[State 71000]
type = VelSet
trigger1 = time = 0
x = 2

[state 71000]
type = changestate
trigger1 = pos y >= 0
value = 71001
;___________
[statedef 71001]
type = S
movetype = I
physics = N
velset = 0,0
anim = 71001
ctrl = 0

[state ZERO]
type = posset
trigger1 = 1
y = 0

[state 71001]
type = changestate
trigger1 = animtime = 0
value = 71002
;__________
[statedef 71002]
type = S
movetype = I
physics = N
anim = 71002
velset = 0,0
ctrl = 0

[State 71002]
type = Turn
trigger1 = p2dist x < 0

[state ZERO]
type = posset
trigger1 = 1
y = 0

[state 71002]
type = changestate
trigger1 = parent,var(52) = 1
trigger1 = time >= 45
value = 71003

[state 71002]
type = changestate
trigger1 = parent,var(52) = 0
trigger1 = time >= 45
value = 71400
;_________
[statedef 71400]
type = S
movetype = I
physics = N

[State 71400]
type = Explod
trigger1 = time = 0
anim = 3220
id = 4200
pos = 0,-30
bindtime = 1
postype = p1
ontop = 1
ownpal = 1
sprpriority = 7
IgnoreHitPause = 0
Persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 71400]
type = changestate
trigger1 = time >= 4
value = 4000
;_________
[statedef 71003]
type = S
movetype = I
physics = N
anim = 71003
velset = 0,0
ctrl = 0

[state ZERO]
type = posset
trigger1 = 1
y = 0

[state 71003]
type = changestate
trigger1 = animtime = 0
value = 71004
;_________
[statedef 71004]
type = A
movetype = I
physics = N
anim = 4200
velset = 0,0
ctrl = 0

[State 71004, VelAdd]
type = VelAdd
trigger1 = time = 0
y = -7

[State 71004, Velset]
type = Velset
trigger1 = 1
x = (p2dist x)/7 - 5

[State 71004, VelAdd]
type = VelAdd
trigger1 = 1
y = .55

[state 71004]
type = changestate
trigger1 = time > 0
trigger1 = pos y >= 0
value = 71005; + random%2

;_______
[Statedef 71005]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 4210
sprpriority = 2

[State 71005]
type = ParentVarSet
trigger1 = 1
v = 1
value = 0

[State 71005]
type = PosSet
trigger1 = time = 0
y = 0

[State 71005]
type = PlaySnd
trigger1 = time = 25
value = 3200,0

[State 71005]
type = HitDef
trigger1 = time >= 30
trigger1 = Gametime%8 = 0
attr = S, HA
animtype  = Hard
damage    = Floor(Root,Fvar(0)*15)
guardflag = MA
pausetime = 0,10
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-40
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.type = trip
air.velocity = 0,0
airguard.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 71005]
type = PlaySnd
trigger1 = Movehit = 1
value = 200,1
channel = 5
Persistent = 1

[State 71005]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 4210

[State 71005]
type = ChangeState
trigger1 = time >= 128
value = 71002

;__________
[statedef 80000]
type = S
movetype = I
physics = N
sprpriority = -80

[state 80001]
type = changeanim
trigger1 = time = 0
value = parent,anim

[state 80001]
type = changeanim
trigger1 = time > 0
value = anim

[State 80001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 80001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  1 + time/40.00, 1 + time/40.00
ignorehitpause = 1
persistent = 1

[State 80000, PalFX]
type = PalFX
trigger1 = 1
time = 2
add = 100,100,100
mul = 128 - time*3,128 - time*3,128 - time*3
color = 256
ignorehitpause = 1
persistent = 1

[State 80000, Trans]
type = Trans
trigger1 = 1
trans = add

[state 80000]
type = destroyself
trigger1 = time = 30
;______________
;__________
[statedef 80001]
type = S
movetype = I
physics = N
sprpriority = -80

[state 80001]
type = changeanim
trigger1 = time = 0
value = parent,anim

[state 80001]
type = changeanim
trigger1 = time > 0
value = anim

[State 80001, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2
ignorehitpause = 1
persistent = 1

[State 80001, AngleDraw]
type = AngleDraw
trigger1 = 1
scale =  1 + time/40.00, 1 + time/40.00
ignorehitpause = 1
persistent = 1

[State 80001, PalFX]
type = PalFX
trigger1 = 1
time = 2
add = 256,256,256
mul = 64 - time*3,64 - time*3,64 - time*3
color = 256
invertall = 1
ignorehitpause = 1
persistent = 1

[State 80001, Trans]
type = Trans
trigger1 = 1
trans = sub

[state 80000]
type = destroyself
trigger1 = time = 20
;______________
[statedef 85000]
type = S
movetype = A
physics = N
anim = Ifelse(Var(44) != 3,85000,85010)
ctrl = 0
poweradd = 60

[State 85000, NotHitBy]
type = NotHitBy
trigger1 = time <= 5
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State Helper]
type = null;Helper
trigger1 = time%4 = 0
helpertype = normal
name = "Angel Aura"
stateno = 80000
ID = 80000
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1
size.shadowoffset = 9999

[state SPEED]
type = velset
trigger1 = Var(44) != 3
trigger1 = 1
x = 20

[state SPEED]
type = velset
trigger1 = Var(44) = 3
trigger1 = AnimElem = 4
x = 20

[State REINFORCE]
type = VarAdd
Triggerall = Var(44) != 3
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State REINFORCE]
type = VarAdd
Triggerall = Var(44) != 3
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State REINFORCE]
type = VarSet
Triggerall = Var(44) != 3
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State REINFORCE]
type = PlaySnd
Triggerall = Var(44) != 3
trigger1 = time = 0
value = 20,0

[State REINFORCE]
type = PlaySnd
Triggerall = Var(44) = 3
trigger1 = AnimElem = 4
value = 20,0

[State REINFORCE]
type = Explod
Triggerall = Var(44) != 3
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State REINFORCE]
type = Explod
Triggerall = Var(44) = 3
trigger1 = AnimElem = 4
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State REINFORCE]
type = Explod
Triggerall = Var(44) = 3
trigger1 = AnimElem = 1
anim = 7014
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 85000, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SA
hitflag = M
guardflag = M
getpower = 100,10
givepower = 10,5
animtype = Hard
air.animtype = Hard
priority = 0,Miss
damage = 67,1
pausetime = 20,20
sparkno = S7003
guard.sparkno = S7007
sparkxy = 0,-50
hitsound = S420,1
guardsound = S120,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
air.hittime = 10
guard.ctrl  = 0
ground.velocity = -20,-3
air.velocity = -20,-3
airguard.velocity = -20,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2facing = 1
p2stateno = 85001
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
air.fall = 1
hitonce = 1
envshake.time = 30
envshake.freq = 200
envshake.ampl = -3
envshake.phase = 90
ignorehitpause = 1
persistent = 1

[state -2]
type = varadd
trigger1 = movehit
var(48) = 1
ignorehitpause = 1
persistent = 0

[State 85000, BGPalFX]
type = BGPalFX
trigger1 = movehit
time = 1
add = 200,0,0
invertall = 1
ignorehitpause = 1
persistent = 0

[State 85000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[state something I forgot]
type = changestate
trigger1 = time = 60
value = 0
ctrl = 1
;_________
[statedef 85001]
type = S
movetype = H
physics = S
velset = 0,0

[state 85001]
type = changeanim2
trigger1 = time = 0
value = 85001

[state 85001]
type = velset
trigger1 = time = 30
x = -20
y = -3

[state 85001]
type = selfstate
trigger1 = time = 30
value = 5050
;__________
[statedef 85100]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[state 85100]
type = changeanim
trigger1 = anim != 85100
value = 85100

[State REINFORCE]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State REINFORCE]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State REINFORCE]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State REINFORCE]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State REINFORCE]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State Reversal]
type = ReversalDef
trigger1 = time <= 60
reversal.attr = SCA,AA
pausetime = 0, 70
sparkno = S7021
sparkxy = 0,0
hitsound = S120,0

[State 85100, HitBy]
type = HitBy
trigger1 = time = 0
value = ,NA,SA,HA,NT,ST,HT
time = 60
ignorehitpause = 1
persistent = 1

[state reversal]
type = helper
trigger1 = time = 0
helpertype = normal
ID = 85100
name = "Reversal"
stateno = 85101
keyctrl = 0
ownpal = 1

[State HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,SP
hitflag = MA
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = Hard
air.animtype = Hard
priority = 1337,Hit   ;Hit,Miss,Dodge
damage = Floor(Fvar(0)*20),0
pausetime = 10,10
sparkno = S7003
guard.sparkno = S7007
sparkxy = 10,-50
hitsound = S1100,3
guardsound = S120,0
ground.type = High
ground.velocity = -8,2
air.velocity = -8,10
ground.slidetime = 26
ground.hittime = 26
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1

[state PowerAdd]
type = PowerAdd
trigger1 = enemy,MoveReversed
value = 125
persistent = 0

[state PowerAdd]
type = PowerAdd
trigger1 = numhelper(85100)
trigger1 = helper(85100),gethitvar(damage) != 0
value = 125
persistent = 1

[state 85100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;______
[statedef 85101]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[state 85101]
type = changeanim
trigger1 = anim != 85100
value = 85100

[State 85101, StateTypeSet]
type = StateTypeSet
trigger1 = time > 0
movetype = I
ignorehitpause = 1
persistent = 1

[State 85101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 2
stateno = 85101
time = 1
ignorehitpause = 1
persistent = 1

[state blah]
type = destroyself
trigger1 = parent,anim != 85100
trigger2 = time = 61
;__________
[statedef 85200]
type = S
movetype = A
physics = N
anim = 85200
velset = 0,0
poweradd = 100

[State 85200, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 12
ignorehitpause = 1
persistent = 1

[State 85200, PalFX]
type = PalFX
trigger1 = time = 0
time = 8
add = 10,10,20
sinadd = 60,60,180,4
color = 100

[state 85200]
type = velset
trigger1 = animelem = 1
x = 5

[state 85200]
type = velset
trigger1 = animelem = 3
x = 0

[State Ow, HitDef]
type = HitDef
trigger1 = animelem = 3
attr = S,SA
hitflag = MA
guardflag = MA
getpower = 20,3
givepower = 6,3
animtype = hard
air.animtype = hard
priority = 1337,Hit
damage = 60,1
pausetime = 10,90
guard.pausetime = 10,10
sparkno = S7003
guard.sparkno = S7007
sparkxy = 10,-50
hitsound = S420,1
guardsound = S120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
ground.velocity = -5,0
air.velocity = -5,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 0
ignorehitpause = 1
persistent = 1

[state Changey]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;__________
[statedef 85300]
type = A
movetype = A
physics = N
anim = 85300
ctrl = 0

[State 85300]
type = lifeadd
trigger1 = time = 0
value = -20

[State 85300, PalFX]
type = PalFX
trigger1 = Var(44)
trigger1 = time = 0
time = 10
add = 0,0,0
sinadd = 200,200,200,3
invertall = 1

[State 85300, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 5

[State REINFORCE]
type = VarAdd
triggerall = Var(44) != 3
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State REINFORCE]
type = VarAdd
triggerall = Var(44) != 3
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State REINFORCE]
type = VarSet
triggerall = Var(44) != 3
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 85300, PalFX]
type = PalFX
trigger1 = animelem = 1
time = 6
add = 50,50,50
sinadd = 120,120,120,3

[State 85300, PalFX]
type = PalFX
trigger1 = time >= 6 && time < 20
time = 1
add = 170-time*5,170-time*5,170-time*5

[State 85300, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 85300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S85300,0

[State 85300, VelMul]
type = Velset
trigger1 = animelem = 1
x = 0
y = -3

[State 85300, VelMul]
type = Velset
trigger1 = animelem = 2
x = 0
y = 0

[State 85300, Explod]
type = Explod
trigger1 = animelem = 1
anim = 3316
pos = 0,-50
postype = p1
bindtime = -1
removetime = -2
sprpriority = -1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 85300, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7009
pos = 0,-50
postype = p1
bindtime = -1
removetime = -2
sprpriority = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 85300, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7014
ID = 7014
pos = 0,-50
postype = p1
bindtime = -1
removetime = -2
sprpriority = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 85300, HitDef]
type = HitDef
Trigger1 = Var(44) != 3
trigger1 = animelem = 2
attr = A,SP
hitflag = MA
animtype = hard
priority = 1337,Hit
pausetime = 0,15
sparkno = -1
ground.type = High
ground.velocity = -7,-2
air.velocity = -7,-2
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;p2stateno = 0
fall = 1
air.fall = 1
kill = 0
envshake.time = 10
envshake.freq = 200
envshake.ampl = -2
envshake.phase = 90
ignorehitpause = 1
persistent = 1

[state 85300]
type = veladd
trigger1 = time > 30
y = .45

[state 85300]
type = posset
trigger1 = pos y > 0
y = 0

[state 85300]
type = changestate
trigger1 = pos y >= 0
trigger1 = time > 3
value = 52

;__________Misuzu_K Gold Exclusive Moves________
[statedef 95000] ;The Dreaded Misuzu Clone Move
statetype = S
movetype = A
physics = S
anim = 1000
ctrl = 0
velset = 0,0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "HyperCombo_Lv2"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31013
ID = 31013
ignorehitpause = 1

[state 95000]
type = varadd
trigger1 = time = 0
var(36) = -1

[State 95000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = S7006
sound = S20,3
pos = 0,-50
movetime = 30
darken = 1
poweradd = -1000
unhittable = 1
ignorehitpause = 1
persistent = 1

[State 95000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Misuzu Clone"
ID = 95000
stateno = 95010
pos = 20,0
postype = p1
keyctrl = 0
ownpal = 1

[state 95000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;______________
[statedef 95010]
type = S
movetype = A
physics = S
anim = 95000
sprpriority = 7
ctrl = 0
velset = 0,0

[State 95010, Explod]
type = Explod
trigger1 = animelem = 14
anim = 8040
pos = 0,0
postype = p1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 8
ownpal = 1
removeongethit = 0

[State 95010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S3400,0

[state 95010]
type = changestate
trigger1 = animtime = 0
value = 95011
;________
[statedef 95011]
type = S
movetype = A
physics = S
anim = 95001
ctrl = 0
velset = 0,0

[state 95011]
type = varadd
trigger1 = 1
fv = 0
value = 1

[State 95011]
type = HitDef
trigger1 = time = 10
attr = S,HP
hitflag = MAF
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = diagup
priority = 1337,hit
damage = 27,0
pausetime = 0,15
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
air.hittime = 20
ground.velocity = ifelse(p2dist x >= 0,-1,1),-6.5
air.velocity = ifelse(p2dist x >= 0,-1,1),-6.5
guard.velocity = -5
airguard.velocity = -5,-5
ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
fall = 1
fall.recover = 1
fall.recovertime = 30
air.fall = 1
envshake.time = 10
envshake.freq = 200
envshake.ampl = -2
envshake.phase = 90
ignorehitpause = 1
persistent = 1

[state 95011]
type = changestate
value = 95012
trigger1 = MoveContact

[State MoveHit]
type = PlaySnd
trigger1 = movehit
value = S220,1
channel = 2
persistent = 0

[State MoveGuarded]
type = PlaySnd
trigger1 = moveguarded
value = S120,0
channel = 2
persistent = 0

[state 95011]
type = changestate
value = 95013
trigger1 = fvar(0) >= 600
;________
[statedef 95012]
type = S
movetype = A
physics = S
anim = 95002
ctrl = 0
velset = 0,0

[state 95012]
type = varadd
trigger1 = 1
fv = 0
value = 1

[State 95012, Explod]
type = Explod
trigger1 = time = 0
anim = 8050
pos = 0,0
postype = p1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 95012, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3400,0
channel = 3

[state Change]
type = changestate
trigger1 = animtime = 0
value = 95011
;________
[statedef 95013]
type = S
movetype = I
physics = S
anim = 95001

[State 95013, Explod]
type = Explod
trigger1 = time = 0
anim = 7009
pos = 0,-50
postype = p1
removetime = -2
ontop = 1
ownpal = 1
removeongethit = 0

[State 95013, DestroySelf]
type = DestroySelf
trigger1 = time = 11
;__________________
[statedef 19500]
type = S
movetype = H
physics = S

[state 19500]
type = assertspecial
trigger1 = 1
flag = nokosnd

[state 19500]
type = turn
trigger1 = facing != parent,facing

[State 19500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[state 19500]
type = posadd
trigger1 = 1
x = parentdist x
y = parentdist y

[State 19500, ChangeAnim]
type = ChangeAnim
trigger1 = anim != parent,anim
value = parent,anim
ignorehitpause = 1
persistent = 1

[State 19500, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 19500
time = -1
ignorehitpause = 1
persistent = 1

;_________WHAT IS THIS??_________
[statedef 72583]
type = S
movetype = I
physics = S
anim = 70000
ctrl = 0
velset = 0,0

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State EPIC]
type = BGPalFX
trigger1 = time <= 60
time = -1
add = -time*4,-time*4,-time*4
ignorehitpause = 1
persistent = 1

[state EPIC]
type = Explod
trigger1 = animelem = 7
ID = 98400
anim = 98400
pos = 120,40
postype = left
removetime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
pausemovetime = 999999
supermovetime = 999999

[State EPIC]
type = BGPalFX
trigger1 = time = 90
time = -1
add = 0,0,0
ignorehitpause = 1
persistent = 1

[state 72583]
type = changestate
trigger1 = time = 90
value = 72584
;_______________
[statedef 72584]
type = S
movetype = I
physics = S
anim = 70001
ctrl = 0
velset = 0,0

[State RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 98400

[State 72584, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 1
add = 256,256,256

[State 72584, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag = nobardisplay
flag2 = nomusic

[State PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S72584,0

[State PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S72584,1

[State PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3700,4

[State PlaySnd]
type = PlaySnd
trigger1 = time%120 = 0
value = S72584,3

[State 72584, Explod]
type = Explod
trigger1 = time >= 360 && time%60 = 0
anim = 7016
pos = 0,-50
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
ontop = 1
ownpal = 1
removeongethit = 0

[State 72584, PlaySnd]
type = PlaySnd
trigger1 = time >= 360 && time%60 = 17
value = 20,4

[State 72584, LifeAdd]
type = LifeAdd
trigger1 = time >= 360 && time%60 = 17
value = lifemax/3
absolute = 1

[State OH CRAP! O_O]
type = velset
trigger1 = time >= 437
y = -0.3

[State OH CRAP! O_O]
type = PlaySnd
trigger1 = time = 437
value = S3600,0
volume = 0

[State OH CRAP! O_O]
type = AllPalFX
trigger1 = time >= 437
trigger1 = time%30 = 0
time = 1
add = 256,256,256

[State OH CRAP! O_O]
type = AllPalFX
trigger1 = time >= 497
time = 1
add = 0,0,0

[state OH CRAP]
type = varset
trigger1 = time = 437
v = 50
value = 3

[state OH CRAP]
type = changestate
trigger1 = time = 497
value = 50

;_________THE INSANELY EPIC FALCON PUNCH____
[statedef 55000]
type = S
movetype = A
physics = S
velset = 0,0
anim = 55000
ctrl = 0

[State 55000, SuperPause]
type = SuperPause
trigger1 = animelem = 6
time = 60
anim = S7017
sound = S20, 4
darken = 1
poweradd = -5000
unhittable = 1
ignorehitpause = 1
persistent = 1

[State 55000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1400,3
channel = 3

[State 55000, HitDef]
type = HitDef
trigger1 = animelem = 9
attr = S,HA
hitflag = MAFD
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = light
air.animtype = light
priority = 9001,Hit   ;IT'S OVER NINE THOUSAND!!!
damage = 0,0  ; No Damage.... Yet ;)
pausetime = 0,0
sparkno = -1
guard.sparkno = S7007
sparkxy = 0,-50
hitsound = -1,-1
guardsound = S120,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
air.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1stateno = 55001
p2stateno = 55002
ignorehitpause = 1
ID = 1337
persistent = 1
hitonce = 1

[state 55000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31011
ID = 31011
ignorehitpause = 1

;_______________
[statedef 55001]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0

[state 55001]
type = varset
trigger1 = time = 0
Fv = 14
value = 1

[State 55001, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 3

[State 55001, AllPalFX]
type = AllPalFX
trigger1 = time <= 240
time = 2
add = -256,-256,-256

[State 55001, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S55001,0

[State 55001, PlaySnd]
type = PlaySnd
trigger1 = time = 180
value = S55000,0

[State 55001, TargetBind]
type = TargetBind
trigger1 = time = 1
time = 1
pos = 0,0

[state 55001]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nomusic

[State 55001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 55001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[state 55001]
type = posadd
trigger1 = time = 2
y = -500

[state 55001]
type = changestate
trigger1 = time = 290
value = 55003
;_______________
[statedef 55002]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

[State 55002, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 5110

[state 55002]
type = veladd
trigger1 = enemy, numexplod(1338) = 1
y = -45

[State 55002, SelfState]
type = ChangeState
trigger1 = enemy, numexplod(1338) = 1
value = 50500
;________________
[statedef 55003]
type = A
movetype = A
physics = N
velset = 0,0
anim = 55004
ctrl = 0

[State 55003, PosSet]
type = Posadd
trigger1 = time = 0
x = p2dist x -23

[state 55003]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nomusic

[State 55003, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 55003]
type = veladd
trigger1 = 1
y = .45

[state 55003]
type = changestate
trigger1 = pos y >= 0
trigger1 = time >= 2
value = 55004
;_____________
[statedef 55004]
type = S
movetype = A
physics = S
anim = 55005
velset = 0,0
ctrl = 0

[state 55004]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nomusic

[State 55004, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 55004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3700,3

[State 55004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3400,0

[State 55004, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 1
add = 100,100,100

[State 55004, AllPalFX]
type = AllPalFX
trigger1 = time >= 70
time = 1
add = -140 + time*2,-140 + time*2,-140 + time*2

[State 55004, EnvShake]
type = EnvShake
trigger1 = time%3 = 0 && time < 150
time = 3
freq = 60
ampl = -7
phase = 90

[State 55004, EnvShake]
type = EnvShake
trigger1 = time%3 = 0 && time >= 150
time = 3
freq = 120
ampl = -12
phase = 90

[state 55004]
type = posset
trigger1 = time = 0
y = 0

[State 55004, Explod]
type = Explod
trigger1 = time = 0
anim = 3725
pos = 0,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -1

[State 55004, Explod]
type = Explod
trigger1 = time = 0
anim = 8030
pos = 0,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -2

[State 55004, Explod]
type = Explod
trigger1 = time = 0
anim = 3726
pos = 0,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -1

[State 55004, Explod]
type = Explod
trigger1 = time = 0
anim = 3727
pos = 0,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -1

[State 55004, Explod]
type = Explod
trigger1 = time = 0
anim = 3728
pos = 0,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -1

[State 55004, Explod]
type = Explod
trigger1 = time = 0
anim = 3729
pos = 0,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -1

[State 55004, Explod]
type = Explod
trigger1 = time%15 = 0
anim = 8050
pos = 0 + time*2,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -2

[State 55004, Explod]
type = Explod
trigger1 = time%15 = 0
anim = 8050
pos = 0 - time*2,0
postype = p2
ID = 1337
sprpriority = 2
removetime = -2

[State 55004, Explod]
type = Explod
trigger1 = time%15 = 0
anim = 8050
pos = 0,0
postype = p2
sprpriority = 2
removetime = -2
scale = 0.5,0.5

[State 55004, Explod]
type = Explod
trigger1 = time = 200
anim = 8040
pos = 0,0
ID = 1338
postype = p2
sprpriority = 2
removetime = -2

[State 55004, PlaySnd]
type = PlaySnd
trigger1 = time = 200
value = S3400,0

[state 55004]
type = targetlifeadd
trigger1 = time = 200
value = -target(1337),lifemax
absolute = 1

[State 55004, RemoveExplod]
type = RemoveExplod
trigger1 = time = 200
id = 1337

[state 55004]
type = veladd
trigger1 = time = 200
y = -10
x = -6

[state 55004]
type = varset
trigger1 = time = 200
fvar(11) = 1

[State 55004, SelfState]
type = ChangeState
trigger1 = time = 200
value = 5050

;_____________________________________
[statedef 34000]
type    = S
physics = N
anim = 101
sprpriority = 1
ctrl = 1
velset = 0,0

[State 34000]
type = Explod
trigger1 = time = 0
anim = 7005
pos = -5,0
sprpriority = -1
ownpal = 1

[State 34000]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 34000]
type = VelSet
trigger1 = 1
x = 6

[State 34000]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 34000]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 34000]
type = PlaySnd
trigger1 = Time = 1
value = 100,0

[State 34000]
type = ChangeState
trigger1 = Time = 25
value = 52
ctrl = 0
;____________
[statedef 11000]
anim = 8611
type = S
physics = S
movetype = A
velset = 0,0
ctrl = 0

[State 6500, Helper]
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31010
ID = 31010
ignorehitpause = 1

[State 10010, SuperPause]
type = SuperPause
trigger1 = animelem = 5
time = 30
anim = S7014
sound = S20, 3
pos = 0,-50
unhittable = 1
ignorehitpause = 1
persistent = 1

[state 10010]
type = varadd
trigger1 = animelem = 5
var(36) = -1

[State 10010, HitDef]
type = HitDef
trigger1 = animelem = 6
attr = S,HT
hitflag = MA
guardflag =
priority = 0,Hit   ;Hit,Miss,Dodge
sparkno = -1
hitsound = 0,0 ;Insert sound here
sprpriority = 1
p1stateno = 11001
p2stateno = 11003
hitonce = 1
kill = 0
ignorehitpause = 1
persistent = 1

[state 10010]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;______________
[statedef 11001]
anim = 8612
type = S
physics = S
movetype = A
velset = 0,0
ctrl = 0

[State 11001, BGPalFX]
type = BGPalFX
trigger1 = time % 6 = 0
trigger1 = time > 20
time = 2
add = 100,100,100

[State 11001, BGPalFX]
type = PalFX
trigger1 = time % 6 != 0
trigger1 = time > 20
time = 1
add = 256,0,0
invertall = 1

[State 11001, BGPalFX]
type = BgPalFX
trigger1 = time % 6 != 0
trigger1 = time > 20
time = 1
add = 256,0,0
invertall = 1

[State 11001, Explod]
type = Explod
trigger1 = time % 6 = 0
trigger1 = time > 20
sprpriority = 4
anim = 7003
pos = -10,-50
postype = p2
ownpal = 1

[State 11001, Explod]
type = Explod
trigger1 = time = 20
ID = 11001
sprpriority = 5
anim = 8610
pos = 50,-50
postype = p1
removetime = -1
ownpal = 1

[State 220, RemoveExplod]
type = RemoveExplod
trigger1 = time = 108
id = 11001

[state 11001]
type = playsnd
trigger1 = time % 6 = 0
trigger1 = time > 20
channel = 1
value = 420, 1

[state 11003]
type = lifeadd
trigger1 = time % 6 = 0
trigger1 = time > 20
value = 15

[state 11001]
type = changestate
trigger1 = time = 108
value = 11002
;__________
[statedef 11002]
anim = 8613
type = S
physics = S
movetype = A
velset = 0,0
ctrl = 0

[state 11002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;__________
[statedef 11003]
type = S
physics = S
movetype = H
velset = 0,0
ctrl = 0

[State 11003, BGPalFX]
type = PalFX
trigger1 = time % 6 = 0
trigger1 = time > 20
time = 1
add = 256,0,0
invertall = 1

[state 11003]
type = changeanim2
trigger1 = time = 0
value = 8614

[state 11003]
type = lifeadd
trigger1 = time % 6 = 0
trigger1 = time > 20
value = -15
kill = 0

[State 11003, VelSet]
type = VelSet
trigger1 = time = 108
x = -5
y = -5

[state 11003]
type = selfstate
trigger1 = time = 108
value = 5050
;_________RECOIL GUARD FIX____________
;---------------------------------------------------------------------------
; EFZ GUARD (Start)
[StateDef 120]
Type = U

[State 120 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = StateType != A
Trigger1 = Command != "holdback"
Trigger1 = Anim != 0
Value = 0

[State 120 (EFZ GUARD)]
Type = VelSet
Trigger1 = StateType = S
Trigger1 = Command != "holdback"
X = 0

[State 120 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = StateType != A
Trigger1 = Command = "holddown"
Trigger1 = Anim != 10
Trigger1 = Anim != 11
Value = 10

[State 120 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = StateType != A
Trigger1 = Command = "holddown"
Trigger1 = Anim = 10
Trigger1 = Anim != 11
Trigger1 = Animtime = 0
Value = 11

[State 120 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = Statetype = S
Triggerall = Command != "holddown"
Triggerall = Command = "holdback"
Trigger1 = Anim != 21
Value = 21

[State 120 (EFZ GUARD)]
Type = VelSet
Trigger1 = StateType = S
Trigger1 = Command = "holdback"
X = Const(Velocity.Walk.Back.X)

[State 120 (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S
Trigger1 = Time = 0
Physics = N

[State 120 (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = C
Trigger1 = Time = 0
Physics = C

[State 120 (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = A
Trigger1 = Time = 0
Physics = A

[State 120: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
Statetype = C
Physics = C

[State 120: Low -> High (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 120 (EFZ GUARD)]
type = ChangeState
trigger1 = Var(3) > 10
value = 130 + (statetype = C) + (statetype = A)*2

[State 120: Stop Guard]
type = ChangeState
trigger1 = command != "holdback"
value = 140
;---------------------------------------------------------------------------
; STAND GUARD (EFZ GUARDING)
[StateDef 130]
Type = S
Physics = N

[State 130 (EFZ GUARD)]
Type = velset
Trigger1 = StateType = S
Trigger1 = Command = "holdback"
X = Const(Velocity.Walk.Back.X)

[State 130 (EFZ GUARD)]
Type = ChangeAnim
Trigger1 = Command = "holdback"
Trigger1 = Anim != 21
Value = 21

[State 130 (EFZ GUARD)]
Type = ChangeAnim
Trigger1 = Command != "holdback"
Trigger1 = Anim != 0
Value = 0

[State 130: High -> Low (EFZ GUARD)]
Type = ChangeState
Trigger1 = Command = "holddown"
Value = 131

[State 130: Stop Guard]
Type = ChangeState
Trigger1 = Command != "holdback"
Value = 140
;---------------------------------------------------------------------------
; CROUCH GUARD (EFZ GUARDING)
[Statedef 131]
Type = C
Physics = C

[State 131 (EFZ GUARD)]
Type = VelSet
Trigger1 = Time = 0
X = 0

[State 131 (EFZ GUARD)]
Type = ChangeAnim
Trigger1 = Anim != 10
Trigger1 = Anim != 11
Value = 11

[State 131 (EFZ GUARD)]
Type = ChangeAnim
Trigger1 = Anim = 10
Trigger1 = AnimTime = 0
Trigger2 = PrevStateNo = [150,155]
Value = 11

[State 131: Low -> High (EFZ GUARD)]
Type = ChangeState
Trigger1 = Command != "holddown"
Value = 130

[State 131: Stop Guard]
Type = ChangeState
Trigger1 = Command != "holdback"
Value = 140
;---------------------------------------------------------------------------
; AIR GUARD (EFZ GUARDING)
[Statedef 132]
Type = A
Physics = N

[State 132 (EFZ GUARD)]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.Yaccel)

[State 132 (EFZ GUARD)]
Type = VarSet
Trigger1 = 1
Sysvar(0) = (Pos Y >= 0) && (Vel Y > 0)

[State 132 (EFZ GUARD)]
Type = VelSet
Trigger1 = Sysvar(0)
Y = 0

[State 132 (EFZ GUARD)]
Type = PosSet
Trigger1 = SysVar(0)
Y = 0

[State 132 (EFZ GUARD)]
Type = ChangeState
Trigger1 = sysvar(0)
Trigger1 = command = "holdback"
Trigger1 = inguarddist
Value = 130

[State 132 (EFZ GUARD)]
Type = ChangeState
Trigger1 = Sysvar(0)
Value = 52

[State 132, Stop Guarding]
Type = ChangeState
Trigger1 = Command != "holdback"
Value = 140
;---------------------------------------------------------------------------
; GUARD (EFZ GUARD END)
[Statedef 140]
Type = U
Physics = U
Ctrl = 1

[State 140 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = StateType != A
Trigger1 = Command != "holdback"
trigger1 = Command != "holddown"
Trigger1 = Anim != 0
Value = 0

[State 140 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = StateType != A
trigger1 = Command = "holddown"
Trigger1 = Anim != 10
trigger1 = anim != 11
Value = 11

[State 140 (EFZ GUARD)]
Type = VelSet
Trigger1 = StateType = S
Trigger1 = Command != "holdback"
X = 0

[State 140 (EFZ GUARD)]
Type = VelSet
Trigger1 = Statetype = S
Trigger1 = Command = "holdback"
Trigger1 = Command != "holddown"
X = Const(Velocity.Walk.Back.X)

[State 140 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = Anim != 0
Trigger1 = StateType = S
Trigger1 = Command != "holdback"
Trigger1 = Command != "holddown"
Value = 0

[State 140 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = Anim != 21
Trigger1 = StateType = S
Trigger1 = Command = "holdback"
Trigger1 = Command != "holddown"
Value = 21

[State 140 (EFZ GUARD)]
Type = ChangeAnim
Triggerall = Anim != 11
Triggerall = StateType = C
Triggerall = Command = "holddown"
Trigger1 = Anim != 11
Trigger1 = Anim = 10 && AnimTime = 0
Value = 11

[State 140 (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = S
Physics = S

[State 140 (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = C
Physics = C

[State 140 (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = Time = 0 && StateType = A
Physics = A

[State 140: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 140: Low -> High (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
Statetype = S
Physics = S

[state 140]
type = changestate
trigger1 = command != "holdback"
trigger1 = statetype = S
value = 0
ctrl = 1

[state 140]
type = changestate
trigger1 = command != "holdback"
trigger1 = statetype = C
value = 11
ctrl = 1

[state 140]
type = changestate
trigger1 = command != "holdback"
trigger1 = statetype = A
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; EFZ STAND GUARD HIT SHAKE
[Statedef 150]
Type = S
MoveType = H
Physics = N
VelSet = 0,0

[State 150 (EFZ GUARD)]
Type = ChangeAnim
Trigger1 = 1
Value = 150

[State 150 (EFZ GUARD)]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 151 + 2*(Command = "holddown")

[State 150: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C
ignorehitpause = 1

[State 150: Low -> High (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S
ignorehitpause = 1

[State 150 (EFZ GUARD)]
Type = ForceFeedback
Trigger1 = Time = 0
WaveForm = Square
Time = 3
;---------------------------------------------------------------------------
; EFZ STAND GUARD HIT KNOCK BACK
[Statedef 151]
Type = S
MoveType = H
Physics = S
Anim = 150

[State 151 (EFZ GUARD)]
Type = ChangeState
Trigger1 = Time > 0
Trigger1 = Command != "holdback"
Value = 15550
IgnoreHitPause = 1
Persistent = 0

[State 151 (EFZ GUARD)]
Type = HitVelSet
Triggerall = PrevStateNo != [15550,15552]
Trigger1 = Time = 0
X = 1

[State 151 (EFZ GUARD)]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = HitOver
X = 0

[State 151 (EFZ GUARD)]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 151: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 151: Low -> High (EFZ GUARD)]
type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 151 (EFZ GUARD)]
Type = ChangeState
Trigger1 = HitOver
Value = 130
Ctrl = 1
;---------------------------------------------------------------------------
; EFZ CROUCH GUARD HIT SHAKE
[Statedef 152]
Type = C
MoveType = H
Physics = N
VelSet = 0,0

[State 152 (EFZ GUARD)]
Type = ChangeAnim
Trigger1 = 1
Value = 151

[State 152 (EFZ GUARD)]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 151 + 2*(command = "holddown")

[State 152: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 152: Low -> High (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 152 (EFZ GUARD)]
Type = ForceFeedback
Trigger1 = Time = 0
WaveForm = Square
Time = 4
;---------------------------------------------------------------------------
; EFZ CROUCH GUARD KNOCK BACK
[Statedef 153]
Type = C
MoveType = H
Physics = C
Anim = 151

[State 153 (EFZ GUARD)]
type = ChangeState
Trigger1 = Time > 0
trigger1 = Command != "holdback"
Value = 15551
ignorehitpause = 1
persistent = 0

[State 153 (EFZ GUARD)]
Type = HitVelSet
Triggerall = PrevStateNo != [15550,15552]
Trigger1 = Time = 0
X = 1

[State 153 (EFZ GUARD)]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = HitOver
X = 0

[State 153 (EFZ GUARD)]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 153: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 153: Low -> High (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
Statetype = S
Physics = S

[State 153 (EFZ GUARD)]
Type = ChangeState
Trigger1 = HitOver
Value = 131
Ctrl = 1
;---------------------------------------------------------------------------
; EFZ AIR GUARD HIT SHAKE
[Statedef 154]
Type = A
Movetype = H
Physics = N
VelSet = 0,0

[State 154 (EFZ GUARD)]
Type = ChangeAnim
Trigger1 = 1
Value = 152

[State 154 (EFZ GUARD)]
Type = ChangeState
Trigger1 = HitShakeOver
Value = 155 ;AGUARDHIT2

[State 154 (EFZ GUARD)]
Type = ForceFeedback
Trigger1 = Time = 0
WaveForm = Square
Time = 4
;---------------------------------------------------------------------------
; EFZ AIR GUARD KNOCK BACK
[Statedef 155]
Type = A
MoveType = H
Physics = N
Anim = 152

[State 155 (EFZ GUARD)]
type = ChangeState
Trigger1 = Time > 0
trigger1 = Command != "holdback"
Value = 15552
ignorehitpause = 1
persistent = 0

[State 155 (EFZ GUARD)]
Type = HitVelSet
Triggerall = PrevStateNo != [15550,15552]
Trigger1 = Time = 0
X = 1
Y = 1

[State 155 (EFZ GUARD)]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.Yaccel)

[State 155 (EFZ GUARD)]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 155 (EFZ GUARD)]
Type = VarSet
Trigger1 = 1
Sysvar(0) = (Pos Y >= 0) && (Vel Y > 0)

[State 155 (EFZ GUARD)]
Type = VelSet
Trigger1 = Sysvar(0)
Y = 0

[State 155 (EFZ GUARD)]
Type = PosSet
Trigger1 = Sysvar(0)
Y = 0

[State 155 (EFZ GUARD)]
Type = ChangeState
Trigger1 = Sysvar(0)
Trigger1 = Command = "holdback"
Value = 130

[State 155 (EFZ GUARD)]
Type = ChangeState
Trigger1 = Sysvar(0)
Value = 52
;---------------------------------------------------------------------------
; EFZ STAND GUARD HIT KNOCK BACK (NO GUARD)
[Statedef 15550]
Type = S
MoveType = H
Physics = S
Anim = 150

[State 15550 (EFZ GUARD)]
type = ChangeState
trigger1 = Command = "holdback"
Value = 151
ignorehitpause = 1
persistent = 0

[State 15550 (EFZ GUARD)]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = HitOver
X = 0

[State 15550 (EFZ GUARD)]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 15550: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 15550: Low -> High (EFZ GUARD)]
type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
StateType = S
Physics = S

[State 15550 (EFZ GUARD)]
Type = ChangeState
Trigger1 = HitOver
Value = 130
Ctrl = 1
;---------------------------------------------------------------------------
; EFZ CROUCH GUARD KNOCK BACK
[Statedef 15551]
Type = C
MoveType = H
Physics = C
Anim = 151

[State 15551 (EFZ GUARD)]
type = ChangeState
trigger1 = Command = "holdback"
Value = 153
ignorehitpause = 1
persistent = 0

[State 15551 (EFZ GUARD)]
Type = VelSet
Trigger1 = Time = GetHitVar(SlideTime)
Trigger2 = HitOver
X = 0

[State 15551 (EFZ GUARD)]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 15551: High -> Low (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = S && Command = "holddown"
StateType = C
Physics = C

[State 15551: Low -> High (EFZ GUARD)]
Type = StateTypeSet
Trigger1 = StateType = C && Command != "holddown"
Statetype = S
Physics = S

[State 15551 (EFZ GUARD)]
Type = ChangeState
Trigger1 = HitOver
Value = 131
Ctrl = 1
;---------------------------------------------------------------------------
; EFZ AIR GUARD KNOCK BACK
[Statedef 15552]
Type = A
MoveType = H
Physics = N
Anim = 152

[State 15552 (EFZ GUARD)]
type = ChangeState
trigger1 = Command = "holdback"
Value = 155
ignorehitpause = 1
persistent = 0

[State 15552 (EFZ GUARD)]
Type = VelAdd
Trigger1 = 1
Y = Const(Movement.Yaccel)

[State 15552 (EFZ GUARD)]
Type = CtrlSet
Trigger1 = Time = GetHitVar(CtrlTime)
Value = 1

[State 15552 (EFZ GUARD)]
Type = VarSet
Trigger1 = 1
Sysvar(0) = (Pos Y >= 0) && (Vel Y > 0)

[State 15552 (EFZ GUARD)]
Type = VelSet
Trigger1 = Sysvar(0)
Y = 0

[State 15552 (EFZ GUARD)]
Type = PosSet
Trigger1 = Sysvar(0)
Y = 0

[State 15552 (EFZ GUARD)]
Type = ChangeState
Trigger1 = Sysvar(0)
Trigger1 = Command = "holdback"
Value = 130

[State 15552 (EFZ GUARD)]
Type = ChangeState
Trigger1 = Sysvar(0)
Value = 52

;__________Jump Stuff_______
; Jump Start
[Statedef 40]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[state 40]
type = changestate
trigger1 = var(44) != 0
value = 0
ctrl = 1

[state 40]
type = changeanim
trigger1 = time = 0
value = 40

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 34000 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;__________AI Jump Stuff_______
; Jump Start
[Statedef 41]
type    = S
physics = S
ctrl = 0
sprpriority = 1

[state 41]
type = changeanim
trigger1 = time = 0
value = 40

[State 41, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 41, 2]
type = VarSet
trigger1 = var(44) = 3
trigger1 = p2dist x > 0
sysvar(1) = 1

[State 41, 3]
type = VarSet
trigger1 = var(44) = 3
trigger1 = p2dist x < 0
sysvar(1) = -1

[State 41, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 41, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 34001 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 41, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;_________Crouch Stuff______
; Stand to Crouch
[Statedef 10]
type    = C
physics = C

[state 10]
type = changestate
trigger1 = var(44) != 0
value = 0
ctrl = 1

[state 10]
type = changeanim
trigger1 = time = 0
value = 10

[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;__________________Running Overhead flagpole____
[Statedef 23100]
type     = A
movetype = A
physics  = N
anim     = 231
ctrl     = 0
hitcountpersist = 1

[State 23100]
type = velset
trigger1 = AnimElem = 1
x = 4.0
y = -3.0

[State 23100]
type = VelAdd
trigger1 = time >= 1
y = 0.5

[State 23100]
type = ChangeState
trigger1 = Pos y > 0
trigger1 = Vel y > 0
value = 23200

;僋儔僢僔儏乮峌寕乯
[Statedef 23200]
type    = S
movetype = A
physics = S
ctrl = 0
anim = 232
hitcountpersist = 1

[State 23200]
type = velset
trigger1 = time = 0
y = 0

[State 23200]
type = PosSet
trigger1 = Time = 0
y = 0

[State 23200]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,0

[State 23200]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Hard
damage    = 60,5
guardflag = H
pausetime = 10,10
priority = 7
sparkno = S7003
guard.sparkno = S7007
sparkxy = -10,-50
guardsound = S120, 0
ground.type = low
ground.slidetime = 12
ground.hittime = 18
ground.velocity = -7
guard.velocity = -3
air.type = trip
air.velocity = -6,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
fall.recover = 0
getpower = ceil(0.0166666666666667*PowerMax),ceil(0.00833333333333333*PowerMax)
givepower = ceil(0.00666666666666667*PowerMax),ceil(0.00333333333333333*PowerMax)
fall = 1
air.fall = 1

[State Strong hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 23200]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;________________
;Misuzu Charge
[statedef 36000]
type = S
movetype = I
physics = S
anim = 36000
velset = 0,0
ctrl = 0

[State 36000, Explod]
type = Explod
trigger1 = time = 0
anim = 8080
ID = 500
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 2
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 36000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3600,0
channel = 2

[State 36000, PowerAdd]
type = PowerAdd
trigger1 = time > 3
value = ceil(0.00333333333333333*3000)

[state 36000]
type = changestate
triggerall = time > 9
trigger1 = command != "hold_c"
trigger2 = command != "hold_z"
value = 36001

[state 36000]
type = changestate
triggerall = time > 9
trigger1 = Power >= PowerMax - 1
value = 36001
;________________
;Misuzu Charge end
[statedef 36001]
type = S
movetype = I
physics = S
anim = 36001
velset = 0,0
ctrl = 0

[State 36001, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 500

[State 36001, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 2

[state 36000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;___________Instant KO Custom state____
;---------------------------------------------------------------------------
[Statedef 50500]
type    = A
movetype= H
physics = N

[State 50500, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 50500, 1] ;Change anim when done with transition
type = ChangeAnim2
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 50500, 2] ;Coming down anim
type = ChangeAnim2
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 50500, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 50500, 6]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;______________
;__________AI only Moves_________
;---------------------------------------------------------------------------
;嫮娤楅偪傫僺儞僠
[Statedef 310400]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3100
sprpriority = -5

[State 310400]
type = Envcolor
trigger1 = AnimElem = 1
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 40
under = 1
supermove = 1

[State 310400]
type = superpause
trigger1 = AnimElem = 1
time = 40
anim = s7017
pos = 0, -50
movetime = 25
darken = 0
SprPriority = -5

[State 310400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3300,1

[State 310400]
type = BGPalfx
trigger1 = AnimElem = 1
persistent = 1
invertall = 1
ignorehitpause = 1
time = 130
color = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 310400]
type = HitBy
trigger1 = Time = [0,75]
value = SCA, NP, SP, HP

[State 310400]
type = VarRandom
trigger1 = time = 0
v = 19
range = 1, 3

[State 310400]
type = VarRandom
trigger1 = time = 0
v = 20
range = 1, 3

[State 310400]
type = VarSet
trigger1 = time = 1
v = 21
value = 6 - (var(19)) - (var(20))

[State 310400]
type = ReversalDef
trigger1 = AnimElem = 7
attr = S, NA
reversal.attr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
sparkno = S7003
sparkxy = -10,-10
pausetime = 50,60
hitsound = S120, 0
p1stateno = 310500
sprpriority = -2

[State 310400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;嫮娤楅偪傫僺儞僠乮峌寕乯
[Statedef 310500]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 8030
sprpriority = -5

[State 310500]
type = assertspecial
trigger1 = time = [0,25]
flag = noshadow

[State 310500]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Hard
damage    = 780
hitflag = MA
pausetime = 0,0
sprpriority = 2
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-60
hitsound = S420, 1
ground.type = High
ground.slidetime = 18
ground.hittime = 1
ground.velocity = ifelse(p2dist x < 0,20,-20),-2
air.velocity = ifelse(p2dist x < 0,20,-20),-2
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[state 310500]
type = playsnd
trigger1 = animelem = 1
value = 3400,0

[State 310500, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 45
freq = 200
ampl = -7
phase = 90

[State 310500]
type = Posset
trigger1 = time = 50
y = 40

[State 310500]
type = PlaySnd
trigger1 = time = 50
value = 3100,1

[State 310500]
type = Velset
trigger1 = time = 50
y = -13

[State 310500]
type = VelAdd
trigger1 = time >= 50
y = 0.45

[State 310500]
type = Explod
trigger1 = Time = 40
anim = 3110
id = 3110
pos = 0,0
postype = p1
sprpriority = 7

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(19) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3120
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(20) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3121
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) = 3
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 2
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = helper
trigger1 = Animelem = 1
trigger1 = var(21) >= 1
name = "doro"
pos = 0, -60
postype = p1
stateno = 3122
id = 3120
helpertype = normal
ownpal = 1
sprpriority = 10

[State 310500]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = time >= 65
value = 50
;---------------------------------------------------------------------------
;庛憪撱僔岝僲恘
[statedef 310600]
type = S
movetype = A
poweradd = 0
anim  = 2010
sprpriority = 4
ctrl = 0
velset = 0

[State 310600]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 310600]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = Hard
damage    = Floor(Root,Fvar(0)*50), 10
hitflag = MAF
guardflag = MA
pausetime = 0,0
getpower = 60
sprpriority = 2
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,0
hitsound = S1100, 3
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -10,-4
air.velocity = -10,-4
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0

[State 310600]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;庛憪撱僔岝僲恘
[statedef 310700]
type = S
movetype = A
poweradd= 30
anim  = 31000
ctrl = 0
velset = 0

[State 310400]
type = superpause
trigger1 = AnimElem = 2
time = 40
anim = s7017
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[State 310400]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3300,1

[State 310400]
type = BGPalfx
trigger1 = AnimElem = 2
persistent = 1
invertall = 1
ignorehitpause = 1
time = 130
color = 0
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 310700]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
trigger7 = animelem = 10
trigger8 = animelem = 11
trigger9 = animelem = 12
trigger10 = animelem = 13
trigger11 = animelem = 14
anim = 7005
pos = -10,0
sprpriority = -1
ownpal = 1

[State 310700, Helper]
type = Helper
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
trigger7 = animelem = 10
trigger8 = animelem = 11
trigger9 = animelem = 12
trigger10 = animelem = 13
trigger11 = animelem = 14
helpertype = normal
name = "Sword Slash"
ID = 2000
stateno = 310800
pos = 0,0 -time*3
postype = p1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 310700]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;庛憪撱僔岝僲恘
[statedef 310800]
type = S
movetype = A
poweradd = 0
anim  = 2010
sprpriority = 4
ctrl = 0
velset = 0

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[State 310800]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0

[State 310800]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = Hard
damage    = 100, 8
hitflag = MAF
guardflag = MA
pausetime = 0,0
getpower = 60
sprpriority = 2
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,0
hitsound = S1100, 3
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
ground.velocity = -2,-4
air.velocity = -2,-4
airguard.velocity = -2,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0

[State 310800]
type = destroyself
trigger1 = animtime = 0
;_____________________________________
[statedef 25000] ;Goomba
Statetype = A
Movetype = I
Physics = N
ctrl = 0
anim = 25000
velset = 0,0

[State 25000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,3

[state 25000]
type = velset
trigger1 = time = 0
y = -8

[state 25000]
type = veladd
trigger1 = 1
y = .65

[state 25000]
type = changestate
trigger1 = time > 2
trigger1 = pos y >= 0
value = 25001
;_____________________________________
[statedef 25001] ;Goomba
Statetype = S
Movetype = A
Physics = N
ctrl = 0
anim = 25001
velset = 0,0

[state 25001]
type = posset
trigger1 = 1
y = 0

[state 25001]
type = velset
trigger1 = 1
x = 2

[state 25001]
type = destroyself
trigger1 = screenpos x > 400
trigger2 = screenpos x < -40
trigger3 = screenpos y < -40
trigger4 = screenpos y > 280

[State 25001, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NP
hitflag = MA
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = medium
air.animtype = medium
priority = 0,Hit
damage = 50,5
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = 0,0
hitsound = -1,0
guardsound = S120,0
ground.type = low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -5,0
air.velocity = -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0

[State Light Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 200,1
channel = 1
ignorehitpause = 1
persistent = 0

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8095
pos = 10,0
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 25001, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 7
stateno = 25002
time = -1
;_____________________________________
[statedef 25002] ;Goomba
Statetype = S
Movetype = A
Physics = N
ctrl = 0
anim = 25002
velset = 0,0

[State 25002, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8000,0

[state 25002]
type = posset
trigger1 = 1
y = 0

[state 25002]
type = destroyself
trigger1 = time = 20
;_____________________________________
;_____________________________________
[statedef 25100] ;Koopa
Statetype = A
Movetype = I
Physics = N
ctrl = 0
anim = 25100
velset = 0,0

[State 25100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,3

[state 25100]
type = velset
trigger1 = time = 0
y = -8

[state 25100]
type = veladd
trigger1 = 1
y = .65

[state 25000]
type = changestate
trigger1 = time > 2
trigger1 = pos y >= 0
value = 25101
;_____________________________________
[statedef 25101] ;Koopa
Statetype = S
Movetype = A
Physics = N
ctrl = 0
anim = 25101
velset = 0,0

[state 25101]
type = posset
trigger1 = 1
y = 0

[state 25101]
type = velset
trigger1 = 1
x = 2

[State 25101, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NP
hitflag = MA
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = medium
air.animtype = medium
priority = 0,Hit
damage = 50,5
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = 0,0
hitsound = -1,0
guardsound = S120,0
ground.type = low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -5,0
air.velocity = -5,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0

[State Light Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 200,1
channel = 1
ignorehitpause = 1
persistent = 0

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8095
pos = 10,0
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 25101, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 7
stateno = 25102
time = -1

[state 25101]
type = destroyself
trigger1 = screenpos x > 400
trigger2 = screenpos x < -40
trigger3 = screenpos y < -40
trigger4 = screenpos y > 280
;_____________________________________
[statedef 25102] ;Koopa
Statetype = S
Movetype = I
Physics = N
ctrl = 0
anim = 25102
velset = 0,0

[State 25102, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8000,0

[state 25102]
type = posset
trigger1 = 1
y = 0

[State 25102, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 7
stateno = 25103
time = -1

[state 25102]
type = changestate
trigger1 = animtime = 0
value = 25101
;_____________________________________
[statedef 25103] ;Koopa
Statetype = A
Movetype = A
Physics = N
ctrl = 0
anim = 25103

[state 25103]
type = changeanim
trigger1 = screenpos x < 8
trigger1 = anim != 25104
value = 25104

[state 25103]
type = changeanim
trigger1 = screenpos x > 312
trigger1 = anim != 25103
value = 25103

[state 25103]
type = velset
trigger1 = Prevstateno != 25104
trigger1 = time = 0
x = -6

[state 25103]
type = velset
trigger1 = screenpos x < 8
x = 6

[state 25103]
type = velset
trigger1 = screenpos x > 312
x = -6

[State 25101, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NP
hitflag = MA
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = hard
priority = 0,Hit
damage = 100,5
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = 0,0
hitsound = -1,0
guardsound = S120,0
ground.type = trip
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2,-4
air.velocity = -2,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

[State Strong Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State 25101, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 7
stateno = 25102
time = -1

[state 25101]
type = changestate
trigger1 = MoveContact
value = 25104

;_____________________________________
[statedef 25104] ;Koopa
Statetype = A
Movetype = A
Physics = N
ctrl = 0
anim = 25103
velset = 0,0

[state 25104]
type = changeanim
trigger1 = screenpos x < 8
trigger1 = anim != 25104
value = 25104

[state 25104]
type = changeanim
trigger1 = screenpos x > 312
trigger1 = anim != 25103
value = 25103

[state 25104]
type = velset
trigger1 = time = 0
x = -6

[state 25104]
type = velset
trigger1 = screenpos x < 8
x = 6

[state 25104]
type = velset
trigger1 = screenpos x > 312
x = -6

[State 25101, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 7
stateno = 25102
time = -1

[state 25101]
type = changestate
trigger1 = time = 40
value = 25103
;_____________________________________
[statedef 25200] ;Link
Statetype = A
Movetype = I
Physics = N
ctrl = 0
anim = 25200
velset = 0,0

[state 25200]
type = changeanim
trigger1  = Vel Y > 0
value = 25201

[State 25200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,3

[state 25200]
type = velset
trigger1 = time = 0
y = -8

[state 25200]
type = veladd
trigger1 = 1
y = .65

[state 25200]
type = changestate
trigger1 = time > 2
trigger1 = pos y >= 0
value = 25201

;_____________________________________
[statedef 25201] ;Link
Statetype = S
Movetype = I
Physics = N
ctrl = 0
anim = 25200
velset = 0,0

[state 25201]
type = changestate
trigger1 = time = 10
value = 25202
;_____________________________________
[statedef 25202] ;Link
Statetype = S
Movetype = I
Physics = N
ctrl = 0
anim = 25202
velset = 0,0

[state 25202]
type = changestate
trigger1 = time = 20
value = 25203
;_____________________________________
[statedef 25203] ;Link
Statetype = S
Movetype = I
Physics = N
ctrl = 0
anim = 25203
velset = 0,0

[state 25203]
type = playsnd
trigger1 = time = 0
value = S8000,2

[State 25203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[state 25203]
type = ParentVarAdd
trigger1 = time = 0
FV = 30
value = 100

[state 25203]
type = changestate
trigger1 = time = 160
value = 25204
;_____________________________________
[statedef 25204] ;Link
Statetype = A
Movetype = I
Physics = N
ctrl = 0
anim = 25200
velset = 0,-8

[state 25104]
type = veladd
trigger1 = 1
y = .45

[state 25104]
type = destroyself
trigger1 = screenpos x > 400
trigger2 = screenpos x < -40
trigger3 = screenpos y < -40
trigger4 = screenpos y > 280
;_____________________________________
[statedef 25300] ;Bullet Bill
statetype = S
movetype = A
physics = S
anim = 25300
ctrl = 0

[state 25300]
type = playsnd
trigger1  = animelem = 3
value = 8000,3

[State 25300, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Bullet Bill"
ID = 25400
stateno = 25400
pos = 10,-40
postype = p1
keyctrl = 0
ownpal = 1
superpause = 99999
pausetime = 99999
size.xscale = 2
size.yscale = 2

[state 25300]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;_____________________________________
[statedef 25400] ;Bullet Bill
Statetype = S
Movetype = A
Physics = N
ctrl = 0
anim = 25400
velset = 0,0

[state 25400]
type = velset
trigger1 = 1
x = 4

[state 25400]
type = HitDef
trigger1 = time = 0
attr = S,NP
hitflag = MA
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = medium
air.animtype = medium
priority = 0,Hit
damage = Floor(Root,Fvar(0)*60),5
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = 0,0
hitsound = -1,0
guardsound = S120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -15,0
air.velocity = -15,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0

[State Light Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8095
pos = 10,0
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[state 25400]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 7
stateno = 25401
time = -1

[state 25400]
type = destroyself
trigger1 = screenpos x > 400
trigger2 = screenpos x < -40
trigger3 = screenpos y < -40
trigger4 = screenpos y > 280

;_____________________________________
[statedef 25401] ;Bullet Bill
Statetype = S
Movetype = A
Physics = N
ctrl = 0
anim = 25401
velset = 0,0

[state 25400]
type = velset
trigger1 = 1
x = -4

[state 25400]
type = HitDef
trigger1 = time = 0
attr = S,NP
hitflag = MA
guardflag = MA
affectteam = F
getpower = 0,0
givepower = 0,0
animtype = medium
air.animtype = medium
priority = 0,Hit
damage = 60,5
pausetime = 10,10
sparkno = -1
guard.sparkno = S7007
sparkxy = 0,0
hitsound = -1,0
guardsound = S120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 30
ground.velocity = 15,0
air.velocity = 15,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0

[State Light Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8095
pos = 10,0
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[state 25400]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 7
stateno = 25401
time = -1

[state 25401]
type = destroyself
trigger1 = screenpos x > 400
trigger2 = screenpos x < -40
trigger3 = screenpos y < -40
trigger4 = screenpos y > 280
;_____________________________________
[statedef 25500] ;Boomerang
statetype = S
movetype = A
physics = S
anim = 25500
ctrl = 0
velset = 0,0

[state 25500]
type = changeanim
trigger1 = Anim = 25500
trigger1 = Command != "hold_b"
value = 25501

[state 25500]
type = changeState
trigger1 = Anim = 25501
trigger1 = Animtime = 0
trigger1 = Numhelper(25600) = 0
value = 25501

[State 25500, Helper]
type = Helper
trigger1 = Anim = 25501
trigger1 = Animelem = 1
helpertype = normal
name = "Boomerang"
ID = 25600
stateno = 25600
pos = 30,-50
postype = p1
keyctrl = 0
ownpal = 1
superpause = 99999
pausetime = 99999
size.xscale = 2
size.yscale = 2

;_____________________________________
[statedef 25501] ;Boomerang
statetype = S
movetype = A
physics = S
anim = 25502
ctrl = 0

[state 25501]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;_____________________________________
[statedef 25600] ;Boomerang
Statetype = S
Movetype = A
Physics = N
ctrl = 0
anim = 25600
velset = 0,0

[state -1, Data]
type = displaytoclipboard
trigger1 = 1
text = "ParentDist X = %d"
params = (ParentDist X)

[state 25600]
type = playsnd
trigger1 = time%10 = 0
value = 8000,4

[State 25600, AngleDraw]
type = AngleDraw
trigger1 = 1
value = time*30

[state 25600]
type = velset
trigger1 = time = 0
x = 8
y = ifelse((parent,Command = "holdup"),-8,0)

[state 25600]
type = velset
trigger1 = Movecontact
x = -12

[state 25600]
type = veladd
trigger1 = !Movecontact
x = -.20

[state 25600]
type = veladd
trigger1 = !Movecontact
trigger1 = Vel Y != 0
y = .2

[state 25600]
type = HitDef
trigger1 = time = 0
attr = S,NP
hitflag = -MA
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = medium
air.animtype = medium
priority = 0,Hit
damage = 0,0
pausetime = 10,150
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = S7007
sparkxy = 0,0
hitsound = -1,0
guardsound = S120,0
ground.type = low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,0
guard.slidetime = 20
guard.hittime = 30
guard.velocity = -10
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1
fall.recover = 0

[State Light Hit]
type = PlaySnd
trigger1 = movehit = 1
value = 420,1
channel = 1
ignorehitpause = 1
persistent = 0

[State SPARK]
type = Explod
trigger1 = movehit
anim = 8095
pos = 10,0
postype = p1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
sprpriority = 9
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[state 25600]
type = destroyself
trigger1 = RootDist X > 0

;_______________
[statedef 25700]
type = S
movetype = A
physics = N
anim = 25700

[State 25700]
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "HyperCombo_Lv1"
pos = 20,-40
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31010
ID = 31010
ignorehitpause = 1

[State 25700]
type = superpause
trigger1 = AnimElem = 3
time = 30
anim = s7014
pos = 0, -50
movetime = 0
darken = 0
SprPriority = -5

[state 25700]
type = velset
trigger1 = animelem = 4
x = 4

[state 25700]
type = HitDef
trigger1 = animelem = 5
attr = S,HT
hitflag = -MA
guardflag =
getpower = 0,0
givepower = 0,0
priority = 7,Hit   ;Hit,Miss,Dodge
sparkno = -1
hitsound = -1,0
p1stateno = 25701
p2stateno = 25702
;______________
[statedef 25701]
type = S
movetype = A
physics = N
anim = 25701
velset = 0,0

[state 25701]
type = playsnd
trigger1 = time = 0
value = S800,0

[State 25701, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
add = -time*5,-time*5,-time*5

[State 25701, BGPalFX]
type = PalFX
trigger1 = time >= 10
time = 1
add = 50-time*5,50-time*5,50-time*5

[State 25701, AssertSpecial]
type = AssertSpecial
trigger1 = time = [60,180]
flag = invisible

[State 25701, AssertSpecial]
type = AssertSpecial
trigger1 = time = [00,180]
flag = nomusic

[State 25701, LifeSet]
type = LifeSet
trigger1 = time = 180
value = 0

[State 25701, LifeSet]
type = PowerSet
trigger1 = time = 180
value = PowerMax

[state 25701]
type = explod
trigger1 = time = [60,180]
trigger1 = time%6 = 0
anim = 8099
postype = left
pos = random%320,random%240

ownpal = 1

[state 25701]
type = playsnd
trigger1 = time = [60,180]
trigger1 = time%6 = 0
value = 420,1
channel = 4

[state 25701]
type = playsnd
trigger1 = time = 180
value = 520,2
channel = 4

[State 25701, TargetBind]
type = TargetBind
trigger1 = 1
time = -1
pos = 40,0

[state 25701]
type = velset
trigger1 = time = 180
x = -4
y = -4

[state 25701]
type = changestate
trigger1 = time = 180
value = 5050
;__________
[statedef 25702]
type = S
movetype = H
physics = N
velset = 0,0

[State 25701, BGPalFX]
type = PalFX
trigger1 = time >= 10
time = 1
add = 50-time*5,50-time*5,50-time*5

[State 25701, AssertSpecial]
type = AssertSpecial
trigger1 = time = [60,180]
flag = invisible

[state 25702]
type = changeanim2
trigger1 = time = 0
value = 25702

[state 25701]
type = Selfstate
trigger1 = time = 180
value = 5150

;________________
[statedef 25800]
type = S
movetype = A
physics = S
anim = 25800
ctrl = 0
velset = 0,0

[State 25800]
type = Explod
trigger1 = animelem = 6
anim = 10004
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 1
shadow = 0,0,0
ownpal = 1

[State 25800]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "FireBall"
stateno = 25810
pos = 60,-60
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[state 25800]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;____________
[statedef 25810]
type = S
movetype = A
physics = N
anim = 10003

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[state 25810]
type = playsnd
trigger1 = time = 0
value = 600,0

[State 25810, VelSet]
type = VelSet
trigger1 = time = 0
x = 12

[State 0, VelSet]
type = VelAdd
trigger1 = Vel X >= 3
x = -.85

[State 25810, VelSet]
type = VelSet
trigger1 = Vel x < 3
x = 3

[State 25810, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NP
hitflag = MAF
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = hard
priority = 7,Hit
damage = Floor(Root,Fvar(0)*50),1
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0 ;FINLAND
guardsound = -1,0
ground.type = High
air.hittime = 60
ground.velocity = -5,-4
air.velocity = -5,-5
ground.slidetime = 25
ground.hittime = 30
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 2
fall = 1
air.fall = 1
down.bounce = 0
kill = 1
guard.kill = 0

[state 25810]
type = changestate
trigger1 = MoveContact
value = 25820

[state 25810]
type = destroyself
trigger1 = ScreenPos X > 360
trigger2 = ScreenPos X < -40
;_______________
[statedef 25820]
type = S
movetype = A
physics = S
anim = 10005

[State 25820]
type = Explod
trigger1 = animelem = 1
anim = 10006
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 1
shadow = 0,0,0
ownpal = 1

[state 25820]
type = playsnd
trigger1 = time = 0
value = 600,1

[state 25820]
type = playsnd
trigger1 = time = 0
value = 600,2

[State 25820, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = time/5.00,time/5.00

[State 25820, Trans]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-time*9,256+time*9

[state 25820]
type = destroyself
trigger1 = time = 30
;________________
[statedef 25850]
type = S
movetype = A
physics = S
anim = 25800
ctrl = 0
velset = 0,0

[State 25850]
type = Explod
trigger1 = animelem = 6
anim = 10004
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 1
shadow = 0,0,0
ownpal = 1

[State 25850]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "FireBall"
stateno = 25860
pos = 60,-60
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[state 25850]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;____________
[statedef 25860]
type = S
movetype = A
physics = N
anim = 10003

[state H DAMPEN]
type = parentvaradd
triggerall = enemy,time = 0
trigger1 = p2stateno = 5000 || p2stateno = 5010 || p2stateno = 5020 || p2stateno = 5070
var(48) = 1
ignorehitpause = 1

[state 25860]
type = playsnd
trigger1 = time = 0
value = 600,0

[State 25860, VelSet]
type = VelSet
trigger1 = time = 0
x = 5

[State 25860, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,NP
hitflag = MAF
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype = hard
air.animtype = hard
priority = 7,Hit
damage = Floor(Root,Fvar(0)*50),1
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0 ;FINLAND
guardsound = -1,0
ground.type = High
air.hittime = 60
ground.velocity = -5,-4
air.velocity = -5,-5
ground.slidetime = 20
ground.hittime = 30
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 2
fall = 1
air.fall = 1
down.bounce = 0
kill = 1
guard.kill = 0

[state 25860]
type = changestate
trigger1 = MoveContact
value = 25820

[state 25860]
type = destroyself
trigger1 = ScreenPos X > 360
trigger2 = ScreenPos X < -40

;________________
[statedef 25870]
type = S
movetype = A
physics = S
anim = 25800
ctrl = 0
velset = 0,0

[State REINFORCE]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State REINFORCE]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State REINFORCE]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State REINFORCE]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State REINFORCE]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 25870]
type = Explod
trigger1 = animelem = 6
anim = 10004
pos = 80,-60
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 1
shadow = 0,0,0
ownpal = 1

[State 25870]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "FireBall"
stateno = 25860
pos = 60,-60
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 25870]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "Lil Dino"
stateno = 25880
pos = -60,-60
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[state 25870]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;________________
[statedef 25880]
type = S
movetype = A
physics = S
anim = 10007
ctrl = 0
velset = 0,0

[State 25880]
type = Explod
trigger1 = animelem = 8
anim = 10004
pos = 80,-30
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 1
shadow = 0,0,0
ownpal = 1

[State 25800]
type = Helper
trigger1 = animelem = 8
helpertype = normal
name = "FireBall"
stateno = 25810
pos = 60,-30
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[state 25880]
type = Destroyself
trigger1 = animtime = 0
;_____________________________________
;Picture Book Diary 1
[statedef 26000]
type = S
movetype = A
poweradd= ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1000
ctrl = 0
velset = 0

;Joke Mode
[State 26000]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Goomba"
postype = p1
pos = 35,0
stateno = 25000
id = 1010
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 2.0
size.yscale = 2.0

[State 26000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;_____________________________________
;Picture Book Diary 2
[statedef 26010]
type = S
movetype = A
poweradd= ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1000
ctrl = 0
velset = 0

;Joke Mode
[State 26010]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Koopa"
postype = p1
pos = 35,0
stateno = 25100
id = 1020
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 2.0
size.yscale = 2.0

[State 26010]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Picture Book Diary Reinforced
[statedef 26020]
type = S
movetype = A
poweradd= ifelse(Fvar(0) = 0,ceil(0.0333333333333333*PowerMax),0)
anim  = 1000
ctrl = 0
velset = 0

[State 26020]
type = VarAdd
triggerall = var(8) = 0
trigger1 = time = 0
v = 7
value = -200
ignorehitpause = 1

[State 26020]
type = VarAdd
triggerall = var(9) = 0
triggerall = var(8) = 1
triggerall = var(7) >= 101
trigger1 = time = 0
v = 7
value = -100
ignorehitpause = 1

[State 26020]
type = VarSet
triggerall = var(9) = 1
triggerall = var(8) = 1
triggerall = var(7) <= 100
trigger1 = time = 0
v = 7
value = 0
ignorehitpause = 1

[State 26020]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 26020]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 26020]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Link"
postype = p1
pos = 35,0
stateno = 25200
id = 1030
keyctrl = 0
ownpal = 1
facing = 1
size.xscale = 2.0
size.yscale = 2.0

[State 26020]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;___________AI Guard Detecter_________
[statedef 13000]
type = S
movetype = I
physics = S
anim = 13000

[State 13000, Turn]
type = Turn
trigger1 = facing != Parent,Facing

[state 13000]
type = posadd
trigger1 = 1
x = parentdist x - 55
y = parentdist y

[State 13000, Explod]
type = changestate
trigger1 = inguarddist
value = 13001
;___________
[statedef 13001]
type = S
movetype = I
physics = S
anim = 13000

[State 13001, Turn]
type = Turn
trigger1 = facing != Parent,Facing

[state 13001]
type = posadd
trigger1 = 1
x = parentdist x - 55
y = parentdist y

[State 13001, Explod]
type = changestate
trigger1 = !inguarddist
value = 13000

;___________AI Guard Detecter_________
[statedef 13002]
type = S
movetype = I
physics = S
anim = 13000

[State 13002, Turn]
type = Turn
trigger1 = facing != Parent,Facing

[state 13002]
type = posadd
trigger1 = 1
x = parentdist x + 55
y = parentdist y

[State 13002, Explod]
type = changestate
trigger1 = inguarddist
value = 13003

;___________
[statedef 13003]
type = S
movetype = I
physics = S
anim = 13000

[State 13003, Turn]
type = Turn
trigger1 = facing != Parent,Facing

[state 13003]
type = posadd
trigger1 = 1
x = parentdist x + 55
y = parentdist y

[State 13003, Explod]
type = changestate
trigger1 = !inguarddist
value = 13002

;________Misuzu_Col AI Helper_________
[statedef 12300]
type = S
movetype = I
physics = N
anim = 99999
ctrl = 0

[state 12300]
type = playsnd
trigger1 = Roundstate = 2
trigger1 = Parent,Life = [LifeMax*.1,LifeMax*.25]
trigger1 = Gametime%120 = 0
value = 72584, 3

[state 12300]
type = playsnd
trigger1 = Roundstate = 2
trigger1 = Parent,Life = [LifeMax*.049,LifeMax*.099]
trigger1 = Gametime%60 = 0
value = 72584, 3

[state 12300]
type = playsnd
trigger1 = Roundstate = 2
trigger1 = Parent,Life < lifeMax*.049
trigger1 = Gametime%30 = 0
value = 72584, 3

[state 12300]
type = varadd
trigger1 = 1;Fvar(2) = -1
Fv = 1
value = Fvar(2)

[state 12300]
type = varSet
trigger1 = Fvar(1) >= 256
trigger1 = Parent,Life = [LifeMax*.1,LifeMax*.25]
Fv = 2
Value = -2

[state 12300]
type = varSet
trigger1 = Fvar(1) <= 0
trigger1 = Parent,Life = [LifeMax*.1,LifeMax*.25]
Fv = 2
Value = 2
;------------
[state 12300]
type = varSet
trigger1 = Fvar(1) >= 256
trigger1 = Parent,Life = [LifeMax*.049,LifeMax*.099]
Fv = 2
Value = -4

[state 12300]
type = varSet
trigger1 = Fvar(1) <= 0
trigger1 = Parent,Life = [LifeMax*.049,LifeMax*.099]
Fv = 2
Value = 4
;---------
[state 12300]
type = varSet
trigger1 = Fvar(1) >= 256
trigger1 = Parent,Life < lifeMax*.049
Fv = 2
Value = -8

[state 12300]
type = varSet
trigger1 = Fvar(1) <= 0
trigger1 = Parent,Life < LifeMax*.049
Fv = 2
Value = 8

[State 12300, BGPalFX]
type = BGPalFX
trigger1 = RoundState = 2
trigger1 = Parent,Var(44) = 3
trigger1 = Parent,Life > Parent,LifeMax*.2
time = 1
Add = -Parent,LifeMax*.256+ceil(Parent,Life*.256),-Parent,LifeMax*.256+ceil(Parent,Life*.256),-Parent,LifeMax*.256+ceil(Parent,Life*.256)
ignorehitpause = 1
persistent = 1

[State 12300, BGPalFX]
type = BGPalFX
trigger1 = RoundState = 2
trigger1 = Parent,Var(44) = 3
trigger1 = Parent,Life <= parent,LifeMax*.2
trigger1 = 1
time = 1
Add = -Parent,LifeMax*.256+ceil(Parent,Life*.256)+Fvar(1),-Parent,LifeMax*.256+ceil(Parent,Life*.256),-Parent,LifeMax*.256+ceil(Parent,Life*.256)
ignorehitpause = 1
persistent = 1

;_________Misuzu_Col Pentagram_____
[statedef 12310]
type = S
movetype = I
physics = N
anim = 8080

[state 12310]
type = PosSet
trigger1 = 1
y = 0

[state 12310]
type = velset
trigger1 = p2dist x > 0
x = 1

[state 12310]
type = velset
trigger1 = p2dist x < 0
x = -1

[state 12310]
type = velset
trigger1 = p2dist x = 0
x = 0

[state 12310]
type = changestate
trigger1 = time >= 120
trigger1 = p2dist y = 0
trigger1 = p2dist x = 0
value = 12320
;_________Misuzu_Col Pentagram_____
[statedef 12320]
type = S
movetype = A
physics = N
anim = 8081

[state 12320]
type = PosSet
trigger1 = 1
y = 0

[state 12320]
type = velset
trigger1 = 1
x = 0

[State 12320]
type = Hitdef
trigger1 = time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sparkxy = -10, -50
sprpriority = 1
guard.dist = 0
p1stateno = 12330
p2stateno = 12340
hitsound   = S800,0

[state 12320]
type = changestate
trigger1 = time = 1
value = 12310
;____________________________
[statedef 12330]
type = S
movetype = A
physics = N

[state 12330]
type = changestate
trigger1 = time = 120
value = 12310
;____________________________
[statedef 12340]
type = S
movetype = H
physics = N
velset = 0,0

[state 12340]
type = changeanim2
trigger1 = time = 0
value = 12340

[state 12340]
type = lifeadd
trigger1 = time = 120
value = -100

[state 12340]
type = velset
trigger1 = time = 120
x = -7
y = -3

[state 12340]
type = Selfstate
trigger1 = time = 120
value = 5050
;_____________
[statedef 11100]
type = S
movetype = I
physics = S
anim = 26521

[state EPIC]
type = assertspecial
trigger1 = 1
flag = intro

[state EPIC]
type = Varset
trigger1 = animelem = 5
V = 45
Value = 2

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State 11100]
type = BGPalFX
trigger1 = time <= 60
time = 2
add = -240 + time*4,-240 + time*4,-240 + time*4
ignorehitpause = 1
persistent = 1

[State 11100]
type = PlaySnd
trigger1 = animelem = 5
value = S20,4

[State 11100]
type = Explod
trigger1 = animelem = 5
anim = 7016
pos = 0,-50
supermovetime = 9999
pausemovetime = 9999

[State 11100]
type = ChangeState
trigger1 = animtime = 0
value = 0
;_____________
[statedef 11200]
type = S
movetype = I
physics = S
anim = 8250

[state EPIC]
type = assertspecial
trigger1 = 1
flag = intro

[state EPIC]
type = Varset
trigger1 = animelem = 5
V = 45
Value = 3

[state EPIC]
type = Pause
trigger1 = 1
time = 2
movetime = 2
ignorehitpause = 1
persistent = 1
pausebg = 1

[State 11200]
type = PlaySnd
trigger1 = animelem = 4
value = S3400,0
freqmul = 1.0

[State 11200]
type = EnvShake
trigger1 = time > 20 && time < 80 && time%2 = 0
time = 90
freq = 200
ampl = floor(-40+time*.5)
phase = 130
ignorehitpause = 1
persistent = 1

[State 11200]
type = Explod
trigger1 = animelem = 4
anim = 8040
pos = 40,0
supermovetime = 9999
pausemovetime = 9999

[State 11200]
type = BGPalFX
trigger1 = time <= 60
time = 2
add = -240 + time*4,-240 + time*4,-240 + time*4
ignorehitpause = 1
persistent = 1

[state 11200]
type = changestate
trigger1 = animtime = 0
value = 0

;______Misuzu Offense Moves____
[statedef 54800]
type = S
movetype = A
poweradd= 100
anim  = 2300
ctrl = 0
velset = 0

[State 54800]
type = Helper
trigger1 = time >= 18
trigger1 = time <= 32
trigger1 = time%3 = 0
helpertype = normal
name = "ishi_4"
postype = p1
pos = -300 + time*20,0
stateno = 2340
id = 2310
keyctrl = 0
ownpal = 1
facing = 1

[State 54800]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;______________
[Statedef 2340]
type = S
movetype = A
physics = N
anim = 2310
velset = 0,0
ctrl = 0
sprpriority = 2

[State 2340]
type = PlaySnd
trigger1 = Parent,var(44) != 3
trigger1 = AnimElem = 1
channel = 3
value = 2300,0

[State 2340]
type = PlaySnd
trigger1 = Parent,var(44) = 3
trigger1 = AnimElem = 1
channel = 3
value = 2300,1

[State 2340]
type = EnvShake
trigger1 = AnimElem = 1
time = 16
ampl = 6

[State 2340]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype  = Hard
damage    = 30,10
hitflag = MAF
guardflag = M
pausetime = 5,5
sprpriority = 2
priority = 9999
sparkno = S7008
guard.sparkno = S7007
sparkxy = -20,-50
hitsound = S420, 1
guardsound = S120, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -20,-4
air.velocity = -20,-4
airguard.velocity = -20,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0

[State 2340]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2310

[State 2340]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;嫮憪撱僔岝僲恘
[statedef 54810]
type = S
movetype = A
poweradd= 30
anim  = 54810
ctrl = 0
velset = 0

[State 54810]
type = PlaySnd
trigger1 = time = 0
value = 20,0

[State 54810]
type = Explod
trigger1 = time = 0
anim = 7006
pos = 0, -50
ontop = 1
ownpal = 1
pausemovetime = 99999

[State 54810]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap = 1
FrameGap = 3
Trans = Add1
length = 12
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1, 1, 1

[State 54810]
type = Explod
trigger1 = animelem = 3
anim = 7005
pos = -10,0
sprpriority = -1
ownpal = 1

[State 54810]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2000,0

[State 54810]
type = Explod
trigger1 = animelem = 3
anim = 2011
ID = 2011
sprpriority = 7
postype = p1
pos = 0,-60
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 54810]
type = Explod
trigger1 = animelem = 3
anim = 2011
ID = 2011
sprpriority = 7
postype = p1
pos = 200,-60
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 54810]
type = Explod
trigger1 = animelem = 3
anim = 2011
ID = 2011
sprpriority = 7
postype = p1
pos = -300,-60
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 54810]
type = Explod
trigger1 = animelem = 3
anim = 2015
ID = 2011
sprpriority = 7
postype = p1
pos = -30,-30
ownpal = 1
ontop = 1
IgnoreHitPause = 1

[State 54810]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 60, 10
hitflag = MA
guardflag = MA
pausetime = 5,5
getpower = 60
sprpriority = 2
sparkno = S7019
guard.sparkno = S7007
sparkxy = -10,-50
hitsound = S1100, 3
guardsound = S120, 0
ground.type = High
ground.slidetime = 18
ground.hittime = 12
p2stateno = 2030
ground.velocity = -10,-2.5
air.velocity = -10,-2.5
airguard.velocity = -3,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0

[State 54810]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;__________________________
[statedef 60000]
type = A
movetype = I
physics = N
anim = 10001

[State 60000, AngleDraw]
type = AngleDraw
trigger1 = 1
value = time

[State 60000, Trans]
type = Trans
trigger1 = 1
trans = Add
;______________
[statedef 60001]
type = A
movetype = I
physics = N
anim = 10002

[State 60001, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -time

[State 60001, Trans]
type = Trans
trigger1 = 1
trans = Add
;______________
;==========Damage counter===========
;----------
[Statedef 90000]
anim = 99999 ;Invisible anim

[state 99999, 1]
type = varset
trigger1 = (!time)
Fv = 25
value = (Parent,Life)+Ifelse((Parent,Life)=(Parent,Lifemax),1000,0)+Floor(Parent,FVar(30))

[state 99999]
type = varset
trigger1 = (!time)
Fv = 26
value = Floor(Fvar(25)/1000)

[state 99999]
type = varset
trigger1 = (!time)
Fv = 27
value = Floor(Fvar(25)/100 - FVar(26) * 10)

[state 99999]
type = varset
trigger1 = (!time)
Fv = 28
value = Floor(Fvar(25)/10 - FVar(26) * 100 - FVar(27) * 10)

[state 99999]
type = varset
trigger1 = (!time)
Fv = 29
value = Floor(Fvar(25)/1 - FVar(26) * 1000 - FVar(27) * 100 - FVar(28) * 10)

[State 99999: Explod]
type = Explod
trigger1 = (!Time)
anim = 8600
id = 50
pos = 80,180
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 120
supermove = 0
supermovetime = 99999
pausemovetime = 99999
scale = 0.5,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0
ignorehitpause = 1

[State 99999: Explod]
type = Explod
trigger1 = (!Time) && (Fvar(25) >= 1000)
anim = 8500 + Fvar(26)
id = 50
pos = 128,160
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 120
supermove = 0
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0
ignorehitpause = 1

[State 99999: Explod]
type = Explod
trigger1 = (!Time) && (Fvar(25) >= 100)
anim = 8500 + Fvar(27)
id = 50
pos = 144,160
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 120
supermove = 0
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0
ignorehitpause = 1

[State 99999: Explod]
type = Explod
trigger1 = (!Time) && (Fvar(25) >= 10)
anim = 8500 + Fvar(28)
id = 50
pos = 160,160
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 120
supermove = 0
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0
ignorehitpause = 1

[State 99999: Explod]
type = Explod
trigger1 = (!Time) && (Fvar(25) >= 1)
anim = 8500 + Fvar(29)
id = 50
pos = 176,160
postype = Left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 120
supermove = 0
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0
ignorehitpause = 1
;___________
[statedef 45900]
type = S
movetype = A
physics = N
anim = 45900

[state 45900]
type = posadd
trigger1 = 1
x = parentdist x
y = parentdist y

[State 45900, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
sparkno = -1
hitsound = -1,0
p1stateno = 45901

[state 45900]
type = Changestate
trigger1 = movereversed
value = 45901

[State 45900, DestroySelf]
type = DestroySelf
trigger1 = Parent,Var(3) >= 10
trigger2 = Parent,Var(3) = 0
trigger3 = Parent,Command != "holdback"
;trigger4 = Parent,Ctrl && Parent,Stateno != [120,162]

[statedef 45901]
type = S
movetype = A
physics = N
anim = 99999

[state 45901]
type = ParentVarset
trigger1 = time = 0
FV = 26
value = 1

[State 45901, DestroySelf]
type = DestroySelf
trigger1 = time = 0

;__________
[statedef 21000]
type = S
movetype = I
physics = N
anim = 21000
ctrl = 0
sprpriority = -1

[State 21000, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "%d        %d"
params = ceil(P2dist x),ceil(P2dist y)
ignorehitpause = 1
persistent = 1

[State 21000, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 21010
time = -1
ignorehitpause = 1
persistent = 1

[state 21000]
type = velset
triggerall = Roundstate = 2
trigger1 = p2dist x > -30
x = 2

[state 21000]
type = velset
triggerall = Roundstate = 2
trigger1 = p2dist x < -50
x = -2

[state 21000]
type = velset
trigger1 = p2dist x = [-50,-30]
trigger2 = Roundstate != 2
x = 0

[state 21000]
type = velset
triggerall = Roundstate = 2
trigger1 = p2dist y < 20
y = -2

[state 21000]
type = velset
triggerall = Roundstate = 2
trigger1 = p2dist y > 40
y = 2

[state 21000]
type = velset
trigger1 = p2dist y = [20,40]
trigger2 = Roundstate != 2
y = 0

[state 21000]
type = veladd
trigger1 = screenpos x >= 306
x = -ScreenPos X+306

[state 21000]
type = veladd
trigger1 = screenpos x <= 14
x = -ScreenPos X+14

[state 21000]
type = veladd
trigger1 = screenpos y >= 243
y = -ScreenPos y+243

[state 21000]
type = veladd
trigger1 = screenpos y <= 83
y = -ScreenPos y+83

[state 21010]
type = changestate
triggerall = Roundstate = 2
trigger1 = p2dist x = [-50,-30]
trigger1 = p2dist y = [20,40]
value = 21020
;__________
[statedef 21010]
type = S
movetype = I
physics = N
anim = 21010
ctrl = 0
velset = 0,0
sprpriority = -1

[state 21010]
type = velset
trigger1 = 1
x = 0
y = 0

[state 21010]
type = veladd
trigger1 = screenpos x >= 306
x = -ScreenPos X+306

[state 21010]
type = veladd
trigger1 = screenpos x <= 14
x = -ScreenPos X+14

[state 21010]
type = veladd
trigger1 = screenpos y >= 243
y = -ScreenPos y+243

[state 21010]
type = veladd
trigger1 = screenpos y <= 83
y = -ScreenPos y+83

[State 21010, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 21010
time = -1
ignorehitpause = 1
persistent = 1

[state 21010]
type = changestate
trigger1 = animtime = 0
value = 21000
;__________
[statedef 21020]
type = S
movetype = A
physics = N
anim = 21020
ctrl = 0
velset = 0,0
sprpriority = -1

[state 21020]
type = veladd
trigger1 = screenpos x >= 306
x = -ScreenPos X+306

[state 21020]
type = veladd
trigger1 = screenpos x <= 14
x = -ScreenPos X+14

[state 21020]
type = veladd
trigger1 = screenpos y >= 243
y = -ScreenPos y+243

[state 21020]
type = veladd
trigger1 = screenpos y <= 83
y = -ScreenPos y+83

[State 21020, PalFX]
type = PalFX
trigger1 = time = 0
time = 20
sinadd = 100,100,0,40

[state 21020]
type = veladd
trigger1 = animelem = 8
x = -50
y = 50

[state 21020]
type = velmul
trigger1 = 1
x = .45
y = .45

[State 21020, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S8000,7
volume = 100
channel = 5
ignorehitpause = 1

[State 21020, HitDef]
type = HitDef
trigger1 = animelem = 8
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
priority = 7,Hit
damage = 50,0
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S8000,5
guardsound = -1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 30
ground.velocity = 0,-1 -Floor(p2dist y/10)
air.velocity = 0,-1 -Floor(p2dist y/10)
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1

[State 21020]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 21010
time = -1
ignorehitpause = 1
persistent = 1

[state 21020]
type = changestate
trigger1 = animtime = 0
value = 21000

[state 21020]
type = changestate
trigger1 = Movecontact
value = 21030
;__________
[statedef 21030]
type = S
movetype = A
physics = N
anim = 21030
ctrl = 0
velset = 0,0
sprpriority = -1

[State 21030, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
priority = 7,Hit
damage = 60,0
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S8000,6
guardsound = -1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 30
ground.velocity = 0,-5
air.velocity = 0,-5
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1

[State 21030]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 21010
time = -1
ignorehitpause = 1
persistent = 1

[state 21030]
type = changestate
trigger1 = animtime = 0
value = 21000

[state 21030]
type = changestate
trigger1 = Movecontact = 1
value = 21040
;__________
[statedef 21040]
type = S
movetype = A
physics = N
anim = 21040
ctrl = 0
velset = 0,0
sprpriority = -1

[State 21040, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
priority = 7,Hit
damage = 60,0
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S8000,6
guardsound = -1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 20
ground.hittime = 30
ground.velocity = 5,-10
air.velocity = 5,-10
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
air.fall = 1

[State 21040]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 21010
time = -1
ignorehitpause = 1
persistent = 1

[state 21040]
type = changestate
trigger1 = animtime = 0
value = 21000

;______Gao Gao Fire_____
[statedef 32500]
type = A
movetype = A
physics = N
anim = 3020
velset = 4 + Random%4, -2 + Random%3

[State 32500]
type = Explod
trigger1 = Movehit = 1
trigger1 = HitPauseTime = 0
anim = 7023
id = 7023
pos = 0,0
bindtime = -1
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 32500]
type = varset
trigger1 = movehit
trigger1 = Var(14) != 1
v = 13
value = 1

[state 32500]
type = varset
trigger1 = movehit
trigger1 = Var(14) = 1
v = 13
value = 0

[state 32500]
type = varset
trigger1 = time = 0
v = 14
value = 0

[state 32500]
type = varadd
trigger1 = Var(13) != 0
v = 14
value = 1

[State 32500]
type = Hitdef
trigger1 = time = 0
attr = S, HP
animtype  = Hard
damage    = Ceil(Root,Fvar(0)*12),2
hitflag = MAFP
guardflag = MA
pausetime = 0,1
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
sparkxy = 30,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -1,-1
air.velocity = -1,-1
airguard.velocity = -2,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = 40
palfx.mul = 250,100,0
palfx.sinadd = 103,110,128,10
palfx.add = 128,128,128
getpower = 0,0
hitonce = 0
persistent = 0

[State 32500, Projectile]
type = Projectile
trigger1 = Var(13) = 1
projID = 32500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[state 32500]
type = destroyself
trigger1 = animtime = 0
trigger2 = Screenpos y >= 280
trigger3 = Screenpos y <= -40
trigger4 = Screenpos x >= 360
trigger5 = Screenpos x <= -40
;______Gao Gao Fire_____
[statedef 32510]
type = A
movetype = A
physics = N
anim = 3020
velset = 6 + Random%4, -1 + Random%4
sprpriority = 2

[State 32510]
type = Explod
trigger1 = Movehit = 1
trigger1 = HitPauseTime = 0
anim = 7023
id = 7023
pos = 0,0
bindtime = -1
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 32510]
type = veladd
trigger1 = 1
y = -.1

[state 32510]
type = varset
trigger1 = movehit
trigger1 = Var(14) != 1
v = 13
value = 1

[state 32510]
type = varset
trigger1 = movehit
trigger1 = Var(14) = 1
v = 13
value = 0

[state 32510]
type = varset
trigger1 = time = 0
v = 14
value = 0

[state 32510]
type = varadd
trigger1 = Var(13) != 0
v = 14
value = 1

[State 32510]
type = Hitdef
trigger1 = time = 0
attr = S, HP
animtype  = Hard
damage    = Ceil(Root,Fvar(0)*14),2
hitflag = MAFP
guardflag = MA
pausetime = 0,1
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
sparkxy = 30,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.velocity = -1,-1
air.velocity = -1,-1
airguard.velocity = -2,-4
ground.slidetime = 10
ground.hittime = 20
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = 40
palfx.mul = 250,100,0
palfx.sinadd = 103,110,128,10
palfx.add = 128,128,128
getpower = 0,0
hitonce = 0
persistent = 0

[State 32510, Projectile]
type = Projectile
trigger1 = Var(13) = 1
projID = 32500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[state 32510]
type = destroyself
trigger1 = animtime = 0
trigger2 = Screenpos y >= 280
trigger3 = Screenpos y <= -40
trigger4 = Screenpos x >= 360
trigger5 = Screenpos x <= -40
;______Gao Gao Fire_____
[statedef 32520]
type = A
movetype = A
physics = N
anim = 3021
velset = 8,6-(0.4*(Parent,var(16)))+(Parent,var(17)*.7)
sprpriority = 2

[State 32520]
type = Explod
trigger1 = Movehit = 1
trigger1 = HitPauseTime = 0
anim = 7023
id = 7023
pos = 0,0
bindtime = -1
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 32520]
type = veladd
trigger1 = 1
y = -.1

[state 32520]
type = varset
trigger1 = movehit
trigger1 = Var(14) != 1
v = 13
value = 1

[state 32520]
type = varset
trigger1 = movehit
trigger1 = Var(14) = 1
v = 13
value = 0

[state 32520]
type = varset
trigger1 = time = 0
v = 14
value = 0

[state 32520]
type = varadd
trigger1 = Var(13) != 0
v = 14
value = 1

[State 32520]
type = Hitdef
trigger1 = time = 0
attr = S, HP
animtype  = Hard
damage    = Ceil(Root,Fvar(0)*17),2
hitflag = MAFP
guardflag = MA
pausetime = 0,1
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
sparkxy = 30,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -1.5,-3
air.velocity = -1.5,-3
airguard.velocity = -2,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = 40
palfx.mul = 250,100,0
palfx.sinadd = 103,110,128,10
palfx.add = 128,128,128
getpower = 0,0
hitonce = 0
persistent = 0

[State 32520, Projectile]
type = Projectile
trigger1 = Var(13) = 1
projID = 32500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[state 32520]
type = destroyself
trigger1 = animtime = 0
trigger2 = Screenpos y >= 280
trigger3 = Screenpos y <= -40
trigger4 = Screenpos x >= 360
trigger5 = Screenpos x <= -40
;______________
;______Gao Gao Fire_____
[statedef 32530]
type = A
movetype = A
physics = N
anim = 3021
velset = 8,8
sprpriority = 2

[State 32530]
type = Explod
trigger1 = Movehit = 1
trigger1 = HitPauseTime = 0
anim = 7023
id = 7023
pos = 0,0
bindtime = -1
postype = p2
ontop = 1
sprpriority = 7
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 32530]
type = veladd
trigger1 = 1
y = -.1

[state 32530]
type = varset
trigger1 = movehit
trigger1 = Var(14) != 1
v = 13
value = 1

[state 32530]
type = varset
trigger1 = movehit
trigger1 = Var(14) = 1
v = 13
value = 0

[state 32530]
type = varset
trigger1 = time = 0
v = 14
value = 0

[state 32530]
type = varadd
trigger1 = Var(13) != 0
v = 14
value = 1

[State 32530]
type = Hitdef
trigger1 = time = 0
attr = S, HP
animtype  = Hard
damage    = Ceil(Root,Fvar(0)*22),2
hitflag = MAFP
guardflag = MA
pausetime = 0,1
sprpriority = 2
priority = 9999
sparkno = S8099
guard.sparkno = S7007
sparkxy = 30,-10
hitsound = S9999, 0
guardsound = S120, 0
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -1.5,-3
air.velocity = -1.5,-3
airguard.velocity = -2,-4
guard.velocity = -2
sprpriority = 2
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff    = 0
guard.cornerpush.veloff  = 0
airguard.cornerpush.veloff= 0
palfx.time = 40
palfx.mul = 250,100,0
palfx.sinadd = 103,110,128,10
palfx.add = 128,128,128
getpower = 0,0
hitonce = 0
persistent = 0

[State 32530, Projectile]
type = Projectile
trigger1 = Var(13) = 1
projID = 32500
projanim = 99990
projremovetime = 1
projedgebound = 1000
projstagebound = 1000
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[state 32530]
type = destroyself
trigger1 = animtime = 0
trigger2 = Screenpos y >= 280
trigger3 = Screenpos y <= -40
trigger4 = Screenpos x >= 360
trigger5 = Screenpos x <= -40
