;---------------------------------------------------------------------------
; BLADE!
[Statedef 1010]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1010
poweradd = 56
velset = 0,0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1010
trigger1 = Time >= 12 + (Var(5)*2) && command != "hold_x"
trigger2 = Time >= 64
trigger3 = Time = 12 && Var(15)
value = 1011

[State 0, VelSet]
type = VelSet
triggerall = Anim = 1011
trigger1 = AnimElem = 1,1 
x = 5.5
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.8
[State 0, VelSet]
type = VelSet
triggerall = Anim = 1011
trigger1 = AnimElem = 7
x = 0

[State 0, PlaySnd Slash]
type = PlaySnd
trigger1 = Anim = 1010
trigger1 = AnimElemNo(0) = [2,3]
trigger2 = Anim = 1011
trigger2 = AnimElemNo(0) = [7,9]
value = S1011,1
channel = 1
[State 0, PlaySnd Voice]
type = PlaySnd
trigger1 = Anim = 1011
trigger1 = AnimElem = 1
value = S1010,1
channel = 0
[State 0, PlaySnd Slash]
type = PlaySnd
triggerall = Anim = 1011
trigger1 = AnimElem = 3
value = S1011,0
[State 0, PlaySnd Swing]
type = PlaySnd
triggerall = Anim = 1011
trigger1 = AnimElem = 2
value = S0,3
channel = 1

[State 0, Explod Overlay]
type = Explod
triggerall = Anim = 1011
trigger1 = AnimElem = 7
anim = 1012
ID = 1012
pos = 0,0
postype = p1
bindtime = 24
removetime = -2
scale = 1,1
sprpriority = 3
removeongethit = 1
[State 0, Explod Bladespin 1]
type = Explod
triggerall = Anim = 1010
trigger1 = AnimElem = 2
anim = 1015
ID = 1015
pos = -24,-106
postype = p1
bindtime = 8
removetime = 8
scale = 0.55,0.55
sprpriority = 1
removeongethit = 1
[State 0, Explod Bladespin Size1]
type = ModifyExplod
triggerall = Anim = 1010
trigger1 = AnimElem = 2,2
id = 1015
scale = 0.70,0.70
[State 0, Explod Bladespin Size2]
type = ModifyExplod
triggerall = Anim = 1010
trigger1 = AnimElem = 3
id = 1015
scale = 0.85,0.85
[State 0, Explod Bladespin Size3]
type = ModifyExplod
triggerall = Anim = 1010
trigger1 = AnimElem = 3,2
id = 1015
scale = 1,1
[State 0, Explod BladePos 1]
type = ModifyExplod
triggerall = Anim = 1010
trigger1 = AnimElem = 3
id = 1015
pos = -43,-97
postype = p1
[State 0, Explod Bladespin 2]
type = Explod
triggerall = Anim = 1011
trigger1 = AnimElem = 7
anim = 1015
ID = 1015
pos = -22,-60
facing = -1
postype = p1
bindtime = 12
removetime = 12
scale = 1,1
sprpriority = 2
removeongethit = 1
[State 0, Explod BladePos 2]
type = ModifyExplod
triggerall = Anim = 1011
trigger1 = AnimElem = 8
id = 1015
pos = -17,-80
postype = p1
[State 0, Explod BladePos 3]
type = ModifyExplod
triggerall = Anim = 1011
trigger1 = AnimElem = 9
id = 1015
pos = -10,-84
postype = p1
[State 0, Explod Bladespin Size1]
type = ModifyExplod
triggerall = Anim = 1011
trigger1 = AnimElem = 7,2
id = 1015
scale = 0.90,0.90
[State 0, Explod Bladespin Size2]
type = ModifyExplod
triggerall = Anim = 1011
trigger1 = AnimElem = 8
id = 1015
scale = 0.80,0.80
[State 0, Explod Bladespin Size3]
type = ModifyExplod
triggerall = Anim = 1011
trigger1 = AnimElem = 8,2
id = 1015
scale = 0.70,0.70
[State 0, Explod Bladespin Size4]
type = ModifyExplod
triggerall = Anim = 1011
trigger1 = AnimElem = 9
id = 1015
scale = 0.60,0.60
[State 0, Explod Bladespin Size4]
type = ModifyExplod
triggerall = Anim = 1011
trigger1 = AnimElem = 9,2
id = 1015
scale = 0.50,0.50
[State 0, Explod Slash]
type = Explod
triggerall = Anim = 1011
trigger1 = AnimElem = 2
anim = 1017
ID = 1017
pos = 40,0
postype = p1
bindtime = 666
removetime = -2
scale = 1,1
sprpriority = 2
removeongethit = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(11)),19
pausetime = 12,12+(3*Var(9))
guard.pausetime = 0,3
sparkno = s8030
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,6
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.6
fall = 1
fall.recover = 0
ground.velocity = -3.5+(Var(9)),-8.50-(Var(9))
guard.velocity = -6
air.velocity = -4.5,-8
getpower = 72,36
givepower = 18,9

[State 0, Helper]
type = Helper
triggerall = Anim = 1010
trigger1 = AnimElem = 4
name = "BLADE! Hold"
ID = 1011
stateno = 1011
pos = -43,-96
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1011 && AnimElem = 3
movetype = A
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1011 && AnimElem = 5
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = Anim = 1011
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; H - BLADE!
[Statedef 1011]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1018

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,Anim = 1010
trigger1 = Parent,AnimElemNo(0) = 4
trigger2 = Parent,Anim = 1011
trigger2 = Parent,AnimElemNo(0) = 1
value = 355
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = 2
value = 280
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = 3
value = 185
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = [4,5]
value = 45
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = 6
value = 255

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,Anim = 1010
trigger1 = Parent,AnimElemNo(0) = 4
trigger2 = Parent,Anim = 1011
trigger2 = Parent,AnimElemNo(0) = 1
time = 1
pos = -43,-96
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = 2
time = 1
pos = 66,-78
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = 3
time = 1
pos = 72,-49
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = [4,5]
time = 1
pos = 11,-22
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElemNo(0) = 6
time = 1
pos = -20,-60

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,Anim = 1010
trigger1 = Parent,AnimElem = 4,2
trigger2 = Parent,Anim = 1011
trigger2 = Parent,AnimElem = 6,2
value = 1016
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,Anim = 1011
trigger1 = Parent,AnimElem = 2
value = 1018

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Parent,Anim = 1011 && Parent,AnimElem = 7
trigger2 = Parent,StateNo != 1010
ignorehitpause = 1

;---------------------------------------------------------------------------
; Kanoken
[Statedef 1030]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1030
poweradd = 56
;velset = 0,0
sprpriority = 1

[State 0, Var Strength]
type = VarSet
trigger1 = !Time
v = 5
value = cond(command != "x",cond(command = "y",1,2),0)

[State 0, VelMul]
type = VelMul
trigger1 = AnimElemNo(0) < 6
x = 0.9
y = 0.9
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = -3
y = -5
[State 0, VelMul]
type = VelMul
trigger1 = AnimElemNo(0) >= 6
x = 0.95
[State 0, VelSet]
type = VelSet
trigger1 = Pos Y + Vel Y > 0 && AnimElemNo(0) < 6
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 0 && AnimElemNo(0) < 6
y = 0

[State 0, PlaySnd Voice]
type = PlaySnd
trigger1 = !Time
value = S1030,2
channel = 0

[State 0, Helper Wield]
type = Helper
trigger1 = Time = 0
name = "Bladewield L"
ID = 1033
stateno = 1033
pos = 4,-132
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666
[State 0, Helper Wield]
type = Helper
trigger1 = Time = 0
name = "Bladewield R"
ID = 1034
stateno = 1034
pos = 18,-125
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666

[State 0, Helper Proj]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "TWINBLADE L"
ID = 1032
stateno = 1032
pos = 46,-88
postype = p1
ownpal = 1
size.xscale = 1.25
size.yscale = 1.25
[State 0, Helper Proj]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "TWINBLADE R"
ID = 1031
stateno = 1031
pos = 16,-74
postype = p1
ownpal = 1
size.xscale = 1.25
size.yscale = 1.25

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
physics = A

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y > 0
value = 1302

;----------------------
; H - Twinblade L
[Statedef 1031]
type    = A
movetype= A
physics = N
ctrl = 0
sprpriority = 4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 1032
value = 1031
elem = (4+GameTime)%8

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0 && Vel X + Vel Y = 0
x = ifelse(Parent,Var(5)=0,01.55,ifelse(Parent,Var(5)=1,03.86,04.91))
y = ifelse(Parent,Var(5)=0,05.80,ifelse(Parent,Var(5)=1,04.60,03.44))

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
;trigger2 = Pos Y + Vel Y >= 0
value = S1030,1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(36*Parent,FVar(11)),6
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8010
guard.sparkno = s8110
sparkxy = 0,0
hitsound = S1,6
guardsound = S2,1
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 128,64
givepower = 32,16

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
;trigger2 = Pos Y + Vel Y >= 0
anim = 1033
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Pos Y + Vel Y >= -4

;----------------------
; H - Twinblade R
[Statedef 1032]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 1032
elem = (GameTime)%8

[State 0, Snd Launch]
type = PlaySnd
trigger1 = 1
value = S1030,0
channel = 1

[State 0, Vel Init]
type = VelSet
trigger1 = 1
x = ifelse(Parent,Var(5)=0,02.54,ifelse(Parent,Var(5)=1,04.60,05.44))
y = ifelse(Parent,Var(5)=0,05.44,ifelse(Parent,Var(5)=1,03.86,02.54))

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 1031

;---------------------------------------------------------------------------
; H - Bladewield L
[Statedef 1033]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1018

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 1
value = 340
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 2
value = 330
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 3
value = 280
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 4
value = 20
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 5
value = 330

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 1
time = 1
pos = 4,-132
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 2
time = 1
pos = 0,-138
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 3
time = 1
pos = -20,-145
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 4
time = 1
pos = -44,-103
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 5
time = 1
pos = -32,-129

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,AnimElem = 4,2
value = 1016
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,AnimElem = 5
value = 1018

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Parent,AnimElem = 6
trigger2 = Parent,StateNo != 1030 && Parent,StateNo != 1080
ignorehitpause = 1

;---------------------------------------------------------------------------
; H - Bladewield R
[Statedef 1034]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1018

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 1
value = 160
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 2
value = 190
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 3
value = 260
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 4
value = 170
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,AnimElemNo(0) = 5
value = 200

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 1
time = 1
pos = 18,-125
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 2
time = 1
pos = 14,-137
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 3
time = 1
pos = -5,-145
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 4
time = 1
pos = -10,-108
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 5
time = 1
pos = 24,-133

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,AnimElem = 4,2
value = 1016
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,AnimElem = 5
value = 1018

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Parent,AnimElem = 6
trigger2 = Parent,StateNo != 1030 && Parent,StateNo != 1080
ignorehitpause = 1

;---------------------------------------------------------------------------
; BLADE! EX
[Statedef 1050]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1050
poweradd = -1000 ;-500
velset = 0,0
sprpriority = 1

[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6001
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6000
ID = 6000
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
[State 0, PlaySnd EX]
type = PlaySnd
trigger1 = !Time
value = S4,1000
channel = 2
[State 0, Helper]
type = Helper
trigger1 = !Time
name = "EXori"
ID = 1999
stateno = 1999
pos = 0,0
postype = p1
ownpal = 1

[State 0, PlaySnd Swing]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,3
channel = 1
[State 0, PlaySnd Chainsaw]
type = PlaySnd
trigger1 = Time = 4
value = S1050,1
channel = 3

[State 0, Helper Wield]
type = Helper
trigger1 = AnimElem = 2
name = "Chainweild"
ID = 1070
stateno = 1070
pos = 4,-132
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3,8 
x = 8
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.7
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = S,HA
hitflag = MAF
guardflag = M
animtype = heavy
priority = 4,Hit
damage = Ceil(16*FVar(12)),0
pausetime = 0,4
guard.pausetime = 4,4
sparkno = s8030
guard.sparkno = s8105
sparkxy = -24,-60
hitsound = S1,6
guardsound = S2,1
ground.type = Low
guard.slidetime = 12
guard.hittime = 12
guard.velocity = -5
getpower = 0,0
givepower = 18,9
hitonce = 1
p1stateno = 1051
p2stateno = 1060
kill = 0

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

;---------------------------------------------------------------------------
; BLADE! EX S
[Statedef 1051]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1052
velset = 0,0
movehitpersist = 1
sprpriority = 1

[State 0, Helper Wield]
type = Helper
trigger1 = !Time
name = "Chainweild Over"
ID = 1071
stateno = 1071
pos = 4,-132
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666

[State 0, Width]
type = Width
trigger1 = Time <= 40
edge = 72,0

[State 0, TargetBind]
type = TargetBind
trigger1 = Time <= 40
time = 1
pos = 104,-56

[State 0, Explod]
type = Explod
trigger1 = Time < 40
anim = 8070
ID = 8070
pos = 96+ceil(Time*0.5),-128+(Time*1)+(AnimElemNo(0)*32)
postype = p1
bindtime = 1
vel = 1+(0.01*(random%900)),-(0.01*(random%900))
accel = 0,0.4
removetime = -2
scale = 0.5+(0.1*(GameTime%6)),0.5+(0.1*(GameTime%6))
sprpriority = ifelse(Random<500,-2,2)
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1050,0
channel = 3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 40
value = S1050,2
channel = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 0
value = -Ceil(16*FVar(12))
kill = 0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = [2,39]
trigger1 = Time%2 = 1
value = -Ceil(4*FVar(12))
kill = 0
[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 41
value = -Ceil(24*FVar(12))

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

;----------------------------------------------------------------------
; BLADE! EX V1
[Statedef 1060]
type = S
movetype = H
physics = N
facep2 = 1
velset = 0,0
sprpriority = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = Time <= 40
value = 0
movecamera = 1,0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = Time > 40
value = 1
movecamera = 1,0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 1060
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 41
value = 1061
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 41
trigger1 = selfanimexist(5030)
value = 5030
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 41
trigger1 = selfanimexist(5070)
value = 5070

[State 0, Offset]
type = Offset
trigger1 = Time < 41
x = -2+(random%5)
y = -1+(random%3)

[State 0, PosAdd]
type = PosSet
trigger1 = Time = 41
y = -2

[State 0, VelSet]
type = VelSet
trigger1 = Time = 41
x = -1
y = -4
[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 40
y = .25

[State 0, SelfState]
type = SelfState
trigger1 = Pos Y + Vel Y > 0
value = 5110

;---------------------------------------------------------------------------
; H - Buzzsaw
[Statedef 1070]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 666

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
trigger2 = Parent,StateNo = 1050
trigger2 = Parent,AnimElem = 4
trigger3 = Parent,StateNo = 1050
trigger3 = Parent,AnimElem = 5
trigger4 = Parent,StateNo = 1050
trigger4 = Parent,AnimElem = 6
trigger5 = Parent,StateNo = 1050
trigger5 = Parent,AnimElem = 7
trigger6 = Parent,StateNo = 1051
trigger6 = Parent,AnimElem = 3
trigger7 = Parent,StateNo = 1051
trigger7 = Parent,AnimElem = 4
value = 1070

[State 0, VarSet]
type = VarSet
trigger1 = Time <= 6
fv = 5
value = 0.2+(Time*0.1)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 2
value = Ceil(FVar(5)*100)
scale = 0.5*FVar(5),0.5*FVar(5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 3
value = Ceil(FVar(5)*128)
scale = 0.5*FVar(5),0.5*FVar(5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 4
value = 50
scale = 0.5*FVar(5),0.5*FVar(5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 5
value = 0
scale = 0.5*FVar(5),0.5*FVar(5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 6
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 3
value = 250
scale = 0.5*FVar(5),0.5*FVar(5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 7
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 4
value = 160
scale = 0.5*FVar(5),0.5*FVar(5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 8
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 5
value = 120
scale = 0.5*FVar(5),0.5*FVar(5)
[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 9
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 6
value = 80
scale = 0.5*FVar(5),0.5*FVar(5)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1051
trigger1 = Parent,AnimElemNo(0) = [1,2]
value = 40-(Parent,Time)
scale = 0.5*FVar(5),0.5*FVar(5)

[State 0, SprPriority]
type = SprPriority
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 4
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElem = 3
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 7
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) <= 2
trigger3 = Parent,StateNo = 1051
trigger3 = Parent,AnimElem = 4
value = -1

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 2
time = 1
pos = -26,-106
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 3
time = 1
pos = -40,-98
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 4
time = 1
pos = 63,-78
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 5
time = 1
pos = 71,-46
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 6
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 3
time = 1
pos = 10,-25
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 7
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 4
time = 1
pos = -23,-64
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 8
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 5
time = 1
pos = -16,-80
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElemNo(0) = 9
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElemNo(0) = 6
time = 1
pos = -9,-82

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1051
trigger1 = Parent,AnimElemNo(0) = 1
time = 1
pos = 63+2-((GameTime*3)%5),-78+2-((GameTime*5)%5)
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1051
trigger1 = Parent,AnimElemNo(0) = 2
time = 1
pos = 71+2-((GameTime*5)%5),-46+2-((GameTime*3)%5)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Parent,StateNo = 1050
trigger1 = Parent,AnimElem = 10
trigger2 = Parent,StateNo = 1051
trigger2 = Parent,AnimElem = 7
trigger3 = Parent,StateNo != 1050 && Parent,StateNo != 1051
ignorehitpause = 1

;---------------------------------------------------------------------------
; H - Buzzsaw S Over
[Statedef 1071]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 9
anim = 666

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time 
value = 1073

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 40-(Parent,Time)
scale = 0.4,0.4

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1051
trigger1 = Parent,AnimElemNo(0) = 1
time = 1
pos = 63+2-((GameTime*3)%5),-78+2-((GameTime*5)%5)
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,StateNo = 1051
trigger1 = Parent,AnimElemNo(0) = 2
time = 1
pos = 71+2-((GameTime*5)%5),-46+2-((GameTime*3)%5)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Parent,StateNo = 1051
trigger1 = Parent,AnimElem = 3
trigger2 = Parent,StateNo != 1051
ignorehitpause = 1

;---------------------------------------------------------------------------
; Kanoken EX
[Statedef 1080]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1030
poweradd = -1000 ;-500
velset = 0,0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = -3
y = -5
[State 0, VelMul]
type = VelMul
trigger1 = AnimElemNo(0) >= 6
x = 0.95
[State 0, VelSet]
type = VelSet
trigger1 = Pos Y + Vel Y > 0 && AnimElemNo(0) < 6
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 0 && AnimElemNo(0) < 6
y = 0

[State 0, Snd Voice]
type = PlaySnd
trigger1 = !Time
value = S1080,0
channel = 0
;[State 0, Snd Launch]
;type = PlaySnd
;trigger1 = AnimElem = 6
;value = S1030,0
;channel = 1

[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6001
pos = -8,-88
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6000
ID = 6000
pos = -8,-88
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
[State 0, PlaySnd EX]
type = PlaySnd
trigger1 = !Time
value = S4,1000
channel = 2
[State 0, Helper]
type = Helper
trigger1 = !Time
name = "EXori"
ID = 1999
stateno = 1999
pos = 0,0
postype = p1
ownpal = 1

[State 0, Helper Wield]
type = Helper
trigger1 = Time = 0
name = "Bladewield L"
ID = 1033
stateno = 1033
pos = 4,-132
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666
[State 0, Helper Wield]
type = Helper
trigger1 = Time = 0
name = "Bladewield R"
ID = 1034
stateno = 1034
pos = 18,-125
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666

[State 0, Helper Proj]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "MAYABLADE"
ID = 1081
stateno = 1081
pos = 46,-88
postype = p1
ownpal = 1
;size.xscale = 1.25
;size.yscale = 1.25

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
physics = A

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y > 0
value = 1302

;----------------------
; H - Mayablade
[Statedef 1081]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1085
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = Var(7) = 0
v = 7
value = 1
[State 0, VarSet]
type = VarAdd
trigger1 = MoveHit = 1
v = 7
value = 1
[State 0, VarSet]
type = VarAdd
trigger1 = MoveHit
v = 6
value = 1
[State 0, VarSet]
type = VarAdd
trigger1 = Anim = 666
v = 5
value = 1
[State 0, VarSet]
type = ParentVarAdd
trigger1 = MoveHit = 1
v = 11
value = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 10*Time
scale = 1,1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 666
trigger1 = Var(7) >= 13
trigger2 = Time >= 90 && Var(7) <= 1
trigger3 = Time >= 180
trigger4 = Var(6) >= 96
value = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 52
;trigger3 = Time = 64
value = S1030,0

[State 0, Explod]
type = Explod
trigger1 = Anim = 666
trigger1 = Var(5) = 1
anim = 1086
ID = 1085
pos = 12,0
postype = p1
vel = 1+random%5,-2-random%5
accel = 0,0.5
removetime = 128
scale = 1.25,1.25
ownpal = 1
pausemovetime = 666
supermovetime = 666
[State 0, Explod]
type = Explod
trigger1 = Anim = 666
trigger1 = Var(5) = 1
anim = 1087
ID = 1085
pos = -12,0
postype = p1
vel = -1-random%5,-2-random%5
accel = 0,0.5
removetime = 128
scale = 1.25,1.25
ownpal = 1
pausemovetime = 666
supermovetime = 666

[State 0, HitDef]
type = HitDef
trigger1 = Time%8 = 0
attr = A,HP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(32*Parent,FVar(12)/Var(7)),3
pausetime = 0,6+(3*Parent,Var(9))
sparkno = s8020+(5*(GameTime%3))
guard.sparkno = s8105
sparkxy = -24+random%49,-24+random%49
hitsound = S1,6
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = 0,-8
guard.velocity = -4
air.velocity = -0,ifelse(EnemyNear,Pos Y-80 > Pos Y,-4,-0.25)
getpower = 0,0;16,8
givepower = 4,2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Anim = 666
trigger1 = Var(5) = 96

;---------------------------------------------------------------------------
; Airhorn
[Statedef 1100]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1100
velset = 0,0
poweradd = 56
sprpriority = 2

[State 0, PlaySnd Swing]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,3
channel = 1
[State 0, PlaySnd Horn]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1100,random%2

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = 0

[State 942, 4]
type = EnvShake
Trigger1 = Time = 16
time = 6
ampl = -8
freq = 90
phase = 90
[State 942, 4]
type = EnvShake
Trigger1 = Time = 22
time = 3
ampl = -4
freq = 60
phase = 60
[State 942, 4]
type = EnvShake
Trigger1 = Time = 25
time = 2
ampl = -2
freq = 30
phase = 30

[State 0, PosSet]
type = PosAdd
trigger1 = AnimElem = 4
x = 4

[State 0, ChangeAnim Hold]
type = ChangeAnim
triggerall = Time < 36
trigger1 = AnimElem = 6, 2
value = anim 
elem = 5

[State 0, Explod Blur]
type = Explod
trigger1 = AnimElem = 3
anim = 1104
ID = 1104
pos = 4,0
postype = p1
bindtime = 1
removetime = 2
sprpriority = 3
removeongethit = 1
[State 0, Explod Horn1]
type = Explod
trigger1 = Time = 16
anim = 1101
ID = 1100
pos = 33,-56
postype = p1
bindtime = 2
removetime = 2
pausemovetime = 2
sprpriority = 3
removeongethit = 1
[State 0, Explod Horn2 Stretch]
type = Explod
trigger1 = Time = 18
anim = 1102
ID = 1100
pos = 30,-58
postype = p1
bindtime = 4
removetime = 4
pausemovetime = 4
sprpriority = 3
scale = 1.5,1.25
removeongethit = 1
[State 0, Explod Horn2]
type = Explod
trigger1 = Time = 22
anim = 1102
ID = 1100
pos = 30,-58
postype = p1
bindtime = 24
removetime = 24
pausemovetime = 24
sprpriority = 3
removeongethit = 1
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = Time >= 36
trigger1 = AnimElem = 6
id = 1100
[State 0, Explod Horn3]
type = Explod
triggerall = Time >= 36
trigger1 = AnimElem = 6
anim = 1103
ID = 1100
pos = 30,-58
postype = p1
bindtime = 666
removetime = -2
pausemovetime = 666
sprpriority = 3
removeongethit = 1
[State 0, Explod Note 1]
type = Explod
trigger1 = Time = 17
anim = 1130+((2+GameTime)%14)
ID = 1130
pos = 38,-57
facing = facing
accel = -0.5,0.25
vel = 8+random%4,-4-random%1
postype = p1
removetime = 16
sprpriority = 3
[State 0, Explod Note 2]
type = Explod
trigger1 = Time = 16
anim = 1130+((4+GameTime)%14)
ID = 1130
pos = 38,-57
facing = facing
accel = -0.55,0
vel = 9+random%4,1-random%2
postype = p1
removetime = 16
sprpriority = 3
[State 0, Explod Note 3]
type = Explod
trigger1 = Time = 17
anim = 1130+((6+GameTime)%14)
ID = 1130
pos = 38,-57
facing = facing
accel = -0.5,-0.25
vel = 8+random%4,4+random%1
postype = p1
removetime = 16
sprpriority = 3

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3, 2
name = "Airbox"
ID = 1105
stateno = 1105
pos = 0,0
postype = p1

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

;---------------------------------------------------------------------------
; H - Airbox
[Statedef 1105]
type    = A
movetype= A
physics = N
movehitpersist = 1
hitdefpersist = 1
ctrl = 0
anim = 666

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1105
value = 1105

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT
time = 666
[State 0, HitOverride]
type = HitOverride
trigger1 = 1 
attr = SCA,NP,SP,HP
stateno = 1105
time = 666

[State 0, HitDef]
type = HitDef
triggerall = !Parent,Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(80*Parent,FVar(11)),19
pausetime = 0,12
guard.pausetime = 0,6
sparkno = s8010
guard.sparkno = s8105
sparkxy = -24,-68
hitsound = S7,4
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 14
guard.hittime = 14
air.hittime = 24
yaccel = 0.5
air.fall = 1
fall.recover = 0
ground.velocity = -8,0
guard.velocity = -2
air.velocity = -6,-2.5
getpower = 72,36
givepower = 18,9

[State 0, HitDef]
type = HitDef
triggerall = Parent,Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(80*Parent,FVar(11)),19
pausetime = 0,15
guard.pausetime = 0,6
sparkno = s8010
guard.sparkno = s8105
sparkxy = -24,-68
hitsound = S7,4
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 14
guard.hittime = 14
air.hittime = 24
yaccel = 0.5
air.fall = 1
fall.recover = 0
ground.velocity = -12,-3
guard.velocity = -2
air.velocity = -12,-2.5
getpower = 128,64
givepower = 32,16
p2stateno = 960

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = MoveContact && !MoveReversed
trigger1 = Parent,StateNo = 1100
v = 5
value = 1

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

;---------------------------------------------------------------------------
; Ninjakiller
[Statedef 1110]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1110
velset = 0,0
poweradd = 56
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !Time && Var(15)
v = 5
value = 0

[State 0, Snd Swing]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 21
value = S0,3
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
trigger3 = AnimElem = 23
value = S1110,0
channel = 2
[State 0, Snd Ninja]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
trigger3 = AnimElem = 22
value = S1110,1
channel = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 21
x = 4
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.9
[State 0, VelMul]
type = VelMul
trigger1 = AnimElemNo(0) >= 24
x = 0.9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3, 1
trigger2 = AnimElem = 12, 1
trigger3 = AnimElem = 21, 1
anim = 1111
ID = 1111
pos = 56,-72
postype = p1
bindtime = 4
scale = 0.5,0.75
removetime = -2
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = AnimElem = 14
trigger2 = AnimElem = 23

[State 0, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemNo(0) = 5
trigger2 = AnimElemNo(0) = 14
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil((64/(UniqHitCount+1))*FVar(11)),12
pausetime = 3,4+(1*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -64+Floor(P2Dist X*0.5),-68
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 20
guard.hittime = 20
air.hittime = 22
yaccel = 0.4
air.fall = 1
fall.recover = 0
ground.velocity = -6
guard.velocity = -6
air.velocity = -2.75,-3.25
getpower = Floor(128/(UniqHitCount+2)),Floor(64/(UniqHitCount+2))
givepower = Floor(32/(UniqHitCount+2)),Floor(16/(UniqHitCount+2))

[State 0, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemNo(0) = 23
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil((64/(UniqHitCount+1))*FVar(11)),12
pausetime = 3,4+(1*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -64+Floor(P2Dist X*0.5),-68
hitsound = S1,7
guardsound = S2,1
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 20
guard.hittime = 20
air.hittime = 22
yaccel = 0.4
fall = 1
fall.recover = 0
ground.velocity = -4,-4
guard.velocity = -6
air.velocity = -3,-3
getpower = Floor(128/(UniqHitCount+2)),Floor(64/(UniqHitCount+2))
givepower = Floor(32/(UniqHitCount+2)),Floor(16/(UniqHitCount+2))

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1102 && Time = 48
movetype = I

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gyro
[Statedef 1120]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1120
velset = 0,0
poweradd = 56
sprpriority = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1120 && AnimElem = 3
statetype = A
movetype = A

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1121
triggerall = Time >= 16
trigger1 = P2BodyDist X < 32 && P2Dist Y > -24
value = 1121

[State 0, VelSet]
type = VelSet
trigger1 = Anim = 1120 && AnimElem = 3 
x = 8
y = -4
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1120 && AnimElemNo(0) >= 3
y = 0.3

[State 0, VelSet]
type = VelSet
trigger1 = Anim = 1121 && AnimElem = 1, 1 
x = 2
y = -0.5
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1121
y = 0.25

[State 0, Snd Leap]
type = PlaySnd
trigger1 = Anim = 1120 && AnimElem = 3
value = S5,0
[State 0, PlaySnd]
type = PlaySnd
triggerall = Anim = 1120
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
value = S6,2
channel = 1+AnimElemNo(0)%2
[State 0, Snd Swing]
type = PlaySnd
trigger1 = Anim = 1121 && AnimElem = 1, 1
value = S0, 4
[State 0, Snd Voice]
type = PlaySnd
trigger1 = Time = 0
value = S1120,0
channel = 0

[State 0, Explod]
type = Explod
trigger1 = Anim = 1121 && AnimElem = 1, 1
anim = 1122
ID = 1122
pos = 0,0
postype = p1
bindtime = 2
removetime = 2
pausemovetime = 666
sprpriority = 4
removeongethit = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = Anim = 1120 && AnimElem = 3
time = 2
length = 8
palcolor = 256
palbright = 30,30,30
palcontrast = 160,160,220
paladd = 20,20,10
palmul = .9,.9,.8
timegap = 4
framegap = 4
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = Anim = 1120
time = 2

[State 0, HitDef]
type = HitDef
triggerall = !Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = heavy
priority = 7,Hit
damage = Ceil(96*FVar(11)),18
pausetime = 11,12
sparkno = s8010
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,3
guardsound = S2,1 
ground.type = Low
ground.slidetime = 21
ground.hittime = 21
guard.slidetime = 14
guard.hittime = 14
air.hittime = 21
yaccel = 0.5
air.fall = 1
fall.recover = 0
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-2
getpower = 128,64
givepower = 32,16

[State 0, HitDef]
type = HitDef
triggerall = Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = heavy
priority = 7,Hit
damage = Ceil(96*FVar(11)),18
pausetime = 11,15
sparkno = s8010
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,4
guardsound = S2,1 
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 14
guard.hittime = 14
air.hittime = 24
yaccel = 0.5
air.fall = 1
fall.recover = 0
ground.velocity = -16,-2
guard.velocity = -6
air.velocity = -16,-2
getpower = 128,64
givepower = 32,16
p2stateno = 960

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y >= 0
trigger1 = Time >= 8
trigger2 = Pos Y + Vel Y >= -8
trigger2 = MoveContact
value = 1121
ctrl = 0

;---------------------------------------------------------------------------
; Gyro EX
[Statedef 1150]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1150
velset = 0,0
poweradd = -1000 ;-500
sprpriority = 2

[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6001
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6000
ID = 6000
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
[State 0, PlaySnd EX]
type = PlaySnd
trigger1 = !Time
value = S4,1000
channel = 2
[State 0, Helper]
type = Helper
trigger1 = !Time
name = "EXori"
ID = 1999
stateno = 1999
pos = 0,0
postype = p1
ownpal = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1150 && AnimElem = 3
statetype = A
movetype = A

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1121
trigger1 = Time >= 36
trigger1 = P2BodyDist X < 32 && P2Dist Y > -24
trigger2 = Time >= 36
trigger2 = MoveHit
trigger3 = MoveGuarded
value = 1121

[State 0, VelSet]
type = VelSet
trigger1 = Anim = 1150 && AnimElem = 3 
x = 10
y = -5
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1150 && AnimElemNo(0) >= 3
y = 0.3

[State 0, VelSet]
type = VelSet
trigger1 = Anim = 1121 && AnimElem = 1, 1 
x = 2
y = -0.5
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1121
y = 0.25

[State 0, Snd Leap]
type = PlaySnd
trigger1 = Anim = 1150 && AnimElem = 3
value = S5,0
[State 0, PlaySnd]
type = PlaySnd
triggerall = Anim = 1150
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
value = S6,2
channel = 1+AnimElemNo(0)%2
[State 0, Snd Swing]
type = PlaySnd
trigger1 = Anim = 1121 && AnimElem = 1, 1
value = S0, 4
[State 0, Snd Voice]
type = PlaySnd
trigger1 = Time = 0
value = S1150,random%2
channel = 0

[State 0, Explod]
type = Explod
trigger1 = Anim = 1121 && AnimElem = 1, 1
anim = 1122
ID = 1122
pos = 0,0
postype = p1
bindtime = 2
removetime = 2
pausemovetime = 666
sprpriority = 4
removeongethit = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = Anim = 1150 && AnimElem = 3
time = 2
length = 8
palcolor = 256
palbright = 30,30,30
palcontrast = 160,160,220
paladd = 20,20,10
palmul = .9,.9,.8
timegap = 4
framegap = 4
[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = Anim = 1150
time = 2

[State 0, HitDef]
type = HitDef
trigger1 = Anim = 1150 && AnimElem = 4
trigger2 = Anim = 1150 && AnimElem = 5
trigger3 = Anim = 1150 && AnimElem = 6
trigger4 = Anim = 1150 && AnimElem = 7
attr = A,SA
hitflag = MAF
guardflag = M
animtype = heavy
priority = 7,Hit
damage = Ceil(12*FVar(12)),2
pausetime = 3,4
sparkno = s8005
guard.sparkno = s8105
sparkxy = -56+random%16+Floor(P2Dist X*0.75),-48-random%32+Floor(P2Dist Y*0.5)
hitsound = S1,3
guardsound = S2,1 
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 14
guard.hittime = 14
air.hittime = 24
yaccel = 0.5
air.fall = 1
fall.recover = 0
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
getpower = 0,0
givepower = 8,4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, HitDef]
type = HitDef
trigger1 = Anim = 1121 && AnimElem = 2
attr = A,SA
hitflag = MAF
guardflag = M
animtype = heavy
priority = 7,Hit
damage = Ceil(32*FVar(12)),6
pausetime = 11,12
sparkno = s8010
guard.sparkno = s8110
sparkxy = -56+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,4
guardsound = S2,1 
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 14
guard.hittime = 14
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -2.5,-6
guard.velocity = -6
air.velocity = -2.5,-3
getpower = 0,0
givepower = 32,16
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y >= 0
trigger1 = Time >= 8
trigger2 = Pos Y + Vel Y >= -8
trigger2 = MoveContact
value = 1121
ctrl = 0

;---------------------------------------------------------------------------
; Gyro Land
[Statedef 1121]
type    = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 47
movehitpersist = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, Snd]
type = PlaySnd
trigger1 = Time = 0
value = S5,1
;channel = 0

[State 52, 5]
type = ChangeState
trigger1 = Time = 6
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Upperkick
[Statedef 1200]
type    = S
movetype= I
physics = N
ctrl = 0
;anim = 1200
poweradd = 56
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = cond(command != "a",cond(command = "b",1,2),0)
[State 0, VarSet]
type = VarSet
trigger1 = Var(15) && !Time
v = 5
value = 2

[State 0, Helper]
type = Helper
trigger1 = !Time
name = "Fadeori"
ID = 1210
stateno = 1210
pos = 0,0
postype = p1
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = 1200
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1200
trigger1 = Time = 1+Var(5)*4
value = 1201
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 1+Var(5)*4
statetype = A
movetype = A

[State 0, Snd Leap]
type = PlaySnd
trigger1 = Time = 1+Var(5)*4
value = S5,0
[State 0, Snd Swing]
type = PlaySnd
trigger1 = Time = 1+Var(5)*4
value = S0,4
[State 0, Snd Laugh]
type = PlaySnd
trigger1 = Time = 2+Var(5)*4
value = S1200,0
channel = 0

[State 0, VelSet]
type = VelSet
trigger1 = Anim = 1200 
x = 8
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = Time = 1+Var(5)*4
x = 1.25+(Var(5)*0.5)
y = -5
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1201
y = 0.4

[State 0, PalFX]
type = PalFX
trigger1 = Anim = 1200
time = 1
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(11)),19
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,3
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -1.5,-8.25-(Var(9))
guard.velocity = -6
air.velocity = -4.5,-6 
getpower = 72,36
givepower = 18,9

[State 0, NotHitBy]
type = NotHitBy
triggerall = Anim = 1201
trigger1 = AnimElem = 1
value = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = Anim = 1201
trigger1 = Pos Y + Vel Y > 0
value = 1201

;---------------------------------------------------------------------------
; Upperkick Land
[Statedef 1201]
type    = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 1202
movehitpersist = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, Snd]
type = PlaySnd
trigger1 = Time = 0
value = S5,1
;channel = 0

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; H - FadeImage
[Statedef 1210]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 666

[State 0, NotHitBy]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 666

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = Root,Anim
elem = Root,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Anim
elem = AnimElemNo(0)

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(Time*16),Time*16

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 16

;---------------------------------------------------------------------------
; Upperkick EX
[Statedef 1250]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 666
velset = 0,0
poweradd = -1000 ;-500

[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6001
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6000
ID = 6000
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
[State 0, PlaySnd EX]
type = PlaySnd
trigger1 = !Time
value = S4,1000
channel = 2
[State 0, Helper]
type = Helper
trigger1 = !Time
name = "EXori"
ID = 1999
stateno = 1999
pos = 0,0
postype = p1
ownpal = 1

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = random%5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 24 
value = 1250

[State 0, Explod]
type = Explod
trigger1 = Time = 1
trigger2 = Time = 24
anim = 1255+Var(5)
ID = 1255
pos = 0,0
removetime = -2
scale = 1.5,1.5
sprpriority = 6
ownpal = 1

[State 0, Snd Teleport]
type = PlaySnd
trigger1 = Time = 1
trigger2 = Time = 24
value = S1250,Var(5)
;channel = -1
[State 0, Snd Leap]
type = PlaySnd
trigger1 = Time = 23
value = S5,0
[State 0, Snd Swing]
type = PlaySnd
trigger1 = Time = 23
value = S0,4
[State 0, Snd Laugh]
type = PlaySnd
trigger1 = Time = 26
value = S1251,0
channel = 0

[State 0, PosSet]
type = PosSet
triggerall = P2Dist X < 72
trigger1 = Time = 23
x = EnemyNear,Pos X + 32*Facing
[State 0, PosSet]
type = PosSet
triggerall = P2Dist X >= 72
trigger1 = Time = 23
x = EnemyNear,Pos X + -32*Facing

[State 0, Turn]
type = Turn
triggerall = Time = 23
trigger1 = P2Dist X < 0

[State 0, Width]
type = Width
trigger1 = Time = 23
edge = 0,0
player = 40,0

[State 0, VelSet]
type = VelSet
trigger1 = Time = 24
x = 1.25
y = -5
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1250
y = 0.4

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(12)),19
pausetime = 11,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,3
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -2,-8.25-(Var(9))
guard.velocity = -6
air.velocity = -4.5,-6 
getpower = 0,0
givepower = 18,9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 22
movetype = A
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = Anim = 1250
trigger1 = Pos Y + Vel Y > 0
value = 1201

;---------------------------------------------------------------------------
; DEMONCRADLE 1
[Statedef 1300]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1300
velset = 0,0
poweradd = 56
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = cond(command != "x",cond(command = "y",1,2),0)
[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 6
value = 1

[State 0, Snd Swing]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,4
channel = 1
[State 0, Snd Leap]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(40*FVar(11)),8
pausetime = 7,8
sparkno = s8010
guard.sparkno = s8105
sparkxy = -40+Floor(P2Dist X*0.75),-52
hitsound = S1,1
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -1,-8
guard.velocity = -6
air.velocity = -0.5,-6 
getpower = 72,36
givepower = 18,9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3, 1
anim = 8250
ID = 8250
pos = -4-(Var(5)*4),0
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NP,SP,HP
time = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = Var(8) = 1
v = 6
value = 1
ignorehitpause = 1

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

;---------------------------------------------------------------------------
; DEMONCRADLE 2
[Statedef 1301]
type    = A
movetype= A
physics = N
anim = 1301+Var(5)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Anim = [1301,1303]
trigger2 = Anim = 1305 && AnimElemNo(0) <= 3
value = 350-Var(5)*10
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Time = [18,28]
trigger1 = Anim = 1301
value = 350+(Time-18)
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 1301
value = 1304
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = [1302,1303]
value = 1305
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1305
trigger1 = AnimTime = 0
value = 41
elem = 6

[State 0, VelSet]
type = VelSet
trigger1 = !Time
x = 1+Var(5)*1.25
y = -8+Var(5)*1.25
[State 0, VelAdd]
type = VelAdd
trigger1 = Time < 28
y = 0.3-(Var(5)*0.05)
[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 28
y = 0.5
[State 0, VelMul]
type = VelMul
trigger1 = Time >= 28
x = 0.95

[State 0, Snd Swing]
type = PlaySnd
trigger1 = GameTime%4 = 3
trigger1 = Time <= 28
value = S0,0
channel = 2
ignorehitpause = 1
[State 0, Snd Voice]
type = PlaySnd
trigger1 = !Time
value = S1300,Random%7
channel = 0

[State 0, HitDef]
type = HitDef
trigger1 = Time%3 = 0 && Time < 27
trigger2 = Time = 27
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Diagup
priority = 9,Hit
damage = Ceil(40*FVar(10)/Var(6)),Ceil(8/Var(6))
pausetime = ifelse(Time<27,2,7),ifelse(Time<27,2,8)
sparkno = s8010
guard.sparkno = s8105
sparkxy = -16+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,ifelse(Time<27,3,1)
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
p2facing = 1
ground.velocity = ifelse(Time<27,-Vel X,-2-Var(5)),ifelse(Time<27,Vel Y*1.5,-5+Var(5))
guard.velocity = -6
air.velocity = ifelse(Time<27,-Vel X,-2-Var(5)),ifelse(Time<27,Vel Y*1.5,-4.5+Var(5))
getpower = Floor(48/Var(6)),Floor(24/Var(6))
givepower = Floor(16/Var(6)),Floor(10/Var(6))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8
airguard.cornerpush.veloff = -8

[State 0, TargetBind]
type = TargetBind
triggerall = MoveHit && !MoveReversed
triggerall = Time < 27
trigger1 = NumTarget = 1
trigger1 = Time%12 = [0,2]
time = 1
pos = 16+(Var(5)*8),-32+(Var(5)*2)
[State 0, TargetBind]
type = TargetBind
triggerall = MoveHit && !MoveReversed
triggerall = Time < 27
trigger1 = NumTarget = 1
trigger1 = Time%12 = [3,5]
time = 1
pos = 32+(Var(5)*8),-40+(Var(5)*4)
[State 0, TargetBind]
type = TargetBind
triggerall = MoveHit && !MoveReversed
triggerall = Time < 27
trigger1 = NumTarget = 1
trigger1 = Time%12 = [6,8]
time = 1
pos = 16+(Var(5)*8),-48-(Var(5)*2)
[State 0, TargetBind]
type = TargetBind
triggerall = MoveHit && !MoveReversed
triggerall = Time < 27
trigger1 = NumTarget = 1
trigger1 = Time%12 = [9,11]
time = 1
pos = 0+(Var(5)*8),-40-(Var(5)*4)

[State 0, SprPriority]
type = SprPriority
trigger1 = MoveHit && !MoveReversed
value = Cond(Time < 27 && Time%12 <= 5,-2,2)
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = Time = 1
name = "Firespin"
ID = 1310
stateno = 1310
pos = 0,0
postype = p1
ownpal = 1

[State 0, Offset]
type = Offset
triggerall = Pos Y + Vel Y <= 0
trigger1 = Anim = [1301,1305]
y = -65
ignorehitpause = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = MoveHit && !MoveReversed
value = 0
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = Var(8) = 1
v = 6
value = 1
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 28
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = Time > 1
trigger1 = Pos Y + Vel Y > 0
value = 1302

;---------------------------------------------------------------------------
; DEMONCRADLE Land
[Statedef 1302]
type    = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 1306
movehitpersist = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, Snd]
type = PlaySnd
trigger1 = Time = 0
value = S5,1
;channel = 0

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; H - Firespin
[Statedef 1310]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 4
anim = 666

[State 0, BindToParent]
type = BindToParent
trigger1 = !Time
time = 64
pos = 0,-65

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = 1310

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElemNo(0)%2 = 0
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElemNo(0)%2 = 1
value = -2

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Parent,MoveHit
trigger1 = Parent,Time < 20
trigger1 = AnimElem = 5
value = 1310
elem = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Parent,StateNo = 1301
value = 350-Parent,Var(5)*10
scale = 0.7,0.8
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0 && Anim = 1310
trigger2 = Parent,StateNo != 1301
ignorehitpause = 1

;---------------------------------------------------------------------------
; DEMONCRADLE EX 1
[Statedef 1350]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1350
velset = 0,0
poweradd = -1000 ;-500
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = 1
[State 0, VarSet]
type = VarAdd
trigger1 = Time = [1,3]
v = 5
value = 1
[State 0, Helper]
type = Helper
trigger1 = Time <= 3
name = "DEMONCRADLE KID"
ID = 1360
stateno = 1360
pos = (Var(5)*8),0
postype = p1
ownpal = 1
[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 6
value = 1

[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6001
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
[State 0, Explod EX B]
type = Explod
trigger1 = !Time
anim = 6000
ID = 6000
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
[State 0, PlaySnd EX]
type = PlaySnd
trigger1 = !Time
value = S4,1000
channel = 3
[State 0, Helper]
type = Helper
trigger1 = !Time
name = "EXori"
ID = 1999
stateno = 1999
pos = 0,0
postype = p1
ownpal = 1

[State 0, Snd Swing]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,4
channel = 1
[State 0, Snd Leap]
type = PlaySnd
trigger1 = AnimElem = 4
value = S5,0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(24*FVar(12)),9
pausetime = 0,0
sparkno = s8010
guard.sparkno = s8105
sparkxy = -40+Floor(P2Dist X*0.75),-52
hitsound = S1,1
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -1,-8
guard.velocity = -6
air.velocity = -0.5,-6 
getpower = 0,0
;givepower = 18,9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4, 1
anim = 8250
ID = 8250
pos = -4,0
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NP,SP,HP
time = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = Var(8) = 1
v = 6
value = 1
ignorehitpause = 1

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1351

;---------------------------------------------------------------------------
; DEMONCRADLE EX 2
[Statedef 1351]
type    = A
movetype= A
physics = N
sprpriority = 2
anim = 1351

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 1351
value = 1352

[State 0, VelSet]
type = VelSet
trigger1 = !Time
y = -6
[State 0, VelAdd]
type = VelAdd
trigger1 = Time < 28
y = 0.25
[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 28
y = 0.5

[State 0, Snd Swing]
type = PlaySnd
trigger1 = GameTime%4 = 3
trigger1 = Time <= 28
value = S0,0
channel = 2
ignorehitpause = 1
[State 0, Snd Voice]
type = PlaySnd
trigger1 = !Time
value = S1300,Random%7
channel = 0

[State 0, Explod Firespin F]
type = Explod
trigger1 = !Time
anim = 1310
ID = 1310
pos = 0,-70
postype = p1
bindtime = 666
removetime = -2
scale = 0.5,0.75
sprpriority = 4
ownpal = 1
removeongethit = 1
[State 0, Explod Firespin B]
type = Explod
trigger1 = !Time
anim = 1311
ID = 1311
pos = 0,-70
postype = p1
bindtime = 666
removetime = -2
scale = 0.5,0.75
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, HitDef]
type = HitDef
trigger1 = Time%3 = 0 && Time < 20
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Diagup
priority = 9,Hit
damage = Ceil(16*FVar(12)/Var(6)),Ceil(3/Var(6))
pausetime = 0,1
sparkno = s8000
guard.sparkno = s8105
sparkxy = -16+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,0
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
p2facing = 1
ground.velocity = -1,-8
guard.velocity = -6
air.velocity = -4,-5
getpower = 0,0
;givepower = Floor(16/Var(6)),Floor(10/Var(6))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = MoveHit && !MoveReversed
value = 0
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = MoveHit = 1
v = 6
value = 1
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 21
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = Time > 1
trigger1 = Pos Y + Vel Y > 0
value = 1302

;---------------------------------------------------------------------------
; H - DC EX C 1
[Statedef 1360]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 666
velset = 0,0
;poweradd = -500
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 1
trigger1 = Time < 6 + (Var(5)*2)
value = 1355
elem = 2

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = Parent,Var(5)
[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 6
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = GameTime%3 = Var(5)%2 
flag = invisible

[State 0, Snd Swing]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,4
channel = 1
[State 0, Snd Leap]
type = PlaySnd
trigger1 = AnimElem = 4
value = S5,0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 16
[State 0, PosSet]
type = VelSet
trigger1 = Time < 6
x = 0.75+(Var(5)*1.5)

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

[State 0, Trans]
type = Trans
trigger1 = Time <= 8
trans = addalpha
alpha = Time*16,256-(Time*16)

[State 52, 5]
type = ChangeState
trigger1 = Anim = 1355
trigger1 = AnimTime = 0
value = 1361

;---------------------------------------------------------------------------
; H - DC EX C 2
[Statedef 1361]
type    = A
movetype= A
physics = N
velset = 0,0
sprpriority = 2
anim = 1356

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = GameTime%3 = Var(5)%2 
flag = invisible

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 1356
value = 1357

[State 0, VelSet]
type = VelSet
trigger1 = !Time
y = -6
[State 0, VelAdd]
type = VelAdd
trigger1 = Time < 28
y = 0.25
[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 28
y = 0.5

[State 0, Snd Swing]
type = PlaySnd
trigger1 = GameTime%16 = Var(5)*3
trigger1 = Time <= 23
value = S0,0
channel = 2
ignorehitpause = 1

[State 0, Explod Firespin F]
type = Explod
trigger1 = !Time
anim = 1310
ID = 1310
pos = 0,-70
postype = p1
bindtime = 666
removetime = -2
scale = 0.5,0.75
sprpriority = 4
ownpal = 1
removeongethit = 1
[State 0, Explod Firespin B]
type = Explod
trigger1 = !Time
anim = 1311
ID = 1311
pos = 0,-70
postype = p1
bindtime = 666
removetime = -2
scale = 0.5,0.75
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 0, HitDef]
type = HitDef
trigger1 = Time%3 = 0 && Time < 20
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Diagup
priority = 9,Hit
damage = Ceil(32*Root,FVar(10)/Root,Var(6)),Ceil(8/Root,Var(6))
pausetime = 0,1
sparkno = s8000
guard.sparkno = s8105
sparkxy = -16+Floor(P2Dist X*0.75),-64+Floor(P2Dist Y*0.5)
hitsound = S1,0
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.5
fall = 1
fall.recover = 0
p2facing = 1
ground.velocity = -1,-8
guard.velocity = -6
air.velocity = -4,-5
getpower = 0,0
;givepower = Floor(16/Var(6)),Floor(10/Var(6))
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = MoveHit && !MoveReversed
value = 0
ignorehitpause = 1
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
v = 6
value = 1
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 21
movetype = I

[State 0, ChangeState]
type = DestroySelf
triggerall = Time > 1
trigger1 = Pos Y + Vel Y > 0

;--------------------------------------------
; Seether A
[Statedef 1400]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1400
facep2 = 1

[State 900, Grab Attempt]
type = HitDef
trigger1 = Var(17) = 0
attr = S, ST
hitflag = M
priority = 3, Miss
p2facing = 1
sparkno = -1
guard.sparkno = -1
p1stateno = 1410
p2stateno = 1420

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 3
value = S1400,0
channel = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9
x = 2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 3
movetype = I

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Seether S1
[Statedef 1410]
type = S
movetype = A
physics = N
anim = 1410
sprpriority = 3
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 16
value = Target,ID
[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 17
value = 1

[State 0, Width]
type = Width
trigger1 = AnimElemNo(0) = 4
edge = 0,8
[State 0, Width]
type = Width
trigger1 = AnimElemNo(0) = 5
edge = 0,16
[State 0, Width]
type = Width
trigger1 = AnimElemNo(0) = 8
edge = 0,20
[State 0, Width]
type = Width
trigger1 = AnimElemNo(0) = 9
edge = 0,32

[State 0, Snd Snatch]
type = PlaySnd
trigger1 = Time = 2
value = S5,14
[State 200, 1]
type = PlaySnd
trigger1 = Time = 24
value = S5,7;S0, 4
channel = 1
[State 0, Snd Seether]
type = PlaySnd
trigger1 = Time = 0
value = S1400,1
channel = 0

[State 0, Explod GrabSpark]
type = Explod
trigger1 = Time = 2
anim = 8155
ID = 8155
pos = 28,-80
postype = p1
removetime = -2
pausemovetime = 666
supermovetime = 666
sprpriority = 9
ontop = 1
ownpal = 1
[State 0, Explod DashDust]
type = Explod
trigger1 = AnimElem = 8
anim = 8255
ID = 8255
pos = 16,0
facing = -1
postype = p1
removetime = -2
pausemovetime = 666
supermovetime = 666
sprpriority = 9
ontop = 1
ownpal = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
time = 2
pos = 26,0
[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
time = 2
pos = 32,0
[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
time = 2
pos = 16,0
[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
time = 2
pos = 8,0
[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
time = 2
pos = -8,0

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4 
value = -1
[State 0, Turn]
type = Turn
trigger1 = AnimElem = 11

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 9
value = 1421

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Seether V1
[Statedef 1420]
type = S
movetype = H
physics = N
facep2 = 1
velset = 0,0
sprpriority = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 1420

;----------------------------------------
; Seether V2
[Statedef 1421]
type = S
movetype = H
physics = N
velset = 12,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(SelfAnimExist(100),100,20)
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = Anim != 1423
trigger1 = FrontEdgeDist < 8
value = 1423

[State 0, VelSet]
type = VelSet
trigger1 = Anim = 1423 
x = 0
y = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Anim = 1423
trigger1 = AnimTime = -3
value = -32

[State 0, EnvShake]
type = EnvShake
trigger1 = Anim = 1423 
time = 4
freq = 120
ampl = -12-(AnimTime)
phase = 120+(Time%2*120)

[State 0, ChangeState]
type = ChangeState
triggerall = Anim = 1423
trigger1 = AnimTime = 0
value = 1422

;----------------------------------------
; Seether V3
[Statedef 1422]
type = S
movetype = H
physics = N
velset = -0.75,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Anim = 5000 
flag = invisible
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time < 48
value = 5000;1421

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST
time = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = Time = [0,12] 
time = 4
freq = 120
ampl = -12+(Time)
phase = 120+(Time%2*120)

[State 0, Explod]
type = Explod
triggerall = Time < 48
trigger1 = Time%6 = [0,1]
anim = 5005
ID = 1422
pos = 0,0
postype = p1
facing = 1
bindtime = 666
removetime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = -1
ownpal = 0
removeongethit = 1
[State 0, Explod]
type = Explod
triggerall = Time < 48
trigger1 = Time%6 = 2
anim = 5000
ID = 1422
pos = 0,0
postype = p1
facing = 1
bindtime = 666
removetime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = -1
ownpal = 0
removeongethit = 1
[State 0, Explod]
type = Explod
triggerall = Time < 48
trigger1 = Time%6 = [3,4]
anim = 5005
ID = 1422
pos = 0,0
postype = p1
facing = -1
bindtime = 666
removetime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = -1
ownpal = 0
removeongethit = 1
[State 0, Explod]
type = Explod
triggerall = Time < 48
trigger1 = Time%6 = 5
anim = 5000
ID = 1422
pos = 0,0
postype = p1
facing = -1
bindtime = 666
removetime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
shadow = -1
ownpal = 0
removeongethit = 1

[State 0, VelSet]
type = VelSet
trigger1 = Time = 48
x = 0

[State 0, Turn]
type = Turn
trigger1 = !Time
trigger2 = Time = 48
trigger2 = Facing = EnemyNear,Facing

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 48
value = 1422

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Anim = 1422
trigger1 = AnimTime = 0
value = -32

[State 0, SelfState]
type = SelfState
trigger1 = Anim = 1422
trigger1 = AnimTime = 0
value = 5110

;----------------------------------------------------------------------
; H - Tornade
[Statedef 1430]
type = S
ctrl = 0
anim = 666
sprpriority = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = Time%3 = 0
time = 1
add = 64,32,0
mul = 384,256,200
sinadd = 32,16,64,5
invertall = 0
color = 256

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 1430

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = ifelse(AnimElemNo(0)=2||AnimElemNo(0)=5,3,-1)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 0.03*(PlayerID(Root,Var(16)),const(size.ground.front)+PlayerID(Root,Var(16)),const(size.ground.back)),0.015*PlayerID(Root,Var(16)),const(size.height)

[State 0, PosSet]
type = PosSet
trigger1 = PlayerID(Root,Var(16)),StateNo = 1422
x = PlayerID(Root,Var(16)),Pos X
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = PlayerID(Root,Var(16)),StateNo != 1422
trigger2 = PlayerID(Root,Var(16)),Anim != 5000

;--------------------------------------------
; Seether EX
[Statedef 1450]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1450
poweradd = -1000 ;-500
facep2 = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 5
value = Time

[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6001
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
[State 0, Explod EX B]
type = Explod
trigger1 = !Time
anim = 6000
ID = 6000
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
[State 0, PlaySnd EX]
type = PlaySnd
trigger1 = !Time
value = S4,1000
channel = 2
[State 0, Helper]
type = Helper
trigger1 = !Time
name = "EXori"
ID = 1999
stateno = 1999
pos = 0,0
postype = p1
ownpal = 1

[State 0, PlaySnd Voice]
type = PlaySnd
trigger1 = Time = 0
value = S1450,0
channel = 0
[State 0, PlaySnd Swing]
type = PlaySnd
trigger1 = Time = 14
value = S0,3
channel = 1

[State 0, Explod Arm 1]
type = Explod
trigger1 = Time = 14
anim = 1451
ID = 1451
pos = 2,24
postype = p1
bindtime = 666
removetime = -2
scale = 1,1
sprpriority = 4
removeongethit = 1
[State 0, Explod Arm 2]
type = Explod
trigger1 = Time = 17
anim = 1452
ID = 1451
pos = 2,24
postype = p1
bindtime = 666
removetime = -2
scale = 1,1
sprpriority = 4
removeongethit = 1
[State 0, Explod Arm 3]
type = Explod
trigger1 = Time = 22
anim = 1453
ID = 1451
pos = 2,24
postype = p1
bindtime = 666
removetime = -2
scale = 1,1
sprpriority = 4
removeongethit = 1

[State 900, Grab Attempt Close]
type = HitDef
trigger1 = Var(19) = 0
trigger1 = Time = [16,17]
damage = Ceil(16*FVar(12)),0
attr = S, ST
hitflag = M
priority = 3, Miss
p2facing = 1
sparkno = -1
guard.sparkno = -1
p1stateno = 1460
p2stateno = 1470
getpower = 0,0

[State 900, Grab Attempt Long]
type = HitDef
triggerall = EnemyNear,StateType != A
triggerall = !MoveContact
trigger1 = Var(19) = 0
trigger1 = Time >= 18
attr = S, ST
hitflag = M
guardflag = M
guard.pausetime = 0,8+(2*Var(9))
guardsound = S2,0 
priority = 3, Miss
p2facing = 1
sparkxy = 0,-60
sparkno = -1
guard.sparkno = s8100
guard.slidetime = 8
guard.hittime = 8
p1stateno = 1460
p2stateno = 1470
getpower = 0,0

[State 0, HitDef AntiAir]
type = HitDef
triggerall = EnemyNear,StateType = A
triggerall = !MoveContact
trigger1 = Var(19) = 0
trigger1 = Time >= 18
attr = S,SA
hitflag = AF
guardflag = M
animtype = medium
priority = 5,Hit
damage = Ceil(32*FVar(10)),8
pausetime = 0,8+(2*Var(9))
sparkno = s8010
guard.sparkno = s8100
sparkxy = -56+Floor(P2Dist X*0.75),-60
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.slidetime = 18
guard.hittime = 18
air.hittime = 20
yaccel = 0.5
air.fall = Var(9)
fall.recover = !Var(9)
ground.velocity = -4
guard.velocity = -4
air.velocity = -2.5,-2.5 
getpower = 0,0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 24
movetype = I

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Seether EX S1
[Statedef 1460]
type = S
movetype = A
physics = N
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 19
value = 1

[State 0, Width]
type = Width
trigger1 = AnimElemNo(0) = 4
edge = 120,0
[State 0, Width]
type = Width
trigger1 = AnimElemNo(0) = 5
edge = 64,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 1454
elem = ifelse(Var(5)<=16,5,4)

[State 0, Snd Snatch]
type = PlaySnd
trigger1 = Time = 1
value = S5,14

[State 0, Explod Arm 3]
type = Explod
trigger1 = AnimElem = 5
anim = 1453
ID = 1451
pos = 2,24
postype = p1
bindtime = 666
removetime = -2
scale = 1,1
sprpriority = 4
shadow = -1
removeongethit = 1
[State 0, Explod GrabSpark]
type = Explod
trigger1 = !Time
anim = 8155
ID = 8155
pos = 0,-72
postype = p2
removetime = -2
pausemovetime = 666
supermovetime = 666
sprpriority = 9
ontop = 1
ownpal = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4, 2
trigger1 = Var(5)>16
time = 1
pos = 90,0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
trigger1 = Var(5)<=16
time = 1
pos = 52,0

[State 0, TargetState]
type = TargetState
trigger1 = !Time
value = 1470
[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 4, 3
trigger1 = Var(5)>16
trigger2 = Time = 8
trigger2 = Var(5)<=16
value = 1471

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = AnimElem = 4, 3
trigger1 = Var(5)>16
trigger2 = Time = 8
trigger2 = Var(5)<=16
x = ifelse(Var(5)<=16,3,12)

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

;----------------------------------------------------------------------
; Seether EX V1
[Statedef 1470]
type = S
movetype = H
physics = N
facep2 = 1
velset = 0,0
sprpriority = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5001
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5001 && AnimTime = 0
value = 5006

;----------------------------------------------------------------------
; Seether EX V2
[Statedef 1471]
type = S
movetype = H
physics = N
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 5006
trigger1 = Time < 12
value = 5006
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5300)
trigger1 = Time = 12
value = 5300

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.8

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 8

[State 0, SelfState]
type = SelfState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Supercrush!
[Statedef 1500]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 666
poweradd = 56
velset = 0,0
sprpriority = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 6
value = 1500

[State 0, PalFX]
type = PalFX
trigger1 = Time = [1,2]
trigger2 = Anim = 1500
trigger2 = AnimTime > -2
time = 1
add = -255+(GameTime%2)*255,-255+(GameTime%2)*255,-255+(GameTime%2)*255
invertall = GameTime%2
;color = (GameTime%2)*255
[State 0, Offset]
type = Offset
trigger1 = Time <= 6
trigger2 = Anim = 1500
trigger2 = AnimTime > -6
y = -2+random%5

[State 0, Explod TF1]
type = Explod
trigger1 = Time = 0
anim = 1501
ID = 1501
pos = 0,0
postype = p1
bindtime = 666
removetime = -2
sprpriority = 9
removeongethit = 1
[State 0, Explod TF2]
type = Explod
trigger1 = Time = 0
anim = 1502
ID = 1502
pos = 0,0
postype = p1
bindtime = 666
removetime = -2
scale = 0.475,0.475
sprpriority = 3
shadow = -1
removeongethit = 1
[State 0, Explod Overlay]
type = Explod
trigger1 = Anim = 1500
trigger1 = AnimElem = 2
anim = 1506
ID = 1506
pos = 0,0
postype = p1
bindtime = 666
removetime = -2
sprpriority = 5
scale = 0.475,0.475
removeongethit = 1
[State 0, Explod Spinny]
type = Explod
trigger1 = AnimElem = 10
anim = 1505
ID = 1505
pos = 0,0
postype = p1
bindtime = 666
removetime = 1
scale = 0.475,0.475
sprpriority = 1
removeongethit = 1
[State 0, Explod Spinny]
type = Explod
trigger1 = AnimElem = 10
anim = 8200
ID = 8200
pos = 96,0
postype = p1
bindtime = 666
removetime = -2
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = AnimTime < 0
value = 0
scale = 0.475,0.475
ignorehitpause = 1

[State 0, PlaySnd TF]
type = PlaySnd
trigger1 = Time = 1
trigger2 = Anim = 1500
trigger2 = AnimTime = -3
value = S1500,0
[State 0, PlaySnd Swing]
type = PlaySnd
trigger1 = AnimElem = 8
value = S0,4
[State 0, PlaySnd AoF]
type = PlaySnd
trigger1 = AnimElem = 10
value = S1,8

[State 0, VelSet]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
x = 8
[State 0, VelSet]
type = PosAdd
trigger1 = AnimElem = 8
x = 4

[State 0, EnvShake]
type = EnvShake
trigger1 = Time = [28,36]
time = 2
ampl = -16+((Time-28)*2)
phase = ifelse(Time%2=0,90,270)

[State 0, Helper]
type = Helper
trigger1 = Anim = 1500
trigger1 = AnimElem = 2
name = "Supercrush Weapon"
ID = 1510
stateno = 1510
pos = -27,-53
postype = p1

[State 0, HitDef]
type = HitDef
triggerall = !Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = H
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(11)),19
pausetime = 12,12+(3*Var(9))
sparkno = s8300 ;s8010
guard.sparkno = s8105
sparkxy = -80+Floor(P2Dist X*0.75),-32+Floor(P2Dist Y*0.5)
hitsound = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.6
air.fall = 1
fall.recover = 0
ground.velocity = -7+(Var(9));,-8.50-(Var(9))
guard.velocity = -6
air.velocity = -4.5,-8
getpower = 72,36
givepower = 18,9

[State 0, HitDef]
type = HitDef
triggerall = Var(9) || EnemyNear,StateType = A
trigger1 = !MoveContact && !MoveReversed
attr = S,SA
hitflag = MAF
guardflag = H
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(11)),19
pausetime = 12,12+(3*Var(9))
sparkno = s8300 ;s8010
guard.sparkno = s8105
sparkxy = -80+Floor(P2Dist X*0.75),-32+Floor(P2Dist Y*0.5)
hitsound = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.6
fall = 1
fall.recover = 0
ground.velocity = -1,15
guard.velocity = -6
air.velocity = -1,15
getpower = 72,36
givepower = 18,9
p2stateno = 980

[State 0, CtrlSet]
type = ChangeState
triggerall = Var(10) = StateNo
;triggerall = AnimTime >= -16
trigger1 = command = "up" || command = "holdup"
value = 40

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = A

[State 0, SelfState]
type = ChangeState
triggerall = Anim = 1500
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; H - Lampshade
[Statedef 1510]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 666
sprpriority = 3

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = Time <= 8
fv = 5
value = 0.2 + (Time * 0.1)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 1510+Var(5)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,AnimElem = 10
value = 1550+Var(5)

[State 0, SprPriority]
type = SprPriority
trigger1 = Parent,AnimElem = 10
value = 1

[State 0, Offset]
type = Offset
trigger1 = Parent,AnimElemNo(0) = 10
x = -2+random%5
y = -2+random%5
ignorehitpause = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Var(5) = 0
scale = 0.95*FVar(5),0.95
[State 0, AngleSet]
type = AngleSet
trigger1 = !Time
value = 285
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 3
value = 270
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 4
value = 245
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 5
value = 230
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 6
value = 225
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 7
value = 190
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 8
value = 155
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 9
value = 135
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 10
value = 357
[State 0, AngleSet]
type = AngleSet
trigger1 = Parent,AnimElem = 11
value = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 2
time = 1
pos = -27,-58
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 3
time = 1
pos = -25,-57
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 4
time = 1
pos = -29,-63
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 5
time = 1
pos = -37,-59
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 6
time = 1
pos = -31,-59
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 7
time = 1
pos = -30,-68
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 8
time = 1
pos = -33,-100
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 9
time = 1
pos = -21,-109
[State 0, BindToParent]
type = BindToParent
trigger1 = Parent,AnimElemNo(0) = 10
time = 1
pos = 70,-13
[State 0, PosAdd]
type = PosSet
trigger1 = Parent,AnimElemNo(0) = 11
y = -9

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Parent,StateNo != 1500
ignorehitpause = 1


;---------------------------------------------------------------------------
; Double!
[Statedef 1600]
type    = U
movetype= I
physics = N
ctrl = 0
poweradd = 56
velset = 0,0
sprpriority = 1

[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 2
value = 4
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 3
value = 8
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 4
value = 11
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 5
value = 14
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 6
value = 16
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 7
value = 18
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 8
value = 19
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 11
value = 310
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 12
value = 260
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 13
value = 220
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 14
value = 180
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 15
value = 150
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 16
value = 120
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 17
value = 100
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 18
value = 80
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 19
value = 65
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 20
value = 50
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 21
value = 40
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 22
value = 30
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 23
value = 25
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 24
value = 20
ignorehitpause = 1
[State 0, AngleDraw]
type = AngleDraw
triggerall = Anim = [1601,1602]
trigger1 = AnimElemNo(0) = 25
value = 15
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = StateType != A
trigger1 = Time = 2
statetype = A
movetype = A
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = StateType = A
trigger1 = Time = 0
movetype = A

[State 0, PlaySnd Leap]
type = PlaySnd
trigger1 = Time = 0
trigger1 = StateType = A
trigger2 = Time = 2
trigger2 = Anim = 1600
value = S5,7
channel = 1
[State 0, PlaySnd Swing]
type = PlaySnd
trigger1 = Anim = 1601
trigger1 = AnimElem = 8
value = S0,4
[State 0, Snd Voice]
type = PlaySnd
trigger1 = Time = 2
value = S1600,Random%3
channel = 0

[State 0, ChangeAnim Stand]
type = ChangeAnim
trigger1 = StateType != A
trigger1 = !Time
value = 1600
[State 0, ChangeAnim Air]
type = ChangeAnim
trigger1 = Anim = 1600
trigger1 = Time = 3
trigger2 = StateType = A
trigger2 = Time = 0
value = 1601
[State 0, ChangeAnim Hit]
type = ChangeAnim
trigger1 = Anim = 1601
trigger1 = Var(8) != 0
value = 1602
elem = AnimElemNo(0)
ignorehitpause = 1
[State 0, ChangeAnim FX]
type = ChangeAnim
trigger1 = Anim = 1602
trigger1 = Var(8) = 0
value = 1601
elem = AnimElemNo(0)
ignorehitpause = 1
[State 0, ChangeAnim Fall]
type = ChangeAnim
trigger1 = Anim = [1601,1602]
trigger1 = AnimTime = 0
value = 41
elem = 7

[State 0, Offset]
type = Offset
trigger1 = Anim = [1601,1602]
trigger1 = Pos Y + Vel Y <= 0
y = -72
ignorehitpause = 1

[State 0, VelAdd Grav Low]
type = VelAdd
triggerall = Time > 1
trigger1 = Anim = [1601,1602]
y = 0.3
[State 0, VelAdd Grav Normal]
type = VelAdd
trigger1 = Anim = 41
y = 0.5

[State 0, VelSet Ground Init]
type = VelSet
trigger1 = Time = 2
trigger1 = Vel X + Vel Y = 0
x = 6
y = -4.5
[State 0, VelSet Air Init]
type = VelSet
trigger1 = Anim = [1601,1602]
trigger1 = Time = 0
x = 5
y = -3

[State 0, VelMul]
type = VelMul
trigger1 = Anim = [1601,1602]
trigger1 = AnimElem = 10
x = 0.25

[State 0, HitDef]
type = HitDef
triggerall = !Var(9)
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(10)),19
pausetime = 12,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-48+Floor(P2Dist Y*0.5)
hitsound = S1,1
guardsound = S2,1
ground.type = High
ground.slidetime = 19
ground.hittime = 19
guard.slidetime = 14
guard.hittime = 14
air.hittime = 19
yaccel = 0.6
air.fall = 1
fall.recover = 0
ground.velocity = -7+(Var(9));,-8.50-(Var(9))
guard.velocity = -6
air.velocity = -4.5,-8
getpower = 72,36
givepower = 18,9

[State 0, HitDef]
type = HitDef
triggerall = Var(9) || EnemyNear,StateType = A
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(10)),19
pausetime = 12,12+(3*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -80+Floor(P2Dist X*0.75),-32+Floor(P2Dist Y*0.5)
hitsound = S1,1
guardsound = S2,1
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.6
fall = 1
fall.recover = 0
ground.velocity = -1,17
guard.velocity = -6
air.velocity = -1,17
getpower = 72,36
givepower = 18,9
p2stateno = ifelse(Var(12),980,984)

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y + Vel Y > 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Gunslinger
[Statedef 1800]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1800
velset = 0,0
poweradd = ifelse((PrevStateNo=[1800,1801]),0,56)
sprpriority = 2

[State 0, Var Strength]
type = VarSet
trigger1 = !Time
v = 5
value = cond(command != "x",cond(command = "y",1,2),0)
[State 0, Var EX]
type = VarSet
trigger1 = !Time
trigger1 = PrevStateNo = 1801
v = 4
value = -1
[State 0, Var EX Length]
type = VarAdd
trigger1 = !Time
trigger1 = PrevStateNo = [1800,1801]
v = 4
value = 1
[State 0, Var Strength EX]
type = VarSet
trigger1 = !Time
trigger1 = PrevStateNo = [1800,1801]
v = 5
value = Var(4)
[State 0, Var Variety]
type = VarSet
trigger1 = !Time
trigger1 = PrevStateNo != 1800
v = 6
value = Random%48
[State 0, Var Variety]
type = VarSet
trigger1 = !Time
v = 7
value = 1802+Var(6)

[State 0, Snd Swing]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,2
channel = 1
[State 0, Snd Special - EX]
type = PlaySnd
triggerall = PrevStateNo = 1801
trigger1 = Time = 1
value = S1801,0
channel = 0
[State 0, Snd Special - BFG]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Var(7) = 1809
value = S1809,0
[State 0, Snd Special - Mauler]
type = PlaySnd
trigger1 = Time = 1
trigger1 = Var(7) = 1844
value = S1844,0
[State 0, Snd Special - Barrel]
type = PlaySnd
triggerall = PrevStateNo != StateNo
trigger1 = Time = 1
trigger1 = Var(7) = 1810
value = S1810,0
channel = 0
[State 0, Snd Special - AHole]
type = PlaySnd
triggerall = PrevStateNo != StateNo
trigger1 = Time = 1
trigger1 = Var(7) = 1849
value = S1849,0
channel = 0

[State 0, Anim Windup]
type = ChangeAnim
triggerall = Time < 14
trigger1 = Var(7) = 1809
trigger2 = Var(7) = 1844
value = Anim

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal
name = "Hey Man Nice Shot"
ID = Cond(Var(7)=1810,1810,1800)
stateno = Var(7)
pos = 24,-56
postype = p1
ownpal = 1
size.xscale = 1.25
size.yscale = 1.25

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 18
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = PrevStateNo = [1800,1801]
triggerall = Var(4) <= 1
trigger1 = AnimElem = 5,2
value = 1800
[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Gunslinger EX
[Statedef 1801]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1800
poweradd = -1000 ;-500

[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6001
ID = 6001
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
[State 0, Explod EX F]
type = Explod
trigger1 = !Time
anim = 6000
ID = 6000
pos = -8,-64
postype = p1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ownpal = 1
[State 0, PlaySnd EX]
type = PlaySnd
trigger1 = !Time
value = S4,1000
channel = 2
[State 0, Helper]
type = Helper
trigger1 = !Time
name = "EXori"
ID = 1999
stateno = 1999
pos = 0,0
postype = p1
ownpal = 1

[State 52, 5]
type = ChangeState
trigger1 = 1
value = 1800

;----------------------
; H - PlasmaBall
[Statedef 1802]
type    = A
movetype= A
physics = N
ctrl = 0
anim = cond(PrevStateNo=1839,1802,1820)
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,04.25,ifelse(Parent,Var(5)=1,09.50,11.75))
y = ifelse(Parent,Var(5)=0,11.75,ifelse(Parent,Var(5)=1,08.00,04.25))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1802,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1803,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

;[State 0, Trans]
;type = Trans
;trigger1 = Time%2 = 0
;trans = add

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = ifelse(Anim=1820,1821,1803)
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240


;----------------------
; H - ArachnotronPlasma
[Statedef 1839]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 1802

;----------------------
; H - BaronBall
[Statedef 1803]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1804
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,02.50,ifelse(Parent,Var(5)=1,05.75,07.00))
y = ifelse(Parent,Var(5)=0,07.00,ifelse(Parent,Var(5)=1,04.75,02.50))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1803,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1803,1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1805
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - CacodemonBall
[Statedef 1804]
type    = A
movetype= A
physics = N
ctrl = 0
anim = cond(PrevStateNo=1839,1806,1810)
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,01.75,ifelse(Parent,Var(5)=1,03.75,04.75))
y = ifelse(Parent,Var(5)=0,04.75,ifelse(Parent,Var(5)=1,03.25,01.75))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1803,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1803,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = ifelse(Anim=1810,1811,1807)
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - DoomImpBall
[Statedef 1840]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 1804

;----------------------
; H - Rocket
[Statedef 1805]
type    = A
movetype= A
physics = N
ctrl = 0
anim = cond(PrevStateNo=1825,1863,cond(PrevStateNo=1842,1895,1808))
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,03.50,ifelse(Parent,Var(5)=1,07.50,09.50))
y = ifelse(Parent,Var(5)=0,-09.50,ifelse(Parent,Var(5)=1,-04.50,01.50))
[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Launch Rckt]
type = PlaySnd
triggerall = Anim = 1808
trigger1 = !Time
value = S1805,0
[State 0, Snd Hit Rckt]
type = PlaySnd
triggerall = Anim = 1808
trigger1 = MoveContact = 1
trigger2 = Pos Y + Vel Y > -8
value = S1805,1

[State 0, Snd Launch Phnx]
type = PlaySnd
triggerall = Anim = 1863
trigger1 = !Time
value = S1825,0
[State 0, Snd Hit Phnx]
type = PlaySnd
triggerall = Anim = 1863
trigger1 = MoveContact = 1
trigger2 = Pos Y + Vel Y > -8
value = S1825,1

[State 0, Snd Launch Misl]
type = PlaySnd
triggerall = Anim = 1895
trigger1 = !Time
value = S1842,0
[State 0, Snd Hit Misl]
type = PlaySnd
triggerall = Anim = 1895
trigger1 = MoveContact = 1
trigger2 = Pos Y + Vel Y > -8
value = S1842,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,1
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 4
ground.hittime = 4
guard.slidetime = 2
guard.hittime = 2
air.hittime = 4
yaccel = 0.5
numhits = 0
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -1
guard.velocity = -1
air.velocity = -1,-1
getpower = 16*Var(7),8*Var(7)
givepower = 4*Var(7),2*Var(7)

[State 0, Projectile]
type = Projectile
trigger1 = MoveContact = 1
trigger2 = Pos Y + Vel Y > -8
ProjID = 1800
projanim = cond(Anim=1863,1864,cond(Anim=1895,1896,1809))
projscale = 1.25,1.25
projremove = 0
projremovetime = 18
projpriority = 1
projsprpriority = 9
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
damage = Ceil(96*Parent,FVar(11)/Parent,Var(11)),19
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -3,-3
guard.velocity = -6
air.velocity = -2,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Trail1 Phnx+Misl]
type = Explod
triggerall = Anim != 1808
trigger1 = Time%4 = 0
anim = cond(Anim=1863,1865,1897)
removetime = -2
vel = Vel Y*0.1,-Vel X*0.1
scale = 1.25,1.25
sprpriority = 4
[State 0, Explod Trail2 Phnx+Misl]
type = Explod
triggerall = Anim != 1808
trigger1 = Time%4 = 2
anim = cond(Anim=1863,1865,1897)
removetime = -2
vel = -Vel Y*0.1,Vel X*0.1
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240
trigger4 = Pos Y + Vel Y > -8

;----------------------
; H - FatShot
[Statedef 1806]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1812
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,03.50,ifelse(Parent,Var(5)=1,07.50,09.50))
y = ifelse(Parent,Var(5)=0,09.50,ifelse(Parent,Var(5)=1,06.50,03.50))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1803,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1803,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(88*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 88*Var(7),44*Var(7)
givepower = 22*Var(7),11*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1809
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - LostSoul
[Statedef 1807]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1813
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,03.50,ifelse(Parent,Var(5)=1,07.50,09.50))
y = ifelse(Parent,Var(5)=0,09.50,ifelse(Parent,Var(5)=1,06.50,03.50))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1807,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1803,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(72*Parent,FVar(11)/Parent,Var(11)),14
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1814
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - RevenantTracer
[Statedef 1808]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1815
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, VarSet]
type = VarSet
trigger1 = !Time
trigger1 = Random < 500
v = 5
value = 1

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,01.75,ifelse(Parent,Var(5)=1,03.75,04.75))
y = ifelse(Parent,Var(5)=0,04.75,ifelse(Parent,Var(5)=1,03.25,01.75))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, VelMul]
type = VelMul
triggerall = Var(5) = 1
trigger1 = Vel X > 0 && P2Dist X < 0
trigger2 = Vel X < 0 && P2Dist X > 0
x = 0.9
[State 0, VelMul]
type = VelMul
triggerall = Var(5) = 1
trigger1 = Vel Y > 0 && P2Dist Y < 0
trigger2 = Vel Y < 0 && P2Dist Y > 0
y = 0.9

[State 0, VelAdd]
type = VelAdd
triggerall = Var(5) = 1
trigger1 = Time%2 = 0
x = cond(P2Dist X<0,-0.25,0.25)
y = cond(P2Dist Y>56,0.25,-0.25)

[State 0, VelSet]
type = VelSet
trigger1 = Vel X > 5
x = 5
[State 0, VelSet]
type = VelSet
trigger1 = Vel X < -5
x = -5
[State 0, VelSet]
type = VelSet
trigger1 = Vel Y > 5
y = 5
[State 0, VelSet]
type = VelSet
trigger1 = Vel Y < -5
y = -5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1808,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1805,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(72*Parent,FVar(11)/Parent,Var(11)),14
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1816
removetime = -2
scale = 1.25,1.25
sprpriority = 4
[State 0, Explod Trail]
type = Explod
trigger1 = Var(5) = 1
trigger1 = Time%6 = 0
anim = 1817
removetime = -2
scale = 1.25,1.25
sprpriority = 2

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - BFGBall
[Statedef 1809]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1818
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,04.25,ifelse(Parent,Var(5)=1,09.50,11.75))
y = ifelse(Parent,Var(5)=0,11.75,ifelse(Parent,Var(5)=1,08.00,04.25))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1809,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(96*Parent,FVar(11)/Parent,Var(11)),19
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1819
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - ExplosiveBarrel
[Statedef 1810]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1822

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,4,ifelse(Parent,Var(5)=1,10,16))
y = ifelse(Parent,Var(5)=0,00.25,ifelse(Parent,Var(5)=1,00.50,00.75))

[State 0, Vel Init]
type = VelSet
trigger1 = FrontEdgeDist < -2 && vel x > 0
x = vel x * -0.9

[State 0, SprPriority]
type = SprPriority
trigger1 = Vel Y != 0
value = 3+Floor(Pos Y)

[State 0, VelMul]
type = VelMul
trigger1 = StateType = A
x = 0.95
[State 0, VelAdd]
type = VelAdd
triggerall = Pos Y + Vel Y <= -4
trigger1 = StateType = A
y = 0.4

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = StateType != S && Vel Y = 0
statetype = S
physics = S
[State 0, VelSet]
type = VelSet
trigger1 = Random < 250
trigger1 = Pos Y + Vel Y >= -4
trigger2 = Pos Y + Vel Y >= 2
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 2
y = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NT,ST,HT
time = 1
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 1970
time = 1

[State 0, DestroySelf]
type = DestroySelf
triggerall = Time > 300
trigger1 = BackEdgeDist < -32
trigger2 = FrontEdgeDist < -32 

;----------------------
; H - ExplosiveBarrel Hit
[Statedef 1970]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1823
sprpriority = 2

[State 0, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = Pos Y + Vel Y > 0
y = 0

[State 0, Snd Hit]
type = PlaySnd
trigger1 = !Time
value = S1805,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
affectteam = B
animtype = Heavy
priority = 6,Hit
damage = Ceil(96*Parent,FVar(11)/Parent,Var(11)),19
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,4
guardsound = S2,1 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.4
fall = 1
fall.recover = 0
ground.velocity = -1,-6
guard.velocity = -6
air.velocity = -1,-6
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

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

;----------------------
; H - ChexQuest
[Statedef 1811]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1824
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,01.00,ifelse(Parent,Var(5)=1,02.25,02.75))
y = ifelse(Parent,Var(5)=0,02.75,ifelse(Parent,Var(5)=1,02.00,01.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1811,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1811,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(88*Parent,FVar(11)/Parent,Var(11)),19
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1825
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - TimeBomb
[Statedef 1812]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1826
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,01.50,ifelse(Parent,Var(5)=1,04.50,11.50))
y = ifelse(Parent,Var(5)=0,-10.50,ifelse(Parent,Var(5)=1,-08.50,-02.50))
[State 0, AngleDraw]
type = AngleDraw
trigger1 = StateType = A
value=Time*-4*Vel X

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = StateType = A
value = 1826

[State 0, VelAdd]
type = VelAdd
trigger1 = Pos Y < -8
y = 0.4
[State 0, PosSet]
type = PosSet
trigger1 = Pos Y + Vel Y > -8
y = -8
[State 0, VelSet]
type = VelSet
trigger1 = Pos Y + Vel Y > -8
trigger2 = MoveContact = 1
x = 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = StateType = A
trigger1 = Pos Y + Vel Y >= -8
trigger2 = MoveContact
statetype = S
movetype = I
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = A

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1812,0
[State 0, Snd Exp]
type = PlaySnd
trigger1 = AnimElem = 6
value = S1825,1

[State 0, HitDef]
type = HitDef
triggerall = Time < 46
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
;guard.dist = 320
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 16*Var(7),8*Var(7)
givepower = 4*Var(7),2*Var(7)

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = A,SP
hitflag = MAF
;guardflag = M
affectteam = B
animtype = Heavy
priority = 6,Hit
damage = Ceil(96*Parent,FVar(11)/Parent,Var(11)),19
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,4
guardsound = S2,1 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.4
fall = 1
fall.recover = 0
ground.velocity = -1,-6
guard.velocity = -6
air.velocity = -1,-6
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

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

;----------------------
; H - BeastBall
[Statedef 1813]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1827
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,02.00,ifelse(Parent,Var(5)=1,04.50,05.75))
y = ifelse(Parent,Var(5)=0,05.75,ifelse(Parent,Var(5)=1,03.75,02.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1813,0
;[State 0, Snd Hit]
;type = PlaySnd
;trigger1 = MoveContact = 1
;value = S1817,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(72*Parent,FVar(11)/Parent,Var(11)),1
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Trail]
type = Explod
trigger1 = Time%4 = 0
anim = 1828
vel = (-100+Random%201)*0.015,(-100+Random%201)*0.015
removetime = -2
scale = 1.25,1.25
sprpriority = 4
[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1828
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - Ripper
[Statedef 1814]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1829
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,02.50,ifelse(Parent,Var(5)=1,05.50,06.50))
y = ifelse(Parent,Var(5)=0,06.50,ifelse(Parent,Var(5)=1,04.50,02.50))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1814,0

[State 0, HitDef]
type = HitDef
trigger1 = Time%3 = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(32*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 1,4+(3*Parent,Var(9))
sparkno = s8000
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,5
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 16*Var(7),8*Var(7)
givepower = 4*Var(7),2*Var(7)

[State 0, Explod Trail]
type = Explod
trigger1 = Time%3 = 0
anim = 1830
removetime = -2
facing = ifelse(Random<500,1,-1)
vfacing = ifelse(Random<500,1,-1)
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
;trigger1 = MoveContact = 1
trigger1 = FrontEdgeDist < -64
trigger2 = Time = 240

;----------------------
; H - Crossbow(Spn)
[Statedef 1815]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1815,0

[State 0, Helper]
type = Helper
trigger1 = Time = [1,3]
name = "CrossbowFX"
ID = 1971
stateno = ifelse(Time=2,1971,1972)
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 4
trigger1 = NumHelper(1971) <= 0
trigger2 = Time < 4
trigger2 = Parent,StateNo != 1800

;----------------------
; H - CrossbowFX1
[Statedef 1971]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1831
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,05.00,ifelse(Root,Var(5)=1,11.50,14.00))
y = ifelse(Root,Var(5)=0,14.00,ifelse(Root,Var(5)=1,09.75,05.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1817,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(48*Root,FVar(11)/Root,Var(11)),10
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 32*Var(7),16*Var(7)
givepower = 8*Var(7),4*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1832
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - CrossbowFX3
[Statedef 1972]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1833
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time <= 2
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,02.50,ifelse(Root,Var(5)=1,07.00,09.00))
y = ifelse(Root,Var(5)=0,09.75,ifelse(Root,Var(5)=1,07.00,04.25))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time >= 3
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,04.25,ifelse(Root,Var(5)=1,08.25,10.00))
y = ifelse(Root,Var(5)=0,09.00,ifelse(Root,Var(5)=1,05.75,00.75))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1817,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(32*Root,FVar(11)/Root,Var(11)),6
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 24*Var(7),12*Var(7)
givepower = 6*Var(7),3*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1834
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - HeadFX1
[Statedef 1816]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1835
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,02.00,ifelse(Parent,Var(5)=1,04.50,05.75))
y = ifelse(Parent,Var(5)=0,05.75,ifelse(Parent,Var(5)=1,03.75,02.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1
[State 0, VelSet]
type = VelSet
trigger1 = Anim = 1836
x = 0
y = 0

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1816,0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(64*Parent,FVar(11)/Parent,Var(11)),13
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 64*Var(7),32*Var(7)
givepower = 16*Var(7),8*Var(7)

[State 0, Projectile 000]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1837
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,0.25
projremove = 1
projremovetime = 128
velocity = 4,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)
[State 0, Projectile 045]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1838
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,0.25
projremove = 1
projremovetime = 128
velocity = 2.85,-2.85
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)
[State 0, Projectile 090]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1839
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,0.25
projremove = 1
projremovetime = 128
velocity = 0,-4
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)
[State 0, Projectile 135]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1838
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,0.25
projremove = 1
projremovetime = 128
velocity = -2.85,-2.85
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)
[State 0, Projectile 180]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1837
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,0.25
projremove = 1
projremovetime = 128
velocity = -4,0
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)
[State 0, Projectile 225]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1838
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,-0.25
projremove = 1
projremovetime = 128
velocity = -2.85,2.85
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)
[State 0, Projectile 270]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1839
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,-0.25
projremove = 1
projremovetime = 128
velocity = 0,4
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)
[State 0, Projectile 315]
type = Projectile
triggerall = Anim = 1836
trigger1 = AnimElem = 1, 1
ProjID = 1800
projanim = 1838
projhitanim = 1840
projremanim = 1840
projcancelanim = 1840
projscale = 0.25,-0.25
projremove = 1
projremovetime = 128
velocity = 2.85,2.85
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(16*Parent,FVar(11)/Parent,Var(11)),3
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -3
guard.velocity = -3
air.velocity = -2,-2 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = MoveContact = 1
trigger2 = Anim = 1835
trigger2 = Time = 40
value = 1836

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger1 = Anim = 1836

;----------------------
; H - HornRodFX1
[Statedef 1817]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1843
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,03.76,ifelse(Parent,Var(5)=1,08.43,10.34))
y = ifelse(Parent,Var(5)=0,10.34,ifelse(Parent,Var(5)=1,07.07,03.76))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1817,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1817,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(72*Parent,FVar(11)/Parent,Var(11)),13
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1844
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - HornRodFX2
[Statedef 1818]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1845
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,03.76,ifelse(Parent,Var(5)=1,08.43,10.34))
y = ifelse(Parent,Var(5)=0,10.34,ifelse(Parent,Var(5)=1,07.07,03.76))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1
[State 0, VelSet]
type = VelSet
trigger1 = MoveContact = 1
x = 0
y = 0

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1817,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1818,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1818,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(64*Parent,FVar(11)/Parent,Var(11)),13
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -0.5
guard.velocity = -3
air.velocity = -0.5,-1
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1844
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, PosSet]
type = PosSet
trigger1 = Var(6) = 17
y = 0

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = Anim = 666
v = 5
value = 1
[State 0, VarAdd]
type = VarSet
trigger1 = Var(6) = 0
v = 6
value = 1+Random%4
[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, Helper]
type = Helper
trigger1 = Var(5) > 17
trigger1 = Time%4 <= 0
name = "RainPillar"
ID = 1800
stateno = 1973
pos = -48+Random%97,-280-Random%40
postype = p1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = MoveContact = 1
value = 666

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Anim = 666
trigger1 = Var(5) > 100
trigger2 = !MoveContact
trigger2 = FrontEdgeDist < -64
trigger3 = !MoveContact
trigger3 = Time = 240

;----------------------
; H - RainPillar
[Statedef 1973]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = Parent,Var(7)

[State 0, VelSet]
type = VelSet
trigger1 = !Time
y = 4
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1846
y = 0.4
[State 0, VelSet]
type = VelSet
trigger1 = Anim != 1846 && Vel Y != 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 666 || Anim = 1846
value = 1846
elem = Parent,Var(6)
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim < 1847
trigger1 = Pos Y > -24+Random%8
value = 1846 + AnimElemNo(0)%5
elem = 5

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 2,Hit
damage = Ceil(8*Root,FVar(11)/Root,Var(11)),2
pausetime = 0,4+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = 0
guard.velocity = -3
air.velocity = 0,-0.5
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1846 + AnimElemNo(0)%5
removetime = 12
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Anim = [1847,1850]
trigger1 = AnimTime = 0
trigger2 = FrontEdgeDist < -64
trigger3 = MoveContact = 1

;----------------------
; H - KnightAxe
[Statedef 1819]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1851
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,01.54,ifelse(Parent,Var(5)=1,03.45,04.23))
y = ifelse(Parent,Var(5)=0,04.23,ifelse(Parent,Var(5)=1,02.89,01.54))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = Time%16 = 1
value = S1819,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1817,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(72*Parent,FVar(11)/Parent,Var(11)),14
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1852
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240


;----------------------
; H - Firemace(Spn)
[Statedef 1820]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 4
value = S1820,0

[State 0, Helper]
type = Helper
trigger1 = Time = [1,4]
name = "MaceFX"
ID = 1974
stateno = 1974
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 6
trigger1 = NumHelper(1974) <= 0
trigger2 = Time < 6
trigger2 = Parent,StateNo != 1800

;----------------------
; H - MaceFX1
[Statedef 1974]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1853
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Snd Bounce]
type = PlaySnd
trigger1 = Vel Y + Pos Y > -2
trigger1 = Abs(Vel Y) >= 2
value = S1820,1
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
trigger2 = Vel Y + Pos Y > -2
trigger2 = Abs(Vel Y) < 2
value = S1820,2

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,00.86,ifelse(Root,Var(5)=1,01.92,02.35))+0.01*(Random%200)
y = ifelse(Root,Var(5)=0,02.35,ifelse(Root,Var(5)=1,01.61,00.86))+0.01*(Random%200)
[State 0, Vel Friction]
type = VelMul
triggerall = Vel Y > 0
triggerall = Vel X > 1
trigger1 = Vel Y + Pos Y > -2
x = 0.8
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -2
trigger1 = Abs(Vel Y) >= 2
y = Vel Y * -0.8
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(32*Root,FVar(10)/Root,Var(11)),0
pausetime = 0,6+(3*Root,Var(9))
sparkno = s8000
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -2
guard.velocity = -2
air.velocity = -1,-1
getpower = 24*Var(7),12*Var(7)
givepower = 6*Var(7),3*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
trigger2 = Vel Y + Pos Y > -2
trigger2 = Abs(Vel Y) < 2
anim = 1854
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Vel Y + Pos Y > -2
trigger3 = Abs(Vel Y) < 2

;----------------------
; H - MaceFX4
[Statedef 1821]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1856
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = Time = 0
value = S1820,0
[State 0, Snd Bounce]
type = PlaySnd
trigger1 = Vel Y + Pos Y > -8
trigger1 = Abs(Vel Y) >= 3
value = S1820,1
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = Vel Y + Pos Y > -8
trigger1 = Abs(Vel Y) < 3
value = S1825,1

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,00.86,ifelse(Root,Var(5)=1,02.42,03.35))
y = ifelse(Root,Var(5)=0,02.35,ifelse(Root,Var(5)=1,02.01,00.26))
[State 0, Vel Friction]
type = VelMul
triggerall = Vel Y > 0
triggerall = Vel X > 1
trigger1 = Vel Y + Pos Y > -8
x = 0.8
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -8
trigger1 = Abs(Vel Y) >= 3
y = Vel Y * -0.8
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil(64*Root,FVar(11)/Root,Var(11)),13
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.4
fall = 1
fall.recover = 0
ground.velocity = -2,-5
guard.velocity = -2
air.velocity = -2,-3.5
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = Vel Y + Pos Y > -8
trigger1 = Abs(Vel Y) < 3
anim = 1854
removetime = -2
scale = 1.5,1.5
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -64
trigger2 = Vel Y + Pos Y > -8
trigger2 = Abs(Vel Y) < 3


;----------------------
; H - Minotaur(Spn)
[Statedef 1822]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1822,0

[State 0, Helper]
type = Helper
trigger1 = Time = [0,3]
name = "MinotaurFX"
ID = 1975
stateno = 1975
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 4
trigger1 = NumHelper(1975) <= 0
trigger2 = Time < 4
trigger2 = Parent,StateNo != 1800

;----------------------
; H - MinotaurFX1
[Statedef 1975]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1857
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 1
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,02.76,ifelse(Root,Var(5)=1,07.19,09.14))
y = ifelse(Root,Var(5)=0,09.61,ifelse(Root,Var(5)=1,06.95,04.07))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 2
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.26,ifelse(Root,Var(5)=1,07.55,09.34))
y = ifelse(Root,Var(5)=0,09.46,ifelse(Root,Var(5)=1,06.56,03.58))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 3
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.75,ifelse(Root,Var(5)=1,07.88,09.51))
y = ifelse(Root,Var(5)=0,09.27,ifelse(Root,Var(5)=1,06.16,03.09))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 4
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,04.23,ifelse(Root,Var(5)=1,08.19,09.66))
y = ifelse(Root,Var(5)=0,09.06,ifelse(Root,Var(5)=1,05.74,02.59))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(48*Root,FVar(11)/Root,Var(11)),10
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 24*Var(7),12*Var(7)
givepower = 6*Var(7),3*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1858
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 80

;----------------------
; H - MinotaurFX2
[Statedef 1823]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 1859

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,08.00,ifelse(Root,Var(5)=1,10.50,14.00))
;y = ifelse(Root,Var(5)=0,14.00,ifelse(Root,Var(5)=1,09.75,05.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

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

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1823,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1825,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = L
animtype = Medium
priority = 6,Hit
damage = Ceil(96*Root,FVar(11)/Root,Var(11)),19
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Trail]
type = Explod
trigger1 = Time%2 = 1
anim = 1859
removetime = -2
scale = 1.25,1.25
sprpriority = 3
[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1860
pos = 0,4
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 160

;----------------------
; H - MummyFX
[Statedef 1824]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1861
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,01.75,ifelse(Parent,Var(5)=1,03.75,04.75))
y = ifelse(Parent,Var(5)=0,04.75,ifelse(Parent,Var(5)=1,03.25,01.75))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, VelMul]
type = VelMul
trigger1 = Vel X > 0 && P2Dist X < 0
trigger2 = Vel X < 0 && P2Dist X > 0
x = 0.95
[State 0, VelMul]
type = VelMul
trigger1 = Vel Y > 0 && P2Dist Y < 0
trigger2 = Vel Y < 0 && P2Dist Y > 0
y = 0.95

[State 0, VelAdd]
type = VelAdd
trigger1 = Time%2 = 0
x = cond(P2Dist X<0,-0.125,0.125)
y = cond(P2Dist Y>56,0.125,-0.125)

[State 0, VelSet]
type = VelSet
trigger1 = Vel X > 4.5
x = 4.5
[State 0, VelSet]
type = VelSet
trigger1 = Vel X < -4.5
x = -4.5
[State 0, VelSet]
type = VelSet
trigger1 = Vel Y > 4.5
y = 4.5
[State 0, VelSet]
type = VelSet
trigger1 = Vel Y < -4.5
y = -4.5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1824,0
[State 0, Snd Scream]
type = PlaySnd
trigger1 = Time%32 = 4
value = S1824,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1862
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - PhoenixFX1
[Statedef 1825]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1863
sprpriority = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 1805

;----------------------
; H - Wizard(Spn)
[Statedef 1826]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1826,0

[State 0, Helper]
type = Helper
trigger1 = Time = [0,2]
name = "WizardFX1"
ID = 1976
stateno = 1976
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 4
trigger1 = NumHelper(1976) <= 0
trigger2 = Time < 4
trigger2 = Parent,StateNo != 1800

;----------------------
; H - WizardFX1
[Statedef 1976]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1866
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 1
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,02.18,ifelse(Root,Var(5)=1,06.25,08.09))
y = ifelse(Root,Var(5)=0,08.73,ifelse(Root,Var(5)=1,06.47,03.95))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 2
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.08,ifelse(Root,Var(5)=1,06.89,08.46))
y = ifelse(Root,Var(5)=0,08.46,ifelse(Root,Var(5)=1,05.79,03.08))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 3
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.95,ifelse(Root,Var(5)=1,07.46,08.73))
y = ifelse(Root,Var(5)=0,08.09,ifelse(Root,Var(5)=1,05.03,02.18))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1803,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(48*Root,FVar(11)/Root,Var(11)),10
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1867
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 80

;----------------------
; H - Whirlwind
[Statedef 1827]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1868
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,02.00,ifelse(Root,Var(5)=1,04.00,06.00))
;y = ifelse(Root,Var(5)=0,14.00,ifelse(Root,Var(5)=1,09.75,05.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1
[State 0, VelSet]
type = VelSet
trigger1 = MoveContact
x = 2

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

[State 0, Snd Launcher]
type = PlaySnd
trigger1 = !Time
value = S1827,0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1868
trigger1 = Time = 160
trigger2 = MoveGuarded
trigger3 = UniqHitCount = 5
value = 1869

[State 0, HitDef]
type = HitDef
trigger1 = Time%2 = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(40*Root,FVar(11)/Root,Var(11)),8
pausetime = 3,3+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,-48+Floor(P2Dist Y)
hitsound = S1,2
guardsound = S2,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = ifelse(P2Dist X<=0,-2,2),-1-(UniqHitCount*2)
guard.velocity = -2
air.velocity = -3,-1-(UniqHitCount*2)
getpower = 16*Var(7),8*Var(7)
givepower = 4*Var(7),2*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Anim = 1869
trigger1 = AnimTime = 0
;trigger1 = MoveContact = 1
;trigger2 = FrontEdgeDist < -64
;trigger3 = Time = 240

;----------------------
; H - Miniori
[Statedef 1828]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 1870
;[State 0, AngleDraw]
;type = AngleDraw
;trigger1 = 1
;scale = 0.5,0.5

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,04.00,ifelse(Root,Var(5)=1,5.50,7.00))
;y = ifelse(Root,Var(5)=0,14.00,ifelse(Root,Var(5)=1,09.75,05.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

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

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1828,0

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = L
animtype = Medium
priority = 6,Hit
damage = Ceil(88*Root,FVar(11)/Root,Var(11)),17
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = Trip
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -4,-3
guard.velocity = -5
air.velocity = -3,-2
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -64
trigger2 = Time = 160

;----------------------
; H - Bishop(Spn)
[Statedef 1829]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1829,0

[State 0, Helper]
type = Helper
trigger1 = Time%5 = 0
trigger1 = Time < 25
name = "BishopFX"
ID = 1977
stateno = 1977
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = Parent,Var(5)

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 25
trigger1 = NumHelper(1977) <= 0
trigger2 = Time < 25
trigger2 = Parent,StateNo != 1800

;----------------------
; H - BishopFX
[Statedef 1977]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1871
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 0
x = 0.5*7.39
y = 0.5*-3.06
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 1
x = 0.5*8
y = 0.5*0
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 2
x = 0.5*7.39
y = 0.5*3.06
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 3
x = 0.5*5.66
y = 0.5*5.66
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 4
x = 0.5*3.06
y = 0.5*7.39
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 5
x = 0.5*0
y = 0.5*8
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 6
x = 0.5*-3.06
y = 0.5*7.39
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 7
x = 0.5*-5.66
y = 0.5*5.66
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 8
x = 0.5*-7.39
y = 0.5*3.06
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 9
x = 0.5*-8
y = 0.5*0
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 10
x = 0.5*-7.39
y = 0.5*-3.06
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 11
x = 0.5*-5.66
y = 0.5*-5.66
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 12
x = 0.5*-3.06
y = 0.5*-7.39
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 13
x = 0.5*0
y = 0.5*-8
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 14
x = 0.5*3.06
y = 0.5*-7.39
[State 0, PosAdd]
type = PosAdd
trigger1 = Time%16 = 15
x = 0.5*5.66
y = 0.5*-5.66

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,01.71,ifelse(Parent,Var(5)=1,03.82,04.70))
y = ifelse(Parent,Var(5)=0,04.70,ifelse(Parent,Var(5)=1,03.21,01.71))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1829,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(40*Root,FVar(11)/Root,Var(11)),8
pausetime = 0,6+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 16*Var(7),8*Var(7)
givepower = 4*Var(7),2*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1872
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 120

;----------------------
; H - CFlameMissile
[Statedef 1830]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1873
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,06.89,ifelse(Parent,Var(5)=1,15.32,18.79))
y = ifelse(Parent,Var(5)=0,18.79,ifelse(Parent,Var(5)=1,12.86,06.89))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 1873

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1830,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1830,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8010
guard.sparkno = s8110
sparkxy = 0,0
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -5,-3
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Trail1]
type = Explod
trigger1 = Time%1 = 0
anim = 1874
removetime = -2
facing = ifelse(Random<500,-1,1)
scale = 1.25,1.25
sprpriority = 2
[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1873
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 180

;----------------------
; H - CWeapStaff(Spn)
[Statedef 1831]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1831,0

[State 0, VarSet]
type = VarSet
trigger1 = Time = 1
v = 5
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = Time = 2
v = 5
value = -1

[State 0, Helper]
type = Helper
trigger1 = Time = [1,2]
name = "CStaffMissile"
ID = 1978
stateno = 1978
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 2
trigger1 = NumHelper(1978) <= 0
trigger2 = Time < 2
trigger2 = Parent,StateNo != 1800

;----------------------
; H - CStaffMissile
[Statedef 1978]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1875
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = Parent,Var(5)
[State 0, PosAdd]
type = PosAdd
trigger1 = !Time && Var(5) = 1
y = 16

[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 0
x = 0.75*Var(5)*7.39
y = 0.75*Var(5)*-3.06
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 1
x = 0.75*Var(5)*8
y = 0.75*Var(5)*0
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 2
x = 0.75*Var(5)*7.39
y = 0.75*Var(5)*3.06
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 3
x = 0.75*Var(5)*5.66
y = 0.75*Var(5)*5.66
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 4
x = 0.75*Var(5)*3.06
y = 0.75*Var(5)*7.39
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 5
x = 0.75*Var(5)*0
y = 0.75*Var(5)*8
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 6
x = 0.75*Var(5)*-3.06
y = 0.75*Var(5)*7.39
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 7
x = 0.75*Var(5)*-5.66
y = 0.75*Var(5)*5.66
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 8
x = 0.75*Var(5)*-7.39
y = 0.75*Var(5)*3.06
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 9
x = 0.75*Var(5)*-8
y = 0.75*Var(5)*0
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 10
x = 0.75*Var(5)*-7.39
y = 0.75*Var(5)*-3.06
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 11
x = 0.75*Var(5)*-5.66
y = 0.75*Var(5)*-5.66
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 12
x = 0.75*Var(5)*-3.06
y = 0.75*Var(5)*-7.39
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 13
x = 0.75*Var(5)*0
y = 0.75*Var(5)*-8
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 14
x = 0.75*Var(5)*3.06
y = 0.75*Var(5)*-7.39
[State 0, PosAdd]
type = Offset
trigger1 = Time%16 = 15
x = 0.75*Var(5)*5.66
y = 0.75*Var(5)*-5.66

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.76,ifelse(Root,Var(5)=1,08.43,10.34))
y = ifelse(Root,Var(5)=0,10.34,ifelse(Root,Var(5)=1,07.07,03.76))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1831,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(64*Root,FVar(11)/Root,Var(11)),12
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 40*Var(7),20*Var(7)
givepower = 10*Var(7),5*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1876
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - FWeapQuietus(Spn)
[Statedef 1832]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1832,0

[State 0, Helper]
type = Helper
trigger1 = Time = [0,4]
name = "FSwordMissile"
ID = 1979
stateno = 1979
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 5
trigger1 = NumHelper(1979) <= 0
trigger2 = Time < 5
trigger2 = Parent,StateNo != 1800

;----------------------
; H - FSwordMissile
[Statedef 1979]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1879
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 1
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,02.09,ifelse(Root,Var(5)=1,09.23,12.72))
y = ifelse(Root,Var(5)=0,14.85,ifelse(Root,Var(5)=1,11.82,07.95))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 2
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.63,ifelse(Root,Var(5)=1,10.42,13.48))
y = ifelse(Root,Var(5)=0,14.55,ifelse(Root,Var(5)=1,10.79,06.58))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 3
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,05.13,ifelse(Root,Var(5)=1,11.49,14.10))
y = ifelse(Root,Var(5)=0,14.10,ifelse(Root,Var(5)=1,09.64,05.13))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 4
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,06.58,ifelse(Root,Var(5)=1,12.44,14.55))
y = ifelse(Root,Var(5)=0,13.48,ifelse(Root,Var(5)=1,08.39,03.64))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 5
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,07.95,ifelse(Root,Var(5)=1,13.24,14.85))
y = ifelse(Root,Var(5)=0,12.72,ifelse(Root,Var(5)=1,07.04,02.09))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1832,1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(40*Root,FVar(11)/Root,Var(11)),8
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 16*Var(7),8*Var(7)
givepower = 4*Var(7),2*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1880
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 64

;----------------------
; H - HammerMissile
[Statedef 1833]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1881
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,04.28,ifelse(Parent,Var(5)=1,09.58,11.75))
y = ifelse(Parent,Var(5)=0,11.75,ifelse(Parent,Var(5)=1,08.03,04.28))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -12
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = Time = 0
value = S1833,0
[State 0, Snd Flip]
type = PlaySnd
trigger1 = Time%16 = 12
value = S1833,1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1832,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8010
guard.sparkno = s8110
sparkxy = 0,0
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -5,-3
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1882
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 64

;----------------------
; H - MageWandMissile
[Statedef 1834]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1891
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,06.89,ifelse(Parent,Var(5)=1,15.32,18.79))
y = ifelse(Parent,Var(5)=0,18.79,ifelse(Parent,Var(5)=1,12.86,06.89))
[State 0, VelSet]
type = VelMul
trigger1 = Time = 0
x = 1.5
y = 1.5
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1834,0
;[State 0, Snd Hit]
;type = PlaySnd
;trigger1 = MoveContact = 1
;value = S1817,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(64*Parent,FVar(11)/Parent,Var(11)),13
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Trail1]
type = Explod
trigger1 = 1
anim = 1891
removetime = 16
scale = 1.25,1.25
sprpriority = 4
[State 0, Explod Trail2]
type = Explod
trigger1 = 1
anim = 1891
pos = Ceil(vel x*-0.5),Ceil(vel y*-0.5)
removetime = 16
scale = 1.25,1.25
sprpriority = 4
[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1892
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 40

;----------------------
; H - MWeapBloodscourge(Spn)
[Statedef 1835]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1835,0

[State 0, Helper]
type = Helper
trigger1 = Time = [0,2]
name = "MageStaffFX2"
ID = 1980
stateno = 1980
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 3
trigger1 = NumHelper(1980) <= 0
trigger2 = Time < 3
trigger2 = Parent,StateNo != 1800

;----------------------
; H - MageStaffFX2
[Statedef 1980]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1889
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 1
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.59,ifelse(Root,Var(5)=1,07.36,08.47))
y = ifelse(Root,Var(5)=0,-7.70,ifelse(Root,Var(5)=1,-4.25,00.74))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 2
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,05.46,ifelse(Root,Var(5)=1,08.21,07.99))
y = ifelse(Root,Var(5)=0,-6.51,ifelse(Root,Var(5)=1,-2.20,02.91))
[State 0, Vel Init]
type = VelSet
triggerall = Parent,Time = 3
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,06.96,ifelse(Root,Var(5)=1,08.50,06.96))
y = ifelse(Root,Var(5)=0,-4.88,ifelse(Root,Var(5)=1,00.00,04.88))

[State 0, VarSet Reset]
type = VarSet
trigger1 = Time = 0
v = 5
value = 0
[State 0, VarSet Hit]
type = VarAdd
trigger1 = MoveContact = 1
v = 5
value = 8
[State 0, VarSet Hit]
type = VarAdd
trigger1 = Var(5) > 0
v = 5
value = -1

[State 0, VelMul]
type = VelMul
triggerall = Var(5) = 0
triggerall = !MoveGuarded && HitCount < 3
triggerall = Time > 4
trigger1 = Vel X > 0 && P2Dist X < 0
trigger2 = Vel X < 0 && P2Dist X > 0
x = 0.95
[State 0, VelMul]
type = VelMul
triggerall = Var(5) = 0
triggerall = !MoveGuarded && HitCount < 3
triggerall = Time > 4
trigger1 = Vel Y > 0 && P2Dist Y < 0
trigger2 = Vel Y < 0 && P2Dist Y > 0
y = 0.95

[State 0, VelAdd]
type = VelAdd
triggerall = Var(5) = 0
triggerall = !MoveGuarded && HitCount < 3
trigger1 = Time > 4
x = cond(P2Dist X<0,-0.5,0.5)
y = cond(P2Dist Y>56,0.5,-0.5)

[State 0, VelMul]
type = VelMul
trigger1 = HitCount >= 3
trigger2 = MoveGuarded
x = 1.1
y = 1.1

[State 0, VelSet]
type = VelSet
trigger1 = Vel X > 10
x = 10
[State 0, VelSet]
type = VelSet
trigger1 = Vel X < -10
x = -10
[State 0, VelSet]
type = VelSet
trigger1 = Vel Y > 10
y = 10
[State 0, VelSet]
type = VelSet
trigger1 = Vel Y < -10
y = -10

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1835,1

[State 0, HitDef]
type = HitDef
triggerall = Time < 128
triggerall = !MoveGuarded && HitCount < 3
trigger1 = Var(5) = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(32*Root,FVar(11)/Root,Var(11)),6
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8010
guard.sparkno = s8110
sparkxy = 0,0
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 32*Var(7),16*Var(7)
givepower = 8*Var(7),4*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = Pos Y + Vel Y >= 0
trigger2 = Time = 96
anim = 1890
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos Y + Vel Y >= 0
trigger2 = FrontEdgeDist < -64 && Time > 96
trigger3 = Time = 128

;----------------------
; H - LightningFloor
[Statedef 1836]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1884
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,05.00,ifelse(Root,Var(5)=1,6.50,8.00))
;y = ifelse(Root,Var(5)=0,14.00,ifelse(Root,Var(5)=1,09.75,05.00))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

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

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1836,0
[State 0, Snd Flip]
type = PlaySnd
trigger1 = Time%16 = 8
value = S1836,1
[State 0, Snd Hit]
type = PlaySnd
triggerall = MoveHit
trigger1 = Time%8 = 0
value = S1836,2

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = Time%4 = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(40*Root,FVar(11)/Root,Var(11)),6
pausetime = 0,1;+(3*Root,Var(9))
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,-64
hitsound = S1,3
guardsound = S2,0 
ground.type = Trip
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -Vel X,-5
guard.velocity = -5
air.velocity = -Vel X,-3.5
getpower = 32*Var(7),16*Var(7)
givepower = 8*Var(7),4*Var(7)

[State 0, Explod LightningCeiling]
type = Explod
trigger1 = !Time
anim = 1883
ID = 1883
pos = 0,-168
postype = p1
bindtime = 1
vel = vel x,0
removetime = 128
scale = 1.25,1.25
sprpriority = 4
ownpal = 1
[State 0, Explod LightningZap 1]
type = Explod
trigger1 = Time%6 = 0
anim = 1885
ID = 1885
pos = 0,-24
postype = p1
bindtime = 1
vel = vel x,-16-GameTime%5
removetime = 9-GameTime%5
scale = 1.25,1.25
sprpriority = 3
ownpal = 1
[State 0, Explod LightningZap 2]
type = Explod
trigger1 = Time%6 = 3
anim = 1885
ID = 1885
pos = 0,-144
postype = p1
bindtime = 1
vel = vel x,16+GameTime%5
removetime = 9-GameTime%5
scale = 1.25,1.25
sprpriority = 3
ownpal = 1

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = FrontEdgeDist < -64
trigger2 = Time = 128

;----------------------
; H - MWeapFrost(Spn)
[Statedef 1837]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1837,0

[State 0, Helper]
type = Helper
trigger1 = Time = [0,5]
name = "FSwordMissile"
ID = 1981
stateno = 1981
pos = 0,0
postype = p1

[State 0, VarSet]
type = VarSet
trigger1 = Var(11) < Parent,Var(11)
v = 11
value = Parent,Var(11)
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = Var(11) > Parent,Var(11)
v = 11
value = Var(11) 

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 5
trigger1 = NumHelper(1981) <= 0
trigger2 = Time < 5
trigger2 = Parent,StateNo != 1800

;----------------------
; H - FrostMissile
[Statedef 1981]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1877
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,03.28,ifelse(Root,Var(5)=1,08.58,10.75))+0.01*(Random%200)
y = ifelse(Root,Var(5)=0,10.75,ifelse(Root,Var(5)=1,07.03,03.28))+0.01*(Random%200)
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1837,1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(40*Root,FVar(11)/Root,Var(11)),8
pausetime = 0,12+(3*Root,Var(9))
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 20*Var(7),12*Var(7)
givepower = 6*Var(7),3*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1878
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 80

;----------------------
; H - PoisonBag
[Statedef 1838]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1886
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel x + vel y != 0
value = 1886

[State 0, AngleDraw]
type = AngleDraw
trigger1 = AnimElemNo(0) = 1 && AnimTime != 0
[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = -12-(6*Vel X)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1833,0
[State 0, Snd Bounce]
type = PlaySnd
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -8
value = S1838,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1838,1

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,00.65,ifelse(Parent,Var(5)=1,02.17,04.30))
y = ifelse(Parent,Var(5)=0,-7.47,ifelse(Parent,Var(5)=1,-7.25,-6.14))
[State 0, VelSet]
type = VelSet
trigger1 = MoveContact
trigger2 = Pos Y + Vel Y > -8
trigger2 = Abs(Vel Y) < 3
x = 0
y = 0
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -8
y = Vel Y * -0.55
[State 0, VelAdd]
type = VelAdd
trigger1 = vel x + vel y != 0
y = 0.4

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(8*Parent,FVar(11)/Parent,Var(11)),2
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8010
guard.sparkno = s8110
sparkxy = 0,0
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 0
fall.recover = 1
ground.velocity = -1
guard.velocity = -0.5
air.velocity = -1,-1
getpower = 64*Var(7),32*Var(7)
givepower = 16*Var(7),8*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = ChangeState
trigger1 = AnimTime = 0
value = 1982

;----------------------
; H - PoisonCloud
[Statedef 1982]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1887
sprpriority = 4

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1888
trigger1 = MoveContact
trigger2 = Time = 128
value = 1888

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
animtype = Light
priority = 9,Hit
damage = Ceil(8*Parent,FVar(11)/Parent,Var(11)),0
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
guard.slidetime = 8
guard.hittime = 8
air.hittime = 8
hitonce = 1
fall = 0
fall.recover = 1
getpower = 0,0
givepower = 0,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Anim = 1888
trigger1 = AnimTime = 0

;----------------------
; H - ElectricBolt
[Statedef 1841]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1893
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,05.13,ifelse(Root,Var(5)=1,11.49,14.10))
y = ifelse(Root,Var(5)=0,14.10,ifelse(Root,Var(5)=1,09.64,05.13))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1841,0
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1841,1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value=((atan(Vel Y/(Vel X+0.00000000000001))+(0))*(-180/Pi))+((vel x<0)*180)

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1894
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 64

;----------------------
; H - MiniMissile
[Statedef 1842]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 1805

;----------------------
; H - FlameMissile
[Statedef 1843]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 666

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 5
value = Parent,Var(5)

[State 0, PosAdd]
type = PosAdd
trigger1 = !Time
x = 12
y = -16

[State 0, Projectile 000]
type = Projectile
trigger1 = Time >= 1
ProjID = 1800
projanim = 1898
projhitanim = 1899
projremanim = 1899
projcancelanim = 1899
projscale = 1.25,1.25
projremove = 1
projremovetime = 128
velocity = ifelse(Var(5)=0,02.50,ifelse(Var(5)=1,06.00,11.50))-0.01*(Random%200),ifelse(Var(5)=0,-09.50,ifelse(Var(5)=1,-05.50,-01.50))-0.01*(Random%200)
accel = -0.025,0.4
remvelocity = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 80
projstagebound = 80
projheightbound = -240,0
offset = 0,0
postype = p1
attr = A,SP
hitflag = MAF
guardflag = M
animtype = light
damage = Ceil(8*Parent,FVar(11)/Parent,Var(11)),2
pausetime = 0,8
sparkno = s8000
guard.sparkno = s8100
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.slidetime = 8
guard.hittime = 8
air.hittime = 12
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -1
guard.velocity = -1
air.velocity = -1,-1 
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)

[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = ProjHit = 1
v = 11
value = 1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1843,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time >= 12

;----------------------
; H - MaulerTorpedo
[Statedef 1844]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1900
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,03.50,ifelse(Parent,Var(5)=1,07.50,09.50))
y = ifelse(Parent,Var(5)=0,09.50,ifelse(Parent,Var(5)=1,06.50,03.50))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -8
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1844,1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1845,1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(96*Parent,FVar(11)/Parent,Var(11)),19
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1901
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - HEGrenade
[Statedef 1845]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1902
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1845,0
[State 0, Snd Bounce]
type = PlaySnd
trigger1 = Vel Y + Pos Y > -4
trigger1 = Abs(Vel Y) >= 4
value = S1845,2
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
trigger2 = Vel Y + Pos Y > -4
trigger2 = Abs(Vel Y) < 4
value = S1845,1

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,01.30,ifelse(Root,Var(5)=1,03.17,04.82))
y = ifelse(Root,Var(5)=0,-7.39,ifelse(Root,Var(5)=1,-6.80,-5.75))
[State 0, Vel Friction]
type = VelMul
triggerall = Vel Y > 0
triggerall = Vel X > 1
trigger1 = Vel Y + Pos Y > -4
x = 0.9
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
trigger1 = Abs(Vel Y) >= 4
y = Vel Y * -0.7
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(8*Root,FVar(11)/Root,Var(11)),2
pausetime = 0,6+(3*Root,Var(9))
sparkno = s8000
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -2
guard.velocity = -2
air.velocity = -1,-1
getpower = 16*Var(7),8*Var(7)
givepower = 4*Var(7),2*Var(7)

[State 0, Projectile]
type = Projectile
trigger1 = MoveContact = 1
trigger2 = Vel Y + Pos Y > -4
trigger2 = Abs(Vel Y) < 4
ProjID = 1800
projanim = 1903
projscale = 1.25,1.25
projremove = 0
projremovetime = 41
projpriority = 1
projsprpriority = 9
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
damage = Ceil(96*Parent,FVar(11)/Parent,Var(11)),19
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -3,-3
guard.velocity = -6
air.velocity = -2,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Vel Y + Pos Y > -4
trigger3 = Abs(Vel Y) < 4

;----------------------
; H - PhosphorousGrenade
[Statedef 1846]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1904
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1845,0
[State 0, Snd Bounce]
type = PlaySnd
trigger1 = Vel Y + Pos Y > -4
trigger1 = Abs(Vel Y) >= 4
value = S1845,2
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
trigger2 = Vel Y + Pos Y > -4
trigger2 = Abs(Vel Y) < 4
value = S1845,1

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,01.30,ifelse(Root,Var(5)=1,03.17,04.82))
y = ifelse(Root,Var(5)=0,-7.39,ifelse(Root,Var(5)=1,-6.80,-5.75))
[State 0, Vel Friction]
type = VelMul
triggerall = Vel Y > 0
triggerall = Vel X > 1
trigger1 = Vel Y + Pos Y > -4
x = 0.9
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -4
trigger1 = Abs(Vel Y) >= 4
y = Vel Y * -0.7
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(8*Root,FVar(11)/Root,Var(11)),2
pausetime = 0,6+(3*Root,Var(9))
sparkno = s8000
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -0.5
guard.velocity = -4
air.velocity = -0.5,-2
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveGuarded || MoveReversed

[State 0, DestroySelf]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Vel Y + Pos Y > -4
trigger3 = Abs(Vel Y) < 4
value = 1984

;----------------------
; H - PhosphorousFire
[Statedef 1984]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1905
sprpriority = 4

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1905
triggerall = Time > 80 || UniqHitCount >= 10 || MoveGuarded || MoveReversed
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
value = 1906

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4
[State 0, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 0, Snd Burn]
type = PlaySnd
trigger1 = Time = 0
value = S1846,0
channel = 1
loop = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = Anim = 1906
trigger1 = AnimTime = 0
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = Time%4 = 0
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(20*Root,FVar(11)/Root,Var(11)),4
pausetime = 1,12+(3*Root,Var(9))
sparkno = -1;s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,2
guardsound = S2,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Root,Var(9)
fall.recover = !Root,Var(9)
ground.velocity = -0
guard.velocity = -2
air.velocity = -0,-2
getpower = 8*Var(7),4*Var(7)
givepower = 2*Var(7),1*Var(7)

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Anim = 1906
trigger1 = AnimTime = 0

;----------------------
; H - Kanoblade
[Statedef 1847]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1031
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Parent,Var(5)=0,02.05,ifelse(Parent,Var(5)=1,04.60,05.64))
y = ifelse(Parent,Var(5)=0,05.64,ifelse(Parent,Var(5)=1,03.84,02.05))
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > -8
y = Vel Y * -1

[State 0, Snd Launch]
type = PlaySnd
trigger1 = !Time
value = S1030,0
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
value = S1030,1
channel = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8005
guard.sparkno = s8105
sparkxy = 0,0
hitsound = S1,6
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
air.fall = Parent,Var(9)
fall.recover = !Parent,Var(9)
ground.velocity = -5
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
anim = 1033
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Time = 240

;----------------------
; H - SorcFX1
[Statedef 1848]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1907
sprpriority = 4

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Snd Bounce]
type = PlaySnd
trigger1 = Vel Y + Pos Y > 0
trigger1 = Abs(Vel Y) >= 5
trigger2 = Time = 0
value = S1848,0
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = MoveContact = 1
trigger2 = Vel Y + Pos Y > 0
trigger2 = Abs(Vel Y) < 5
value = S1848,1

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,01.30,ifelse(Root,Var(5)=1,03.17,04.82))
y = ifelse(Root,Var(5)=0,-7.39,ifelse(Root,Var(5)=1,-6.80,-5.75))
;[State 0, Vel Friction]
;type = VelMul
;triggerall = Vel Y > 0
;triggerall = Vel X > 1
;trigger1 = Vel Y + Pos Y > 0
;x = 0.9
[State 0, Vel Bounce]
type = VelSet
triggerall = Vel Y > 0
trigger1 = Vel Y + Pos Y > 0
trigger1 = Abs(Vel Y) >= 5
y = Vel Y * -0.95
[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.5

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SP
hitflag = MAF
guardflag = M
animtype = Medium
priority = 6,Hit
damage = Ceil(80*Parent,FVar(11)/Parent,Var(11)),16
pausetime = 0,12+(3*Parent,Var(9))
sparkno = s8010
guard.sparkno = s8110
sparkxy = 0,0
hitsound = S1,1
guardsound = S2,0 
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.slidetime = 12
guard.hittime = 12
air.hittime = 18
yaccel = 0.5
fall = 1
fall.recover = 0
ground.velocity = -5,-3
guard.velocity = -5
air.velocity = -3,-3
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, Explod Hit]
type = Explod
trigger1 = MoveContact = 1
trigger2 = Vel Y + Pos Y > 0
trigger2 = Abs(Vel Y) < 5
anim = 1890
removetime = -2
scale = 1.25,1.25
sprpriority = 4

[State 0, VarAdd]
type = ParentVarAdd
trigger1 = MoveContact = 1
v = 11
value = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = MoveContact = 1
trigger2 = FrontEdgeDist < -64
trigger3 = Vel Y + Pos Y > 0
trigger3 = Abs(Vel Y) < 5

;----------------------
; H - A Hole
[Statedef 1849]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1908
sprpriority = -3

[State 0, VarSet]
type = VarSet
trigger1 = !Time
v = 7
value = ifelse((Root,PrevStateNo = [1800,1801]),0,1)

[State 0, Vel Init]
type = VelSet
trigger1 = Time = 0
x = ifelse(Root,Var(5)=0,00.75,ifelse(Root,Var(5)=1,03.33,07.00))
y = ifelse(Root,Var(5)=0,-7.39,ifelse(Root,Var(5)=1,-6.80,-5.75))
[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 1908
y = 0.5

[State 0, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 16

[State 0, Vel Init]
type = VelSet
trigger1 = FrontEdgeDist < -16 && vel x > 0
x = vel x * -0.9
[State 0, PosSet]
type = PosSet
triggerall = Vel Y + Pos Y > -8
trigger1 = Anim = 1908
y = -8
[State 0, VelSet]
type = VelSet
trigger1 = Anim != 1908
x = 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1908
trigger1 = Vel Y + Pos Y > -8
value = 1909
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1909
trigger1 = MoveContact
trigger2 = Time = 192
value = 1910
elem = ifelse(MoveContact,1,2)

[State 900, Grab Attempt]
type = HitDef
trigger1 = 1
attr = S, ST
hitflag = M
hitsound = s1849,1
animtype = Up
priority = 1, Miss
sparkno = -1
fall = 1
snap = 0,0
guard.sparkno = -1
p2stateno = 1985
getpower = 80*Var(7),40*Var(7)
givepower = 20*Var(7),10*Var(7)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger1 = Anim = 1910

;----------------------------------------------------------------------
; V - A Hole
[Statedef 1985]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = Time <= 16
value = SCA
time = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = Time < 16
value = 0
scale = 1-(Time*0.025),1-(Time*0.065)

[State 0, PalFX]
type = PalFX
trigger1 = Time < 16
time = 1
add = -16*Time,-16*Time,-16*Time
mul = 256,256,256
color = 256

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 16
trigger1 = SelfAnimExist(5061)
value = 5061

[State 0, PosAdd]
type = PosAdd
trigger1 = Time = 16
y = -800

[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 16
y = 0.75

[State 0, LifeAdd]
type = LifeAdd
trigger1 = Time > 16
trigger1 = Pos Y + vel Y > 0
value = -80
[State 0, SelfState]
type = SelfState
trigger1 = Time > 16
trigger1 = Pos Y + vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; H - EX Image
[Statedef 1999]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 3
anim = 666

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
;[State 0, AssertSpecial]
;type = AssertSpecial
;trigger1 = GameTime%3 = 0
;flag = noshadow
;flag2 = invisible

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,StateNo = 1800
value = 1801
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,StateNo = 1450
trigger2 = Parent,StateNo = 1460
value = 1455
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,StateNo = [1350,1351]
;trigger1 = Anim = [1350,1352]
value = 5+Parent,Anim
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,StateNo = 1080
value = 1080
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,StateNo = 1050
value = 1051
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,StateNo = 1051
value = 1053
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,Anim = 1250
value = 1251
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,Anim = 1150
value = 1155
elem = Parent,AnimElemNo(0)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Parent,Anim = 1121
value = 1156
elem = Parent,AnimElemNo(0)

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 16
facing = 1
pos = 0,0
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 666

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(64*(GameTime%4)),64*(GameTime%4)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Root,StateNo < 1000
trigger2 = Root,StateNo >= 2000
trigger3 = Root,StateNo = 1302
trigger4 = Root,StateNo = 1201
trigger5 = Root,MoveType = H
trigger6 = Root,StateType = L

;---------------------------------------------------------------------------
; [OLD] BLADE! 
[Statedef 6666]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1000
poweradd = 56
velset = 0,0
sprpriority = 1

[State 0, Var Strength]
type = VarSet
trigger1 = !Time && !Var(15)
v = 5
value = cond(command != "x",cond(command = "y",1,2),0)
[State 0, Var Strength AI]
type = VarSet
trigger1 = !Time && Var(15)
v = 5
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim = 1000
trigger1 = Time >= 12 + (Var(5)*2) && command != "hold_x"  && command != "hold_y"  && command != "hold_z"
trigger2 = Time >= 64
trigger3 = Time = 12 && Var(15)
value = 1001

[State 0, VelSet]
type = VelSet
triggerall = Anim = 1001
trigger1 = AnimElem = 1,1 
x = 5 + (Var(5)*2.5)
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.8
[State 0, VelSet]
type = VelSet
triggerall = Anim = 1001
trigger1 = AnimElem = 6
x = 0

[State 0, PlaySnd Slash]
type = PlaySnd
trigger1 = Anim = 1000
trigger1 = AnimElemNo(0) = [2,3]
trigger2 = Anim = 1001
trigger2 = AnimElemNo(0) = [6,8]
value = S1001,1
channel = 1
[State 0, PlaySnd Voice]
type = PlaySnd
trigger1 = Anim = 1001
trigger1 = AnimElem = 1
value = S1000,1
channel = 0
[State 0, PlaySnd Slash]
type = PlaySnd
triggerall = Anim = 1001
trigger1 = AnimElem = 3
value = S1001,0
[State 0, PlaySnd Swing]
type = PlaySnd
triggerall = Anim = 1001
trigger1 = AnimElem = 2
value = S0,3
channel = 1

[State 0, Explod Overlay]
type = Explod
triggerall = Anim = 1001
trigger1 = AnimElem = 6
anim = 1002
ID = 1002
pos = 0,0
postype = p1
bindtime = 24
removetime = -2
scale = 1,1
sprpriority = 3
removeongethit = 1
[State 0, Explod Bladespin 1]
type = Explod
triggerall = Anim = 1000
trigger1 = AnimElem = 2
anim = 1005
ID = 1005
pos = -24,-106
postype = p1
bindtime = 8
removetime = 8
scale = 0.55,0.55
sprpriority = 1
removeongethit = 1
[State 0, Explod Bladespin Size1]
type = ModifyExplod
triggerall = Anim = 1000
trigger1 = AnimElem = 2,2
id = 1005
scale = 0.70,0.70
[State 0, Explod Bladespin Size2]
type = ModifyExplod
triggerall = Anim = 1000
trigger1 = AnimElem = 3
id = 1005
scale = 0.85,0.85
[State 0, Explod Bladespin Size3]
type = ModifyExplod
triggerall = Anim = 1000
trigger1 = AnimElem = 3,2
id = 1005
scale = 1,1
[State 0, Explod BladePos 1]
type = ModifyExplod
triggerall = Anim = 1000
trigger1 = AnimElem = 3
id = 1005
pos = -43,-97
postype = p1
[State 0, Explod Bladespin 2]
type = Explod
triggerall = Anim = 1001
trigger1 = AnimElem = 6
anim = 1005
ID = 1005
pos = -22,-60
facing = -1
postype = p1
bindtime = 12
removetime = 12
scale = 1,1
sprpriority = 2
removeongethit = 1
[State 0, Explod BladePos 2]
type = ModifyExplod
triggerall = Anim = 1001
trigger1 = AnimElem = 7
id = 1005
pos = -17,-80
postype = p1
[State 0, Explod BladePos 3]
type = ModifyExplod
triggerall = Anim = 1001
trigger1 = AnimElem = 8
id = 1005
pos = -10,-84
postype = p1
[State 0, Explod Bladespin Size1]
type = ModifyExplod
triggerall = Anim = 1001
trigger1 = AnimElem = 6,2
id = 1005
scale = 0.90,0.90
[State 0, Explod Bladespin Size2]
type = ModifyExplod
triggerall = Anim = 1001
trigger1 = AnimElem = 7
id = 1005
scale = 0.80,0.80
[State 0, Explod Bladespin Size3]
type = ModifyExplod
triggerall = Anim = 1001
trigger1 = AnimElem = 7,2
id = 1005
scale = 0.70,0.70
[State 0, Explod Bladespin Size4]
type = ModifyExplod
triggerall = Anim = 1001
trigger1 = AnimElem = 8
id = 1005
scale = 0.60,0.60
[State 0, Explod Bladespin Size4]
type = ModifyExplod
triggerall = Anim = 1001
trigger1 = AnimElem = 8,2
id = 1005
scale = 0.50,0.50
[State 0, Explod Slash]
type = Explod
triggerall = Anim = 1001
trigger1 = AnimElem = 2
anim = 1007
ID = 1007
pos = 40,0
postype = p1
bindtime = 666
removetime = -2
scale = 1,1
sprpriority = 2
removeongethit = 1

[State 0, HitDef]
type = HitDef
trigger1 = !MoveContact && !MoveReversed
attr = A,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 9,Hit
damage = Ceil(96*FVar(10)),19
pausetime = 12,12+(3*Var(9))
guard.pausetime = 0,3
sparkno = s8030
guard.sparkno = s8105
sparkxy = -56+Floor(P2Dist X*0.75),-68
hitsound = S1,6
guardsound = S2,1 
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.slidetime = 16
guard.hittime = 16
air.hittime = 24
yaccel = 0.6
fall = 1
fall.recover = 0
ground.velocity = -3.5+(Var(9)),-8.50-(Var(9))
guard.velocity = -6
air.velocity = -4.5,-8
getpower = 72,36
givepower = 18,9

[State 0, Helper]
type = Helper
triggerall = Anim = 1000
trigger1 = AnimElem = 4
name = "BLADE! Hold"
ID = 1010
stateno = 1010
pos = -43,-96
postype = p1
ownpal = 1
supermovetime = 666
pausemovetime = 666

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1001 && AnimElem = 3
movetype = A
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1001 && AnimElem = 5
movetype = I

[State 0, ChangeState]
type = ChangeState
triggerall = Anim = 1001
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; [OLD] Ninjakiller
[Statedef 6666]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1100
velset = 0,0
poweradd = 56
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !Time && !Var(15)
v = 5
value = cond(command != "a",cond(command = "b",1,2),0)
[State 0, VarSet]
type = VarSet
trigger1 = !Time && Var(15)
v = 5
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 1100+Var(5)

[State 0, Snd Swing]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 21
trigger3 = Anim = 1102
value = S0,3
channel = 1
[State 0, Snd Hit]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
trigger3 = AnimElem = 23
trigger3 = Anim = 1102
value = S1100,0
channel = 2
[State 0, Snd Ninja]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 13
trigger3 = AnimElem = 22
trigger3 = Anim = 1102
value = S1100,1
channel = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger2 = Anim != 1100
trigger3 = AnimElem = 21
trigger3 = Anim = 1102
x = 4
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.9
[State 0, VelMul]
type = VelMul
trigger1 = AnimElemNo(0) >= 6
trigger1 = Anim = 1100
trigger2 = AnimElemNo(0) >= 15
trigger2 = Anim = 1101
trigger3 = AnimElemNo(0) >= 24
trigger3 = Anim = 1102
x = 0.9

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3, 1
trigger2 = AnimElem = 12, 1
trigger3 = AnimElem = 21, 1
trigger3 = Anim = 1102
anim = 1110
ID = 1110
pos = 56,-72
postype = p1
bindtime = 4
scale = 0.5,0.75
removetime = -2
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = AnimElem = 14
trigger1 = Anim != 1100
trigger2 = AnimElem = 23
trigger2 = Anim = 1102

[State 0, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemNo(0) = 5
trigger1 = Anim != 1100
trigger2 = AnimElemNo(0) = 14
trigger2 = Anim = 1102
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil((64/(UniqHitCount+1))*FVar(10)),12
pausetime = 3,4+(1*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -64+Floor(P2Dist X*0.5),-68
hitsound = S1,3
guardsound = S2,0 
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 20
guard.hittime = 20
air.hittime = 22
yaccel = 0.4
air.fall = 1
fall.recover = 0
ground.velocity = -6
guard.velocity = -6
air.velocity = -3,-3
getpower = Floor(128/(UniqHitCount+2)),Floor(64/(UniqHitCount+2))
givepower = Floor(32/(UniqHitCount+2)),Floor(16/(UniqHitCount+2))

[State 0, HitDef]
type = HitDef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElemNo(0) = 5
trigger1 = Anim = 1100
trigger2 = AnimElemNo(0) = 14
trigger2 = Anim = 1101
trigger3 = AnimElemNo(0) = 23
trigger3 = Anim = 1102
attr = S,SA
hitflag = MAF
guardflag = M
animtype = Heavy
priority = 6,Hit
damage = Ceil((64/(UniqHitCount+1))*FVar(10)),12
pausetime = 3,4+(1*Var(9))
sparkno = s8010
guard.sparkno = s8105
sparkxy = -64+Floor(P2Dist X*0.5),-68
hitsound = S1,7
guardsound = S2,1
ground.type = High
ground.slidetime = 22
ground.hittime = 22
guard.slidetime = 20
guard.hittime = 20
air.hittime = 22
yaccel = 0.4
fall = 1
fall.recover = 0
ground.velocity = -4,-4
guard.velocity = -6
air.velocity = -3,-3
getpower = Floor(128/(UniqHitCount+2)),Floor(64/(UniqHitCount+2))
givepower = Floor(32/(UniqHitCount+2)),Floor(16/(UniqHitCount+2))

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim = 1100 && Time = 14
trigger2 = Anim = 1101 && Time = 31
trigger3 = Anim = 1102 && Time = 48
movetype = I

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1