

;VARIABLES
;var(0)-var(5): Temp
;var(6);combo chain 
;var(7); enemynear, head pos y
;var(8);small opponent y dist
;var(9);miss target
;var(10);target hit
;
;var(11),var(12); temp bound states
;-------
;var(13) Combo adder 
;Var(14) number and text decider 
;Var(15) is Danger 
;var(16) normalize 
;----------
;var(17);combo conditions
;var(18);win lose ko 
;var(22)-var(24);
;var(25)-var(27);hitcount
;var(29);launcher reset
;variable below 29 will reset between rounds
;
;
;var(30); p2life /100
;var(31); p1life /100
;var(33);p2life
;var(34),max hits light atk
;var(35),max hits medium atk
;var(36);max hits hard atk
;var(41);
;var(42)
;var(43) - var(48); run
;var(51) - normal to special to hyper states
;var(54) - throw direction
;var(55) - 
;var(56); sos condition
;var(57); 
;var(58); remember ai for next round
;var(59); ai activate

[Data]
;Amount of life to start with

life = 1000
;attack power (more is stronger)

attack = 100
;defensive power (more is stronger)

defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 7200
;Default guard spark number
guard.sparkno = 7300
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = -100 
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 29
FloatPersistIndex = 19

[Size]
xscale = 0.5    ;Horizontal scaling factor.
yscale = 0.5          ;Vertical scaling factor.
ground.back = 20    ;Player width (back, ground)
ground.front = 20    ;Player width (front, ground)
air.back = 20   ;Player width (back, air)
air.front = 20   ;Player width (front, air)
height = 70          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 7-86  ;Approximate position of head
mid.pos = 5,-52   ;Approximate position of midsection
shadowoffset = -4   ;Number of pixels to vertically offset the shadow
draw.offset = 0,-9   ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3     ;Walk forward
walk.back = -2.7     ;Walk backward
run.fwd  = 4.6,0   ;Run forward (x, y)
run.back = -8,-3;-2.8 ;Hop backward (x, y)
jump.neu = 0,-9.4    ;Neutral jumping velocity (x, y)
jump.back = -3.5    ;Jump back Speed (x, y)
jump.fwd = 3.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1     ;.
airjump.neu = 0,-8.1     ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 3.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Lose by Time Over

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0


[State 170]
type = PosSet
trigger1 = Time = 0
y = 0


[State 170]
type = Explod
trigger1 = AnimElem = 3, = 1
anim = 6170
ontop = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
[State 170]
type = Explod
trigger1 = AnimElem = 5, = 1
anim = 6171
sprpriority = -2
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 170]
type = PlaySnd
trigger1 = AnimElem = 3, = 1
value = 170,0


[State 170]
type = NotHitBy
trigger1 = 1
value = SCA


;---------------------------------------------------------------------------
; Lose 

[Statedef 171]
type = S
ctrl = 0
velset = 0,0
anim = 170


[State 171]
type = PosSet
trigger1 = Time = 0
y = 0

[State 171]
type = PlaySnd
trigger1 = Time = 0
value = 171,2

[State 171]
type = Explod
trigger1 = Time%5 = 0
trigger1 = random < 300
anim = 7030+random%3
sprpriority = 5
scale = const(size.xscale),const(size.yscale)

[State 171]
type = NotHitBy
trigger1 = 1
value = SCA

[State 171]
type = CtrlSet
trigger1 = Time = 100
value = 1


;---------------------------------------------------------------------------
; Win state decider

[Statedef 180]
type = S
velset = 0,0



[State 180] 
type = Assertspecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[State 180, 0]
type = PosSet
trigger1 = Time = 0
y = 0


[State 183]
type = Width
trigger1 = Time = 0
value = 100,100

[State 180, 1]
type = ChangeState
trigger1 = Time >= 1
trigger1 = WinTime
value = 181


[State 180, 1]
type = ChangeState
trigger1 = Time >= 1
trigger1 = WinKO
value = 182+(random < 500)

;---------------------------------------------------------------------------
; Win pose 1 - Time Over

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0



[State 182] 
type = Assertspecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[State 181]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 181,0



;---------------------------------------------------------------------------
; Win pose 2 - Win KO

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0



[State 182] 
type = Assertspecial 
trigger1 = Time >= 0 
flag = NoBarDisplay


[State 182]
type = Explod
trigger1 = AnimElem = 3, = 6
anim = 6182
ontop = 1
scale = const(size.xscale),const(size.yscale)


[State 182]
type = PlaySnd
trigger1 = AnimElem = 3, >= 6
trigger1 = AnimElem = 13, < 0
trigger1 = Time%7 = 0
value = 182,0


;---------------------------------------------------------------------------
; Win pose 2 - Win KO

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0



[State 183] 
type = Assertspecial 
trigger1 = Time >= 0 
flag = NoBarDisplay

[State 183]
type = PlaySnd
trigger1 = AnimElem = 6
value = 183,0

;---------------------------------------------------------------------------
; Introduction

[Statedef 191]
type = S
ctrl = 0
physics = N
anim = 190
velset = 0,0
sprpriority = 0






[state 191]
type = PalFx
trigger1 = Time = [0,50]
time = 1
;color = 0
add = -64,-64,-64

[state 191]
type = PalFx
trigger1 = Time = [50,114]
time = 1
;color = 0
add = -64+(Time-50),-64+(Time-50),-64+(Time-50)

[State 191]
type = Helper
trigger1 = AnimElem = 1
stateno = 6191
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 191]
type = Helper
trigger1 = AnimElem = 1
stateno = 6192
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 191]
type = Explod
trigger1 = Time%8 = 0
trigger1 = AnimElem = 14, < 0
anim = 6196
removetime = 16 + 32*(AnimElemNo(0) >= 8)
pos = 0,0
random = 80,0
vel = 0,-2 - 8*(AnimElemNo(0) >= 8)
sprpriority = 3
ownpal = 1
facing = ifelse(random < 500,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 191]
type = Explod
trigger1 = Time%8 = 0
trigger1 = AnimElem = 14, < 0
anim = 6195
sprpriority = -3
removetime = 16 + 32*(AnimElemNo(0) >= 8)
pos = 0,0
random = 80,0
vel = 0,-2 - 8*(AnimElemNo(0) >= 8)
ownpal = 1
facing = ifelse(random < 500,1,-1)
scale = const(size.xscale),const(size.yscale)
[State 191]
type = Explod
trigger1 = AnimElem = 8
anim = 6197
sprpriority = 3
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 191]
type = Explod
trigger1 = AnimElem = 8
anim = 6200
sprpriority = -3
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 191]
type = PlaySnd
trigger1 = AnimElem = 1
value = 191,0

[State 191]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191,1

[State 191]
type = PlaySnd
trigger1 = AnimElem = 5
value = 191,2


[State 191, 1] ;Freeze animation until PreIntro is over
type = null;ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro



[State 191, 3] ;Change to
type = ChangeState
trigger1 = Animtime = 0
value = 199




;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 197]
type    = S
physics = S
anim = 12


[State 197]
type = ChangeState
trigger1 = AnimTime = 0
value = 199
;---------------------------------------------------------------------------
; Jump Land
[Statedef 198]
type    = S
physics = S
ctrl = 0
anim = 47
facep2 = 1
movehitpersist = 1


[State 198]
type = null;ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 47, ifelse((vel x)>0, 48, 49))

[State 198]
type = VelSet
trigger1 = Time = 0
y = 0

[State 198]
type = PosSet
trigger1 = Time = 0
y = 0



;This controller plays a sound everytime  lands from a jump
[State 198, Landing Sound]
type = null;PlaySnd
trigger1 = Time = 1
value = 52,1

[State 198]
type = Explod
trigger1 = Time = 1
anim = 7052
sprpriority = -2
pos = 0,10
scale = const(size.xscale),const(size.yscale)
[State 198]
type = null;EnvShake
trigger1 = Time = 1
time = 8


[State 198]
type = CtrlSet
trigger1 = Time = 2
value = 1


[State 198]
type = ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0

;----------------------------------------------- 
[Statedef 199]; Move around before match 
type = S 
physics =S 
sprpriority = 2 
anim = 0

[State 199]
type = posset 
trigger1 = 1 
y = 0 

[State 199]
type = VelSet 
trigger1 = Time = 0 
y = 0 

[State 199]
type = VelSet 
trigger1 = command = "holdfwd" 
x = 2.4 

[State 199]
type = VelSet 
trigger1 = command = "holdback" 
x = -2.0 

[State 199]
type = ChangeAnim 
trigger1 = command = "holdfwd" 
trigger1 = Anim != 20 
value = 20 

[State 199]
type = ChangeAnim 
trigger1 = command = "holdback" 
trigger1 = Anim != 21 
value = 21 

[State 199]
type = ChangeAnim 
trigger1 = command != "holdback" 
trigger1 = command != "holdfwd" 
trigger1 = Anim != 0 
value = 0 

[State 199] 
type = VelSet 
trigger1 = command != "holdback" 
trigger1 = command != "holdfwd" 
x = 0 

[State 199]
type = VarSet 
trigger1 = roundstate != 2 
var(1) = floor(pos x) 

[State 199]
type = posset 
trigger1 = roundstate = 2 
trigger1 = var(1) != 0 
x = var(1) 

[State 199]
type = varset 
trigger1 = roundstate = 2 
var(1) = 0 

[State 199]
type = changestate 
trigger1 = ctrl 
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)
;---------------------------------------------------------------------------
; Taunt

[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 100


[State 195]
type = PlaySnd
trigger1 = Time = 17
value = 195,0


[State 195, 2]
type = ChangeState
trigger1 = Time = 50;AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Punch

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                        
anim = 200                       
poweradd = 13                   
sprpriority = 2                 

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0


[State 200]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA             
damage = 3*var(30), 0                 
animtype = Light                 
guardflag = MA                  
hitflag = MAF                    
priority = 3, Hit                
pausetime = 5,5                
sparkno = S(8200+random%2)                
sparkxy = -10,-54
hitsound = S1,0      
guardsound = S4,0                
guard.sparkno = S8430
ground.type = High               
ground.slidetime = 15            
ground.hittime  = 10             
ground.velocity = -3    
;ground.velocity = -1,-9
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -1.4,-3           
air.hittime = 12                 
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0



[State 200]
type = VarAdd
trigger1 = MoveContact
var(19) = 1
ignorehitpause = 1
persistent = 0


[State 200]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 3, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0


[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Stand Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2


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


[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 210, 2]
type = HitDef
trigger1 = !var(29)
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = -1;S7203
guard.sparkno = S8430
sparkxy = -10,-54
hitsound   = S1,1
guardsound = S4,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
;ground.velocity = -5
;air.velocity = -5
ground.velocity = 0,-13
air.velocity = 0,-12
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
p2stateno = 7321
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7203
postype = p2
pos = 20,-60
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)


[State 210]
type = Explod
trigger1 = MoveHit
anim = 7025
postype = p2
ontop = 1
ownpal = 1
pos = 0,-abs(EnemyNear, const(size.mid.pos.y))
persistent = 0
facing = -1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 210]
type = varset
trigger1 = MoveHit
var(29) = 1
ignorehitpause = 1
persistent = 0


[State 210]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0

[State 210]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 4, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0



[State 210]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; Stand  Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2


[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0


[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,1

[State 220, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, NA
animtype  = Hard
damage    = 8*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-34
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020



[State 220, 3]
type = Helper
trigger1 = AnimElem = 4
stateno = 6220
scale = const(size.xscale),const(size.yscale)

[State 220]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0


[State 220]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 8, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0


[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Stand Kick
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 13
ctrl = 0
velset = 0,0
anim = 300
sprpriority = 2


[State 300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0


[State 300, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 3*var(30)
guardflag = MA
pausetime = 5,5
sparkno = S(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-40
hitsound   = S1,4
guardsound = S4,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,0
air.velocity = -3,0
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020


[State 300]
type = VarAdd
trigger1 = MoveContact
var(19) = 1
ignorehitpause = 1
persistent = 0


[State 300]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 3, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0


[State 300, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Stand Medium Kick
[Statedef 310]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 310
sprpriority = 2


[State 310, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 310, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0


[State 310, 2]
type = HitDef
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
attr = S, NA
animtype = Medium
damage    = 5*var(30)
guardflag = L
pausetime = 5,5
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-70
hitsound   = S1,5
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
persistent = 0


[State 310]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0


[State 310]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 5, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 310]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Stand Strong Kick
[Statedef 320]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 320
sprpriority = 2


[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,2


[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 320,0


[State 320, 2]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 6
attr = S, NA
animtype = Hard
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,6
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
persistent = 0

[State 320]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
ontop = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
[State 320]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
sprpriority = -2
pos = 19,-5
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 320]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0


[State 320]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 8, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 320]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 13
ctrl = 0
anim = 400
sprpriority = 2
velset = 0,0 

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0


[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA             
damage = 2*var(30), 0                 
animtype = Light                 
guardflag = L                 
hitflag = MAF                    
priority = 3, Hit                
pausetime = 3,3             
sparkno = S(8200+random%2)                
sparkxy = -10,-20
hitsound = S1,0        
guardsound = S4,0                
guard.sparkno = S8430
ground.type = Low               
ground.slidetime = 15            
ground.hittime  = 10             
ground.velocity = -3   
;ground.velocity = -1,-9     
air.velocity = -2.4                    
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0



[State 400]
type = VarAdd
trigger1 = MoveContact
var(19) = 1
persistent = 0


[State 400]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 3, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;Crouch Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 40
ctrl = 0
anim = 410
sprpriority = 2
velset = 0,0 



[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0


[State 410, 1]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = C, NA             
damage = 7*var(30), 0                 
animtype = Medium                 
guardflag = L                 
hitflag = MAF                    
priority = 3, Hit                
pausetime = 5,5             
sparkno = S(8210+random%2)                   
sparkxy = -10,-70
hitsound = S1,7        
guardsound = S4,0                
guard.sparkno = S8430
ground.type = Low               
ground.slidetime = 15            
ground.hittime  = 15             
ground.velocity = -5    
;ground.velocity = -1,-9     
air.velocity = -5                    
getpower = ifelse(MoveHit,40,15),ifelse(MoveHit,40,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0


[State 410]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0

[State 410]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 7, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0


[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Strong Punch

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420
sprpriority = 2
velset = 0,0 

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 182,0


[State 420, 2]
type = HitDef
triggerall = hitcount < 3
trigger1 = AnimElem = 5 || AnimElem = 6
trigger2 = AnimElem = 7 || AnimElem = 8
attr = C, NA
damage    = 3*var(30)
animtype  = Hard
hitflag = MF
guardflag = MA
pausetime = 4,4
sparkxy = -10,-70
sparkno = S(8220+random%2)
hitsound   = S1,7
guardsound = S4,0
guard.sparkno = S8430
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;fall.animtype = Hard
;p2stateno = 9020

[State 420, 1]
type = null;ChangeAnim
trigger1 = AnimElem = 9
value = 420
elem = 5
persistent = 0

[State 420, 1]
type = null;ChangeAnim
trigger1 = AnimElem = 9
value = 420
elem = 5
persistent = 0


[State 420]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0


[State 420]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 9, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0


[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; Stand Strong Punch 2
[Statedef 421]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2


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


[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 210, 2]
type = HitDef
trigger1 = !var(29)
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = -1;S7203
guard.sparkno = S8430
sparkxy = -10,-54
hitsound   = S1,1
guardsound = S4,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,-13
air.velocity = 0,-12
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
p2stateno = 7321
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020

[State 200, Explod]
type = Explod
trigger1 = MoveHit = 1
anim = 7203
postype = p2
pos = 20,-60
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 421]
type = Explod
trigger1 = MoveHit
anim = 7025
postype = p2
ontop = 1
ownpal = 1
pos = 0,-abs(EnemyNear, const(size.mid.pos.y))
persistent = 0
facing = -1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
[State 421]
type = varset
trigger1 = MoveHit
var(29) = 1
ignorehitpause = 1
persistent = 0


[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Crouch Kick
[Statedef 500]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 13
ctrl = 0
anim = 500
sprpriority = 2
velset = 0,0 

[State 500, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0


[State 500, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA             
damage = 3*var(30), 0                 
animtype = Light                 
guardflag = L                 
hitflag = MAFD                    
priority = 3, Hit                
pausetime = 4,4             
sparkno = S(8200+random%2)                
sparkxy = -10,0
hitsound = S1,4        
guardsound = S4,0                
guard.sparkno = S8430
ground.type = Low               
ground.slidetime = 15            
ground.hittime  = 10             
ground.velocity = -3   
;ground.velocity = -1,-9     
air.velocity = -1.4                    
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0



[State 500]
type = VarAdd
trigger1 = MoveContact
var(19) = 1
ignorehitpause = 1
persistent = 0


[State 500]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 3, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 500, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Crouch Medium Kick
[Statedef 510]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 40
ctrl = 0
anim = 510
sprpriority = 2
velset = 0,0 



[State 510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 510, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0


[State 510, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype = Medium
damage    = 5*var(30)
guardflag = L
pausetime = 5,5
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,0
hitsound   = S1,5
guardsound = S4,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020


[State 510]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0


[State 510]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 5, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0


[State 510, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 520]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 520
sprpriority = 2


[State 520, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2


[State 520, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 320,0


[State 520, 2]
type = null;HitDef
trigger1 = AnimElem = 5 || AnimElem = 6
attr = C, NA
animtype = Hard
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
persistent = 0


[State 520]
type = Helper
trigger1 = AnimElem = 4
stateno = 521
scale = const(size.xscale),const(size.yscale)

[State 520]
type = Explod
trigger1 = AnimElem = 3
anim = 6520
ontop = 1
removeongethit = 1
pos = -50,2
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 520]
type = Explod
trigger1 = AnimElem = 3
anim = 6520
sprpriority = -2
pos = -31,-5
removeongethit = 1
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 520]
type = Explod
trigger1 = AnimElem = 4
anim = 6521
ontop = 1
removeongethit = 1
pos = 128,7
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 520]
type = Explod
trigger1 = AnimElem = 4
anim = 6521
sprpriority = -2
pos = 152,0
removeongethit = 1
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)

[State 520]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0


[State 520]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 13, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 520]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Crouch Strong Kick Coil
[Statedef 521]
type    = C
movetype= A
physics = N
juggle  = 4
;poweradd= 50
ctrl = 0
velset = 0,0
anim = 521
sprpriority = 2



[State 521, 1]
type = HitBy
trigger1 = 1
value = SCA,AP


[State 521]
type = HitOverride
trigger1 = 1
stateno = 522
attr = SCA,AP
slot = 0
time = -1

[State 521, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0

[State 521, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = C, NA
animtype = Hard
damage    = 7*(Root,var(30))
guardflag = MA
pausetime = 0,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,7
guardsound = S4,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020


[State 521]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Stateno != 520


;---------------------------------------------------------------------------
;Crouch Strong Kick Coil End
[Statedef 522]
type    = C
movetype= I
physics = N
juggle  = 4
;poweradd= 50
ctrl = 0
velset = 0,0
;anim = 521
sprpriority = 2



[State 522]
type = DestroySelf
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;Crouch Strong Kick V2
[Statedef 530]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 520
sprpriority = 2


[State 520, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2


[State 520, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 320,0


[State 520, 2]
type = null;HitDef
trigger1 = AnimElem = 5 || AnimElem = 6
attr = C, NA
animtype = Hard
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
persistent = 0


[State 530]
type = Helper
trigger1 = AnimElem = 4
stateno = 531
pos = 100,0
scale = const(size.xscale),const(size.yscale)
[State 530]
type = Explod
trigger1 = AnimElem = 3
anim = 6520
ontop = 1
removeongethit = 1
pos = -50,2
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 530]
type = Explod
trigger1 = AnimElem = 3
anim = 6520
sprpriority = -2
pos = -31,-5
removeongethit = 1
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 530]
type = Explod
trigger1 = AnimElem = 4
anim = 6521
ontop = 1
removeongethit = 1
pos = 228,7
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 530]
type = Explod
trigger1 = AnimElem = 4
anim = 6521
sprpriority = -2
pos = 252,0
removeongethit = 1
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 530]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Crouch Strong Kick Coil
[Statedef 531]
type    = C
movetype= A
physics = N
juggle  = 4
;poweradd= 50
ctrl = 0
velset = 0,0
anim = 521
sprpriority = 2


[State 531, 1]
type = HitBy
trigger1 = 1
value = SCA,AP


[State 531]
type = HitOverride
trigger1 = 1
stateno = 522
attr = SCA,AP
slot = 0
time = -1

[State 531, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0

[State 531, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = C, NA
animtype = Hard
damage    = 7*(Root,var(30))
guardflag = MA
pausetime = 0,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,7
guardsound = S4,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 531]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Stateno != 530


;---------------------------------------------------------------------------
;Crouch Strong Kick V3
[Statedef 540]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 520
sprpriority = 2


[State 540, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2


[State 540, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 320,0


[State 540, 2]
type = null;HitDef
trigger1 = AnimElem = 5 || AnimElem = 6
attr = C, NA
animtype = Hard
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
persistent = 0


[State 540]
type = Helper
trigger1 = AnimElem = 4
stateno = 541
pos = -76,0
scale = const(size.xscale),const(size.yscale)
[State 540]
type = Explod
trigger1 = AnimElem = 3
anim = 6520
ontop = 1
removeongethit = 1
pos = -50,2
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 540]
type = Explod
trigger1 = AnimElem = 3
anim = 6520
sprpriority = -2
pos = -31,-5
removeongethit = 1
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 540]
type = Explod
trigger1 = AnimElem = 4
anim = 6521
ontop = 1
removeongethit = 1
pos = 128-76,7
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 540]
type = Explod
trigger1 = AnimElem = 4
anim = 6521
sprpriority = -2
pos = 152-76,0
removeongethit = 1
ignorehitpause = 0
scale = const(size.xscale),const(size.yscale)
[State 540]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Crouch Strong Kick Coil
[Statedef 541]
type    = C
movetype= A
physics = N
juggle  = 4
;poweradd= 50
ctrl = 0
velset = 0,0
anim = 521
sprpriority = 2


[State 541, 1]
type = HitBy
trigger1 = 1
value = SCA,AP


[State 541]
type = HitOverride
trigger1 = 1
stateno = 522
attr = SCA,AP
slot = 0
time = -1

[State 541, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 220,0

[State 541, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = C, NA
animtype = Hard
damage    = 7*(Root,var(30))
guardflag = MA
pausetime = 0,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,7
guardsound = S4,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 9020
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 541]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Stateno != 540


;---------------------------------------------------------------------------
;OverHead Atk
[Statedef 590]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 60
ctrl = 0
velset = 0,0
anim = 590
sprpriority = 0
facep2 = 1


[State 590]
type = PlaySnd
trigger1 = Time = 8
value = 210,0





[State 590]
type = VelSet
trigger1 = AnimElem = 2
x = 3
y = -4

[State 590]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.35


[State 590]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
persistent = 0

[State 590]
type = HitDef
attr = S, NA
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = 6*var(30)
animtype = Medium
priority  = 5, Hit
guardflag = HA
pausetime = 7,7
sparkxy = -10,-70+floor(P2Dist Y)
hitsound   = S1,2
guardsound = S4,0
sparkno = S(8200+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -9,0
air.velocity = -7,-3
guard.velocity = -7
airguard.velocity = -7
;fall.xvelocity = -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 0
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = 50,25


[State 590]
type = VarAdd
trigger1 = !MoveContact
trigger1 = AnimElem = 11, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 590]
type = ChangeState
trigger1 = AnimTime = 0 && StateType != A
value = 0
ctrl = 1



[State 590]
type = ChangeState
trigger1 = AnimTime = 0 && StateType = A
value = 635
ctrl = 0


[State 590]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
;Air Punch
[Statedef 600]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 13
ctrl = 0
anim = 600
sprpriority = 2
;velset = 0.7,0.00

[State 600, 1]
type = null;PlaySnd
trigger1 = AnimElem = 4
value = 630,0


[State 600, 2]
type = null;HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Light
damage    = 3*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-34+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
air.velocity = 0,-7
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
;yaccel = 0.5


[State 600]
type = VarAdd
trigger1 = NumHelper(601)
trigger1 = Helper(601),MoveContact
var(19) = 1
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = Helper
trigger1 = AnimElem = 1
stateno = 601
id = 601
scale = const(size.xscale),const(size.yscale)
[State 600, 3]
type = CtrlSet
trigger1 = Time = 18
value = 1

[State 600]
type = VelAdd
trigger1 = Pos Y < 0
trigger2 = Anim = 605
y = 0.3


[State 600]
type = VelSet
trigger1 = Var(59)
trigger1 = NumHelper(601)
trigger1 = Helper(601),MoveContact
x = (p2bodydist x)*0.03
persistent = 0


[State 600]
type = VelSet
trigger1 = NumHelper(601)
trigger1 = Helper(601),MoveContact
y = ((vel y)-.2)
persistent = 0



[State 600]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0


[State 600]
type = StateTypeSet
trigger1 = Anim = 605
movetype = I
persistent = 0

[State 600]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Air Punch Spin Coil
[Statedef 601]
type    = A
movetype= A
physics = N
juggle  = 4
;poweradd= 13
ctrl = 0
velset = 0,0
anim = 601
sprpriority = 4


[State 601, 1]
type = PlaySnd
triggerall = Parent,Anim = 600
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 182,0

[State 601, 2]
type = HitDef
triggerall = Parent,Anim = 600
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Light
damage    = 3*(Root,var(30))
guardflag = HA
pausetime = 0,7
sparkno = S(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
air.velocity = 0,((parent,vel y)-.2)
air.type = Low
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
sprpriority = 4
;yaccel = 0.5

[State 601]
type = DestroySelf
trigger1 = Parent,stateno != 600

[State 601]
type = AssertSpecial
trigger1 = Parent,Anim != 600
flag = invisible

[State 601, 1]
type = BindToParent
trigger1 = 1

;---------------------------------------------------------------------------
;Air Punch Spin Coil For Hyper Move
[Statedef 602]
type    = A
movetype= A
physics = N
juggle  = 4
;poweradd= 13
ctrl = 0
velset = 0,0
anim = 601
sprpriority = 4


[State 602, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 182,0

[State 602, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Light
damage    = 3*(Root,var(30))
guardflag = HA
pausetime = 0,7
sparkno = S(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0
air.velocity = 0,((parent,vel y)-.2)
air.type = Low
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
sprpriority = 4
;yaccel = 0.5

[State 602]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Anim != 600


[State 602, 1]
type = BindToParent
trigger1 = 1



;---------------------------------------------------------------------------
;Air Attack End
[Statedef 605]
type    = A
movetype= I
physics = A
juggle  = 4
;poweradd= 13
ctrl = 0
velset = 0,0.01
anim = 605
sprpriority = 2
movehitpersist = 1


[State 605]
type = null;ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0



;---------------------------------------------------------------------------
;Air Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
anim = 610
sprpriority = 2
;velset = 0.7,0.01
facep2 = 1

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1


[State 610, 1]
type = PlaySnd
trigger1 = Time = 7
value = 210,0


[State 610, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = HA
pausetime = 5,5
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,1
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = 0,((vel y)-.2)
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)


[State 610]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0

[State 610, 3]
type = CtrlSet
trigger1 = Time = 25
value = 1

[State 610]
type = VelAdd
trigger1 = Pos Y < 0
trigger2 = Anim = 605
y = 0.3


[State 610]
type = VelSet
trigger1 = MoveContact && Var(59)
x = (p2bodydist x)*0.03
persistent = 0


[State 610]
type = null;VelAdd
trigger1 = MoveContact
y = -2
persistent = 0

[State 610]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0


[State 610]
type = StateTypeSet
trigger1 = Anim = 605
movetype = I
persistent = 0

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
;Air Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 50
ctrl = 0
anim = 620
sprpriority = 2
;velset = 0.7,0.01



[State 620, 1]
type = PlaySnd
trigger1 = Time = 14
value = 320,0
ignorehitpause = 1

[State 620, 1]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 26
value = 182,0
ignorehitpause = 1

[State 620]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimTime = 0 || AnimElem = 1
var(1) = 0

[State 620]
type = VarSet
trigger1 = AnimElemNo(0) != var(1)
var(1) = AnimElemNo(0)

[State 620, 2]
type = HitDef
trigger1 = hitcount < 5
trigger1 = var(1) = [3,9]
attr = A, NA
animtype  = Hard
damage    = 3*var(30)
guardflag = HA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -5
air.velocity = 10*var(54)-10,17-22*var(54)
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
fall = 1*(enemynear,statetype = A)
air.fall = 1
fall.recover =0


[State 620]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0

[State 620, 3]
type = CtrlSet
trigger1 = Time = 50
value = 1

[State 620]
type = VelAdd
trigger1 = pos Y < 0
trigger2 = Anim = 605
y = 0.3


[State 620]
type = VelSet
trigger1 = MoveContact && Var(59)
x = (p2bodydist x)*0.03
persistent = 0


[State 620]
type = null;VelAdd
trigger1 = MoveContact
y = -1
persistent = 0

[State 620]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0


[State 620]
type = StateTypeSet
trigger1 = Anim = 605
movetype = I
persistent = 0

[State 620]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;------------------------------------------------------------------------------------------------------------
; Stand to Air transistion
[Statedef 631]
type = A
movetype = A
physics = A
anim = 42
ctrl = 1
sprpriority = 2
;poweradd= 65
velset = (p2bodydist x)*0.03,-7
facep2 = 1


[State 631]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
persistent = 0


[State 631]
type = ChangeState
trigger1 = p2bodydist x < 90
;trigger1 = var(8) = [-30,10]
trigger1 = random < 300
value = 700
ctrl = 0



[State 631]
type = null;ChangeState
trigger1 = p2bodydist x < 90
;trigger1 = var(8) = [-40,10]
trigger1 = random < 200
value = 710
ctrl = 0


[State 631]
type = ChangeState
trigger1 = p2bodydist x < 120;90
trigger1 = random < 100
value = 720
ctrl = 0


[State 631]
type = ChangeState
trigger1 = p2bodydist x < 90
trigger1 = var(8) = [-40,10]
trigger1 = random < 300
value = 600
ctrl = 0



[State 631]
type = ChangeState
trigger1 = p2bodydist x < 90
trigger1 = var(8) = [-40,10]
trigger1 = random < 200
value = 610
ctrl = 0


[State 631]
type = ChangeState
trigger1 = p2bodydist x < 90
trigger1 = random < 100
value = 620
ctrl = 0


[State 631]
type = null;ChangeState
trigger1 = p2bodydist x < 90
trigger1 = random < 100
value = 8018
ctrl = 0

[State 631]
type = ChangeState
trigger1 = p2bodydist x < 130
value = 620
ctrl = 0


;---------------------------------------------------------------------------
;Air Kick
[Statedef 700]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 13
ctrl = 0
anim = 700
sprpriority = 2
;velset = 0.7,0.01

[State 700, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0


[State 700, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Light
damage    = 3*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,4
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3
air.velocity = 0,((vel y)-.2)
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)


[State 700]
type = VarAdd
trigger1 = !MoveContact && AnimElem = 4, >= 0
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 700, 3]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 700]
type = VelAdd
trigger1 = Pos Y < 0
trigger2 = Anim = 605
y = 0.3



[State 700]
type = VelSet
trigger1 = MoveContact && Var(59)
x = (p2bodydist x)*0.03
persistent = 0


[State 700]
type = null;VelAdd
trigger1 = MoveContact
y = -2
persistent = 0

[State 700]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0


[State 700]
type = StateTypeSet
trigger1 = Anim = 605
movetype = I
persistent = 0

[State 700] 
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
;Air Medium Kick
[Statedef 710]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
anim = 710
sprpriority = 2
;velset = 0.7,0.01

[State 710, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1


[State 710, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = HA
pausetime = 7,7
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,5
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = 0,((vel y)-.2)
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
;yaccel = 0.5


[State 710]
type = VarAdd
trigger1 = MoveContact
var(20) = 1
ignorehitpause = 1
persistent = 0

[State 710, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 710]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.3





[State 710]
type = VelSet
trigger1 = MoveContact && Var(59)
x = (p2bodydist x)*0.03
persistent = 0


[State 710]
type = null;VelAdd
trigger1 = MoveContact
y = -2
persistent = 0


[State 710]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0


[State 710]
type = StateTypeSet
trigger1 = Anim = 605
movetype = I
persistent = 0

[State 710]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;Air Strong Kick
[Statedef 720]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 50
ctrl = 0
anim = 720
sprpriority = 2
;velset = 0.7,0.01




[State 720, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2


[State 720, 1]
type = PlaySnd
trigger1 = Time = 9
value = 320,0



[State 720, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Hard
damage    = 3*var(30)
guardflag = HA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,6
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -9
air.velocity = -10,17
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
fall = 1*(enemynear,statetype = A)
air.fall = 1
fall.recover =0
;down.bounce = 1
;fall.xvelocity = -5
;fall.yvelocity = -5
;fall.recovertime = 12




[State 720]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0


[State 720, 3]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 720]
type = VelAdd
trigger1 = pos Y < 0;Time >= 20
trigger2 = Anim = 605
y = 0.3



[State 720]
type = VelSet
trigger1 = MoveContact && Var(59)
x = (p2bodydist x)*0.03
persistent = 0


[State 720]
type = null;VelAdd
trigger1 = MoveContact
y = -1
persistent = 0

[State 720]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0


[State 720]
type = StateTypeSet
trigger1 = Anim = 605
movetype = I
persistent = 0

[State 720]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Forward Slam - Attempt

; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2



; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
trigger1 = hitcount < 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 810       ;On success, changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
hitsound = S1,9 
id = 800

[State 800,3]
type = Velset
trigger1 = Time = 24
trigger1 = P2BodyDist X <= 10
x = 0

[State 800]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Forward Slam

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 810]
type = Width
trigger1 = Time = 0
edge = 100,100


[State 810]
type = null;Explod
trigger1 = Time = 0
anim = 7515
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State 810]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 810]
type = null;NotHitBy
trigger1 = 1
value = SCA

[State 810]
type = VarSet
trigger1 = Time = 0
var(1) = 0



[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 107,-50



[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 103,-50

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 46,-88

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -24,-106


[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -17,-101


[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 44,-88



[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 95,-2


[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 95,-2


[State 810]
type = PlaySnd
trigger1 =  AnimElem = 7
value = 183,0
channel = 1

[State 810]
type = PlaySnd
trigger1 =  AnimElem = 7, = 2
value = 5100,4

[State 810, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 7, = 2
time = 20
ampl = -8

[State 810]
type = Explod
trigger1 =  AnimElem = 7, = 2
anim = 7052
sprpriority = -5
pos = 95,0
scale = const(size.xscale),const(size.yscale)
[State 810]
type = TargetLifeAdd
trigger1 = AnimElem = 7, = 2
value = -11*var(30)



[State 810]
type = TargetState
trigger1 = AnimElem = 8
value = 823

[State 810, State End]
type = ChangeState
trigger1 = AnimElem = 8
value = 813
ctrl = 0


[State 810, State End]
type = ChangeState
trigger1 = !NumTarget(800)
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------
;Forward Slam End
[Statedef 813]
type    = S
movetype= I
physics = N
;anim = 813
;poweradd = 
juggle  = 0
;velset = 
ctrl = 0
sprpriority = 2

[State 813]
type = null;CtrlSet
trigger1 = Time = 10
value = 1

[State 813]
type = ChangeState
trigger1 =  AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Thrown by Forward Slam

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0


[State 820]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 820, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 820, 2]
type = DestroySelf
trigger1 = ishelper

;---------------------------------------------------------------------------
;Thrown by Forward Slam

[Statedef 823]
type    = A
movetype= H
physics = N
velset = -7,-11
poweradd = 60



[State 823, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

[State 823, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 823, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 1,0


[State 823, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 825

[State 823, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 823, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV

;-------------------------------------------------------------------------
;Wall Smack
[Statedef 825]
type = A
movetype = H
physics = N
;velset = 0,0


[State 825, 4]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = Vel Y = 0
value = 827


[State 825, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 825, Spark]
type = Explod
trigger1 = Time = 0
trigger1 = Anim = 827
anim = F72
pos = -20, floor(Pos Y)
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 825, 5]
type = null;Turn
trigger1 = time = 0

[State 825, 6]
type = VelSet
trigger1 = time = 0
x = ifelse(Vel X < 0,3,-3)
y = -5



[State 825, 7]
type = VelAdd
trigger1 = time >= 0
y = .39


[State 825, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;-------------------------------------------------------------------------
;Hit Ground By Throw
[Statedef 826]
type = A
movetype = H
physics = N
velset = 0,0



[State 826, Spark]
type = Explod
trigger1 = Time = 0
anim = F62
pos = 0, -30
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
[State 826, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 826, 5]
type = null;Turn
trigger1 = time = 0

[State 826, 6]
type = VelSet
trigger1 = time = 0
x = 2.6
;y = -7



[State 826, 7]
type = VelAdd
trigger1 = time >= 0
y = .39



[State 826, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;-------------------------------------------------------------------------
;Wall Smack
[Statedef 827]
type = A
movetype = H
physics = N
;velset = 0,0


[State 827, 4]
type = null;ChangeAnim2
trigger1 = time = 0
value = 827


[State 827, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 827, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(Pos Y)
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 828, 5]
type = null;Turn
trigger1 = time = 0

[State 827, 6]
type = null;VelSet
trigger1 = time = 0
x = ifelse(Vel X < 0,3,-3)




[State 827, 7]
type = VelAdd
trigger1 = time >= 0
y = .39


[State 827, 8]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100



;---------------------------------------------------------------------------
;Backward Slam - Attempt

; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 830]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2



; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 830, 1]
type = HitDef
trigger1 = hitcount < 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 840       ;On success, changes to state 840
p2stateno = 850       ;If hit, p2 changes to state 850 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
hitsound = S1,9 
id = 830

[State 830,3]
type = Velset
trigger1 = Time = 24
trigger1 = P2BodyDist X <= 10
x = 0

[State 830]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 830, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Backward Slam

[Statedef 840]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 840]
type = Width
trigger1 = Time = 0
edge = 100,100


[State 840, 0]
type = Turn
trigger1 = AnimElem = 5
persistent = 0

[State 840]
type = null;Explod
trigger1 = Time = 0
anim = 7515
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State 840]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 840]
type = null;NotHitBy
trigger1 = 1
value = SCA

[State 840]
type = VarSet
trigger1 = Time = 0
var(1) = 0



[State 840, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 107,-50



[State 840, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 103,-50

[State 840, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 46,-88

[State 840, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -24,-106


[State 840, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -17,-101


[State 840, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 44,-88



[State 840, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 95,-2


[State 840, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 95,-2


[State 840]
type = PlaySnd
trigger1 =  AnimElem = 7
value = 183,0
channel = 1

[State 840]
type = PlaySnd
trigger1 =  AnimElem = 7, = 2
value = 5100,4

[State 840, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 7, = 2
time = 20
ampl = -8

[State 840]
type = Explod
trigger1 =  AnimElem = 7, = 2
anim = 7052
sprpriority = -5
pos = 95,0
scale = const(size.xscale),const(size.yscale)
[State 840]
type = TargetLifeAdd
trigger1 = AnimElem = 7, = 2
value = -11*var(30)



[State 840]
type = TargetState
trigger1 = AnimElem = 8
value = 853

[State 840, State End]
type = ChangeState
trigger1 = AnimElem = 8
value = 843
ctrl = 0


[State 840, State End]
type = ChangeState
trigger1 = !NumTarget(830)
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------
;Backward Slam End
[Statedef 843]
type    = S
movetype= I
physics = N
;anim = 813
;poweradd = 
juggle  = 0
;velset = 
ctrl = 0
sprpriority = 2

[State 843]
type = null;CtrlSet
trigger1 = Time = 10
value = 1

[State 843]
type = ChangeState
trigger1 =  AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Thrown by Backward Slam

[Statedef 850]
type    = A
movetype= H
physics = N
velset = 0,0


[State 850]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 850, 0]
type = Turn
trigger1 = facing = enemynear,facing
persistent = 0

[State 850, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 850, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 850, 2]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown by Backward Slam

[Statedef 853]
type    = A
movetype= H
physics = N
velset = -7,-11
poweradd = 60



[State 853, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

[State 853, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 853, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 1,0


[State 853, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 825

[State 853, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 853, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV


;---------------------------------------------------------------------------
;Air Forward Slam - Attempt

[Statedef 860]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 860
sprpriority = 2



[State 860, 1]
type = HitDef
trigger1 = hitcount < 1
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = A-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 870       ;On success, changes to state 880
p2stateno = 880       ;If hit, p2 changes to state 880 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
hitsound = S1,9 
id = 860


[State 860]
type = CtrlSet
trigger1 = Time = 8
value = 1


[State 860]
type = ChangeAnim
trigger1 = AnimTime = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
persistent = 0

[State 860]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = anim = [41,43]
trigger1 = SelfAnimExist(anim + 3)
value = Anim + 3
persistent = 0


[State 860]
type = VelAdd
trigger1 = Time >= 4
y = 0.4

[State 860, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
; Air Forward Slam

[Statedef 870]
type    = A
movetype= A
physics = N
anim = 870
poweradd = 60
juggle  = 0
velset = 0,-1
ctrl = 0
sprpriority = 2


[State 870]
type = Width
trigger1 = Time = 0
edge = 100,100


[State 870, 0]
type = null;Turn
trigger1 = AnimElem = 5
persistent = 0

[State 870]
type = null;Explod
trigger1 = Time = 0
anim = 7515
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State 870]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 870]
type = null;NotHitBy
trigger1 = 1
value = SCA


[State 870, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 107,-50



[State 870, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 103,-50

[State 870, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 46,-88

[State 870, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -24,-106


[State 870, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -17,-101


[State 870, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 44,-88


[State 870]
type = VelAdd
trigger1 = AnimElem = 6, >= 0
y = 0.7


[State 870]
type = TargetState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 881

[State 870, State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 871
ctrl = 0


[State 870, State End]
type = ChangeState
trigger1 = !NumTarget(860)
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Air Forward Slam Land

[Statedef 871]
type    = S
movetype= A
physics = N
anim = 871
;poweradd =
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 871, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 95,-2


[State 871, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 95,-2


[State 871]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 183,0
channel = 1

[State 871]
type = PlaySnd
trigger1 =  AnimElem = 1, = 2
value = 5100,4

[State 871, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 1, = 2
time = 20
ampl = -8

[State 871]
type = Explod
trigger1 =  AnimElem = 1, = 2
anim = 7052
sprpriority = -5
pos = 95,0
scale = const(size.xscale),const(size.yscale)
[State 871]
type = TargetLifeAdd
trigger1 = AnimElem = 1, = 2
value = -11*var(30)



[State 871]
type = TargetState
trigger1 = AnimElem = 2
value = 883

[State 871, State End]
type = ChangeState
trigger1 = AnimElem = 2
value = 873
ctrl = 0


[State 871, State End]
type = ChangeState
trigger1 = !NumTarget(860)
value = 0
ctrl = 1
;---------------------------------------------------------------------------------------------------------------------
;Air Forward Slam End
[Statedef 873]
type    = S
movetype= I
physics = N
;anim = 873
;poweradd = 
juggle  = 0
;velset = 
ctrl = 0
sprpriority = 2

[State 873]
type = null;CtrlSet
trigger1 = Time = 10
value = 1

[State 873]
type = ChangeState
trigger1 =  AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Thrown by Air Forward Slam

[Statedef 880]
type    = A
movetype= H
physics = N
velset = 0,0


[State 880]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 880, 0]
type = null;Turn
trigger1 = facing = enemynear,facing
persistent = 0

[State 880, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 880

[State 880, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 880, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Air Forward Slam Land

[Statedef 881]
type    = A
movetype= H
physics = N
velset = 0,0


[State 881]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 881, 0]
type = null;Turn
trigger1 = facing = enemynear,facing
persistent = 0

[State 881, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 881

[State 881, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 881, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Air Forward Slam

[Statedef 883]
type    = A
movetype= H
physics = N
velset = -7,-11
poweradd = 60



[State 883, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

[State 883, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 883, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 1,0


[State 883, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 825

[State 883, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 883, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV


;---------------------------------------------------------------------------
;Air Backward Slam - Attempt

[Statedef 890]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 860
sprpriority = 2



[State 890, 1]
type = HitDef
trigger1 = hitcount < 1
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = A-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 900       ;On success, changes to state 910
p2stateno = 910       ;If hit, p2 changes to state 910 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
hitsound = S1,9 
id = 890


[State 890]
type = CtrlSet
trigger1 = Time = 8
value = 1


[State 890]
type = ChangeAnim
trigger1 = AnimTime = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
persistent = 0

[State 890]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = anim = [41,43]
trigger1 = SelfAnimExist(anim + 3)
value = Anim + 3
persistent = 0


[State 890]
type = VelAdd
trigger1 = Time >= 4
y = 0.4

[State 890, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
; Air Backward Slam

[Statedef 900]
type    = A
movetype= A
physics = N
anim = 870
poweradd = 60
juggle  = 0
velset = 0,-1
ctrl = 0
sprpriority = 2


[State 900]
type = Width
trigger1 = Time = 0
edge = 100,100


[State 900, 0]
type = Turn
trigger1 = AnimElem = 5
persistent = 0

[State 900]
type = null;Explod
trigger1 = Time = 0
anim = 7515
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State 900]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 900]
type = null;NotHitBy
trigger1 = 1
value = SCA


[State 900, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 107,-50



[State 900, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 103,-50

[State 900, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 46,-88

[State 900, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -24,-106


[State 900, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -17,-101


[State 900, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 44,-88


[State 900]
type = VelAdd
trigger1 = AnimElem = 6, >= 0
y = 0.7


[State 900]
type = TargetState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 911

[State 900, State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 901
ctrl = 0


[State 900, State End]
type = ChangeState
trigger1 = !NumTarget(890)
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Air Backward Slam Land

[Statedef 901]
type    = S
movetype= A
physics = N
anim = 871
;poweradd =
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 901, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 95,-2


[State 901, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 95,-2


[State 901]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 183,0
channel = 1

[State 901]
type = PlaySnd
trigger1 =  AnimElem = 1, = 2
value = 5100,4

[State 901, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 1, = 2
time = 20
ampl = -8

[State 901]
type = Explod
trigger1 =  AnimElem = 1, = 2
anim = 7052
sprpriority = -5
pos = 95,0
scale = const(size.xscale),const(size.yscale)
[State 901]
type = TargetLifeAdd
trigger1 = AnimElem = 1, = 2
value = -11*var(30)



[State 901]
type = TargetState
trigger1 = AnimElem = 2
value = 913

[State 901, State End]
type = ChangeState
trigger1 = AnimElem = 2
value = 903
ctrl = 0


[State 901, State End]
type = ChangeState
trigger1 = !NumTarget(890)
value = 0
ctrl = 1
;---------------------------------------------------------------------------------------------------------------------
;Air Backward Slam End
[Statedef 903]
type    = S
movetype= I
physics = N
;anim = 903
;poweradd = 
juggle  = 0
;velset = 
ctrl = 0
sprpriority = 2

[State 903]
type = null;CtrlSet
trigger1 = Time = 10
value = 1

[State 903]
type = ChangeState
trigger1 =  AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Thrown by Air Backward Slam

[Statedef 910]
type    = A
movetype= H
physics = N
velset = 0,0


[State 910]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 910, 0]
type = Turn
trigger1 = facing = enemynear,facing
persistent = 0

[State 910, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 880

[State 910, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 910, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Air Backward Slam Land

[Statedef 911]
type    = A
movetype= H
physics = N
velset = 0,0


[State 911]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 911, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 881

[State 911, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 911, 2]
type = DestroySelf
trigger1 = ishelper

;---------------------------------------------------------------------------
;Thrown by Air Backward Slam

[Statedef 913]
type    = A
movetype= H
physics = N
velset = -7,-11
poweradd = 60



[State 913, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

[State 913, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 913, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 1,0


[State 913, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 825

[State 913, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 913, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV




;---------------------------------------------------------------------------
;Forward Throw - Attempt

[Statedef 920]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2



; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 920, 1]
type = HitDef
trigger1 = hitcount < 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 930       ;On success, changes to state 930
p2stateno = 940       ;If hit, p2 changes to state 940 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
hitsound = S1,9 
id = 920


[State 920]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 920, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Forward Throw

[Statedef 930]
type    = S
movetype= A
physics = N
anim = 930
poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 930]
type = Width
trigger1 = Time = 0
edge = 100,100


[State 930, 0]
type = null;Turn
trigger1 = AnimElem = 5
persistent = 0

[State 930]
type = null;Explod
trigger1 = Time = 0
anim = 7515
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State 930]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 930]
type = null;NotHitBy
trigger1 = 1
value = SCA



[State 930, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 107,-50



[State 930, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 103,-50

[State 930, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 61,-64

[State 930, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 44,-76


[State 930, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 4,-70


[State 930, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 77,-113



[State 930]
type = PlaySnd
trigger1 =  AnimElem = 6
value = 920,0
channel = 1

[State 930]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -10*var(30)



[State 930]
type = TargetState
trigger1 = AnimElem = 6
value = 943

[State 930, State End]
type = ChangeState
trigger1 = AnimElem = 6
value = 933
ctrl = 0


[State 930, State End]
type = ChangeState
trigger1 = !NumTarget(920)
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------
;Forward Throw End
[Statedef 933]
type    = S
movetype= I
physics = N
;anim = 813
;poweradd = 
juggle  = 0
;velset = 
ctrl = 0
sprpriority = 2

[State 933]
type = Turn
trigger1 = AnimElem = 11

[State 933]
type = ChangeState
trigger1 =  AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Thrown by Forward Throw

[Statedef 940]
type    = A
movetype= H
physics = N
velset = 0,0


[State 940]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 940, 0]
type = null;Turn
trigger1 = facing = enemynear,facing
persistent = 0

[State 940, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 940

[State 940, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 940, 2]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown by Forward Throw

[Statedef 943]
type    = A
movetype= H
physics = N
velset = -7,-11
poweradd = 60



[State 943, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 823

[State 943, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 943, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 1,0


[State 943, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 825

[State 943, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 943, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV




;---------------------------------------------------------------------------
;Backward Throw - Attempt

[Statedef 950]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2



; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 950, 1]
type = HitDef
trigger1 = hitcount < 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face p`
p1stateno = 960       ;On success, changes to state 960
p2stateno = 970       ;If hit, p2 changes to state 970 
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down
hitsound = S1,9 
id = 950


[State 950]
type = CtrlSet
trigger1 = Time = 12
value = 1

[State 950, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Backward Throw

[Statedef 960]
type    = S
movetype= A
physics = N
anim = 930
poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 2


[State 960]
type = Width
trigger1 = Time = 0
edge = 100,100


[State 960, 0]
type = Turn
trigger1 = AnimElem = 5
persistent = 0

[State 960]
type = null;Explod
trigger1 = Time = 0
anim = 7515
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State 960]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 960]
type = null;NotHitBy
trigger1 = 1
value = SCA



[State 960, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 107,-50



[State 960, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 103,-50

[State 960, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 61,-64

[State 960, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 44,-76


[State 960, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 4,-70


[State 960, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 77,-113



[State 960]
type = PlaySnd
trigger1 =  AnimElem = 6
value = 950,0
channel = 1

[State 960]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -10*var(30)



[State 960]
type = TargetState
trigger1 = AnimElem = 6
value = 973

[State 960, State End]
type = ChangeState
trigger1 = AnimElem = 6
value = 963
ctrl = 0


[State 960, State End]
type = ChangeState
trigger1 = !NumTarget(950)
value = 0
ctrl = 1

;---------------------------------------------------------------------------------------------------------------------
;Backward Throw End
[Statedef 963]
type    = S
movetype= I
physics = N
;anim = 813
;poweradd = 
juggle  = 0
;velset = 
ctrl = 0
sprpriority = 2


[State 963]
type = ChangeState
trigger1 =  AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Thrown by Backward Throw

[Statedef 970]
type    = A
movetype= H
physics = N
velset = 0,0


[State 970]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 970, 0]
type = Turn
trigger1 = facing = enemynear,facing
persistent = 0

[State 970, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 940

[State 970, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 970, 2]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown by Backward Throw

[Statedef 973]
type    = A
movetype= H
physics = N
velset = -7,-11
poweradd = 60



[State 973, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 823

[State 973, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 973, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 1,0


[State 973, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 825

[State 973, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 973, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV


;---------------------------------------------------------------------------
;Carbonadium Coil Horizontal
[Statedef 1240]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1240
sprpriority = 4


[State 1240, 1]
type = PlaySnd
trigger1 = Time = 24
value = 1240,0

[State 1240]
type = Explod
trigger1 = AnimElem = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

[State 1240]
type = Helper
trigger1 = Time = 25
stateno = 21240
id = 21240
scale = const(size.xscale),const(size.yscale)
[State 1240, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0


[State 1240, 1]
type = VarSet
triggerall = Time = [7,35]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1240, 1]
type = VarSet
triggerall = Time = [36,63]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1240]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 31
value = 1240
elem = 9
persistent = 0

[State 1240]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1240
elem = 8
persistent = 0



[State 1240]
type = ChangeState
trigger1 = NumHelper(21240)
trigger1 = Helper(21240),MoveHit
value = 1241


[State 1240]
type = ChangeAnim
trigger1 = Time < 59
trigger1 = AnimElem = 7
value = 1240
elem = 5

[State 1240]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Grab

[Statedef 1241]
type    = S
movetype= A
physics = N
anim = 1241
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1241]
type = Width
trigger1 = Time = 0
edge = 150,0


[State 1241]
type = VarAdd
trigger1 = Time = 0
var(42) = 1

[State 1241]
type = VarSet
trigger1 = Time = 0
var(2) = 0


[State 1241]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%6


[State 1241]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1241]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1



[State 1241]
type = VarSet
trigger1 = Time = 1
trigger1 = var(54) = 10
var(2) = 3+random%6


[State 1241]
type = VarSet
trigger1 = Time = 1
var(5) = 0

[State 1241]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1241]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1241]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1241]
type = ChangeState
trigger1 = var(2)
value = 1241+var(2)



[State 1241]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1241
elem = 2

[State 1241, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Grab To Death Factor

[Statedef 1242]
type    = S
movetype= A
physics = N
anim = 1242
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1242]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1242]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%6


[State 1242]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1242]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1242]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1242]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1241+var(2)


[State 1242]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1242
elem = 1

[State 1242, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Grab To Energy Drain

[Statedef 1243]
type    = S
movetype= A
physics = N
anim = 1243
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1243]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1243]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%6



[State 1243]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1243]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1243]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3





[State 1243]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1241+var(2)


[State 1243]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1243
elem = 1

[State 1243, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Horizontal Stance

[Statedef 1244]
type    = S
movetype= A
physics = N
anim = 1244
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1244]
type = Turn
trigger1 = AnimElem = 4


[State 1244]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1244, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Ground Slam Back Stance

[Statedef 1245]
type    = S
movetype= A
physics = N
anim = 1245
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1245]
type = Turn
trigger1 = AnimElem = 4


[State 1245]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0


[State 1245]
type = VarSet
trigger1 = Time = 1
var(3) = 0


[State 1245]
type = VarSet
trigger1 = Time = 25
trigger1 = var(59)
var(3) = 3+random%6



[State 1245]
type = VarSet
triggerall = Time = [4,50]
trigger1 = command = "x" || command = "y" || command = "z"
var(3) = 1


[State 1245]
type = VarSet
triggerall = Time = [4,50]
trigger1 = command = "a" || command = "b" || command = "c"
var(3) = 2


[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 5


[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 7


[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 4


[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 8



[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 6


[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 4



[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 3



[State 1245]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 3


[State 1245]
type = ChangeState
trigger1 = var(5) = 1
trigger1 = var(3) = [3,9]
value = 1251+var(3)
ctrl = 0


[State 1245, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Back Up Stance

[Statedef 1246]
type    = S
movetype= A
physics = N
anim = 1246
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1246]
type = Turn
trigger1 = AnimElem = 4


[State 1246]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1246, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Upward Stance

[Statedef 1247]
type    = S
movetype= A
physics = N
anim = 1247
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1247]
type = Turn
trigger1 = AnimElem = 4


[State 1247]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1247, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Up Forward Stance

[Statedef 1248]
type    = S
movetype= A
physics = N
anim = 1248
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1248]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1248, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Ground Slam Forward Stance

[Statedef 1249]
type    = S
movetype= A
physics = N
anim = 1249
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1249]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0


[State 1249]
type = VarSet
trigger1 = Time = 1
var(3) = 0


[State 1249]
type = VarSet
trigger1 = Time = 25
trigger1 = var(59)
var(3) = 3+random%6


[State 1249]
type = VarSet
triggerall = Time = [4,50]
trigger1 = command = "x" || command = "y" || command = "z"
var(3) = 1


[State 1249]
type = VarSet
triggerall = Time = [4,50]
trigger1 = command = "a" || command = "b" || command = "c"
var(3) = 2


[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 5


[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 7


[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 4


[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 8



[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 6


[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 4



[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 3



[State 1249]
type = VarSet
triggerall = Time = [4,50]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(3) = 3


[State 1249]
type = ChangeState
trigger1 = var(5) = 1
trigger1 = var(3) = [3,9]
value = 1251+var(3)
ctrl = 0



[State 1249, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Horizontal Stance

[Statedef 1254]
type    = S
movetype= A
physics = N
anim = 1244
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1254]
type = Turn
trigger1 = AnimElem = 4


[State 1254]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1254, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Ground Slam Back Stance

[Statedef 1255]
type    = S
movetype= A
physics = N
anim = 1245
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1255]
type = Turn
trigger1 = AnimElem = 4


[State 1255]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0


[State 1255, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Back Up Stance

[Statedef 1256]
type    = S
movetype= A
physics = N
anim = 1246
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1256]
type = Turn
trigger1 = AnimElem = 4


[State 1256]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1256, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Upward Stance

[Statedef 1257]
type    = S
movetype= A
physics = N
anim = 1247
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1257]
type = Turn
trigger1 = AnimElem = 4


[State 1257]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1257, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Up Forward Stance

[Statedef 1258]
type    = S
movetype= A
physics = N
anim = 1248
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1258]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1258, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Ground Slam Forward Stance

[Statedef 1259]
type    = S
movetype= A
physics = N
anim = 1249
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1259]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1259, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Carbonadium Coil Diag Up
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 4


[State 1300, 1]
type = PlaySnd
trigger1 = Time = 24
value = 1240,0

[State 1300]
type = Explod
trigger1 = Time = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

[State 1300]
type = Helper
trigger1 = Time = 25
stateno = 21300
id = 21300
scale = const(size.xscale),const(size.yscale)
[State 1300, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 1300, 1]
type = VarSet
triggerall = Time = [7,35]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1300, 1]
type = VarSet
triggerall = Time = [36,63]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1300]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 31
value = 1300
elem = 9
persistent = 0

[State 1300]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1300
elem = 8
persistent = 0

[State 1300]
type = ChangeState
trigger1 = NumHelper(21300)
trigger1 = Helper(21300),MoveHit
value = 1301


[State 1300]
type = ChangeAnim
trigger1 = Time < 59
trigger1 = AnimElem = 7
value = 1300
elem = 5

[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Grab

[Statedef 1301]
type    = S
movetype= A
physics = N
anim = 1301
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1301]
type = Width
trigger1 = Time = 0
edge = 150,0



[State 1301]
type = VarAdd
trigger1 = Time = 0
var(42) = 1

[State 1301]
type = VarSet
trigger1 = Time = 0
var(2) = 0


[State 1301]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%6


[State 1301]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1301]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1


[State 1301]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1301]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1301]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1301]
type = ChangeState
trigger1 = var(2)
value = 1301+var(2)


[State 1301]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1301
elem = 2

[State 1301, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Grab To Death Factor

[Statedef 1302]
type    = S
movetype= A
physics = N
anim = 1302
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1302]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1302]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%6


[State 1302]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1302]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1302]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1302]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1301+var(2)



[State 1302]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1302
elem = 1

[State 1302, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Grab To Energy Drain

[Statedef 1303]
type    = S
movetype= A
physics = N
anim = 1303
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1303]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1303]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%6


[State 1303]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1303]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1303]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3





[State 1303]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1301+var(2)


[State 1303]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1303
elem = 1

[State 1303, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Throw Horizontal Stance

[Statedef 1304]
type    = S
movetype= A
physics = N
anim = 1304
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1304]
type = Turn
trigger1 = AnimElem = 4


[State 1304]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1304, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Ground Slam Back Stance

[Statedef 1305]
type    = S
movetype= A
physics = N
anim = 1305
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1305]
type = Turn
trigger1 = AnimElem = 4


[State 1305]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1305, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Throw Back Up Stance

[Statedef 1306]
type    = S
movetype= A
physics = N
anim = 1306
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1306]
type = Turn
trigger1 = AnimElem = 4


[State 1306]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1306, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Carbonadium Coil Diag Throw Upward Stance

[Statedef 1307]
type    = S
movetype= A
physics = N
anim = 1307
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1307]
type = Turn
trigger1 = AnimElem = 4


[State 1307]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1307, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Throw Up Forward Stance

[Statedef 1308]
type    = S
movetype= A
physics = N
anim = 1308
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1308]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1308, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Ground Slam Forward Stance

[Statedef 1309]
type    = S
movetype= A
physics = N
anim = 1309
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1309]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1309, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Carbonadium Coil Up
[Statedef 1350]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1350
sprpriority = 4


[State 1350, 1]
type = PlaySnd
trigger1 = Time = 24
value = 1240,0

[State 1350]
type = Explod
trigger1 = Time = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

[State 1350]
type = Helper
trigger1 = Time = 25
stateno = 21350
id = 21350
scale = const(size.xscale),const(size.yscale)
[State 1350, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 1350, 1]
type = VarSet
triggerall = Time = [7,35]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1350, 1]
type = VarSet
triggerall = Time = [36,63]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1350]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 31
value = 1350
elem = 9
persistent = 0

[State 1350]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1350
elem = 8
persistent = 0

[State 1350]
type = ChangeState
trigger1 = NumHelper(21350)
trigger1 = Helper(21350),MoveHit
value = 1351


[State 1350]
type = ChangeAnim
trigger1 = Time < 59
trigger1 = AnimElem = 7
value = 1350
elem = 5

[State 1350]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Up Grab

[Statedef 1351]
type    = S
movetype= A
physics = N
anim = 1351
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1351]
type = Width
trigger1 = Time = 0
edge = 150,0



[State 1351]
type = VarAdd
trigger1 = Time = 0
var(42) = 1

[State 1351]
type = VarSet
trigger1 = Time = 0
var(2) = 0


[State 1351]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%6


[State 1351]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1351]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1


[State 1351]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1351]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1351]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1351]
type = ChangeState
trigger1 = var(2)
value = 1351+var(2)




[State 1351]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1351
elem = 2

[State 1351, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Up Grab To Death Factor

[Statedef 1352]
type    = S
movetype= A
physics = N
anim = 1352
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1352]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1352]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%6


[State 1352]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1352]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1352]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1352]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1351+var(2)



[State 1352]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1352
elem = 1

[State 1352, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Up Grab To Energy Drain

[Statedef 1353]
type    = S
movetype= A
physics = N
anim = 1353
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1353]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1353]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%6


[State 1353]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1353]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4



[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1353]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3





[State 1353]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1351+var(2)



[State 1353]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1353
elem = 1

[State 1353, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Up Throw Horizontal Stance

[Statedef 1354]
type    = S
movetype= A
physics = N
anim = 1354
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1354]
type = Turn
trigger1 = AnimElem = 4


[State 1354]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1354, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Up Ground Slam Back Stance

[Statedef 1355]
type    = S
movetype= A
physics = N
anim = 1355
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1355]
type = Turn
trigger1 = AnimElem = 4


[State 135]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1355, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Carbonadium Coil Up Throw Back Up Stance

[Statedef 1356]
type    = S
movetype= A
physics = N
anim = 1356
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1356]
type = Turn
trigger1 = AnimElem = 4


[State 1356]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1356, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Carbonadium Coil Diag Throw Upward Stance

[Statedef 1357]
type    = S
movetype= A
physics = N
anim = 1357
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1357]
type = Turn
trigger1 = AnimElem = 4


[State 1357]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1357, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Up Throw Up Forward Stance

[Statedef 1358]
type    = S
movetype= A
physics = N
anim = 1358
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1358]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1358, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Up Ground Slam Forward Stance

[Statedef 1359]
type    = S
movetype= A
physics = N
anim = 1359
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1359]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1359, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Carbonadium Coil Air End

[Statedef 1390]
type    = A
movetype= A
physics = N
anim = 1390
;poweradd = 40
juggle  = 0
velset = 0,0.1
ctrl = 0
sprpriority = 0


[State 1390]
type = varset
trigger1 = Time = 0
var(54) = 0

[State 1390]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4

[State 1390, State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Carbonadium Coil Air Horizontal Stance
[Statedef 1400]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 4


[State 1400, 1]
type = PlaySnd
trigger1 = Time = 16
value = 1240,0

[State 1400]
type = Helper
trigger1 = Time = 17
stateno = 21400
id = 21400
scale = const(size.xscale),const(size.yscale)
[State 1400, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0


[State 1400]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1400]
type = VarAdd
trigger1 = AnimElem = 7, = 5
var(0) = 1

[State 1400, 1]
type = VarSet
triggerall = Time = [4,25]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1400, 1]
type = VarSet
triggerall = Time = [26,55]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1400]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 22
value = 1400
elem = 6
persistent = 0

[State 1400]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1400
elem = 6
persistent = 0

[State 1400]
type = ChangeState
trigger1 = NumHelper(21400)
trigger1 = Helper(21400),MoveHit
value = 1401


[State 1400]
type = ChangeAnim
trigger1 = var(1) = 0
trigger1 = Time < 53
trigger1 = AnimElem = 6
value = 1400
elem = 4

[State 1400]
type = ChangeAnim
trigger1 = AnimElem = 7, = 5
value = 1400
elem = 6


[State 1400]
type = VelAdd
trigger1 = Time > 27
y = 0.05

[State 1400]
type = ChangeState
trigger1 = var(0) = 2
trigger2 = var(0) = 1
trigger2 = var(1) = 2
value = 1390
ctrl = 0

[State 1400]
type = Velset
trigger1 = Pos Y > -10
y = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Grab

[Statedef 1401]
type    = A
movetype= A
physics = N
anim = 1401
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1401]
type = Width
trigger1 = Time = 0
edge = 150,0

[State 1401]
type = VarAdd
trigger1 = Time = 0
var(42) = 1

[State 1401]
type = VarSet
trigger1 = Time = 0
var(2) = 0


[State 1401]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%7


[State 1401]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1401]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1



[State 1401]
type = VarSet
trigger1 = Time = 1
trigger1 = var(54)
var(2) = var(54)

[State 1401]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1401]
type = VarAdd
trigger1 = AnimElem = 5, = 5
var(0) = 1

[State 1401]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1401]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1401]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1401]
type = ChangeState
trigger1 = var(2)
value = 1401+var(2)



[State 1401]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1401
elem = 2

[State 1401]
type = ChangeAnim
trigger1 = AnimElem = 5, = 5
value = 1401
elem = 4

[State 1401]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Grab To Death Factor

[Statedef 1402]
type    = A
movetype= A
physics = N
anim = 1402
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1402]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1402]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7



[State 1402]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1402]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1402]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1402]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1402]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1402]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1401+var(2)


[State 1402]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1402
elem = 1

[State 1402]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1402
elem = 3

[State 1402]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Grab To Enegy Drain

[Statedef 1403]
type    = A
movetype= A
physics = N
anim = 1403
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1403]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1403]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7


[State 1403]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1403]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1403]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1403]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1403]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1403]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1401+var(2)


[State 1403]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1403
elem = 1

[State 1403]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1403
elem = 3

[State 1403]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Throw Horizontal Stance

[Statedef 1404]
type    = A
movetype= A
physics = N
anim = 1404
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1404]
type = Turn
trigger1 = AnimElem = 4


[State 1404]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1404, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Ground Slam Back Stance

[Statedef 1405]
type    = A
movetype= A
physics = N
anim = 1405
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1405]
type = Turn
trigger1 = AnimElem = 4


[State 1405]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1405, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0
;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Throw Back Up Stance

[Statedef 1406]
type    = A
movetype= A
physics = N
anim = 1406
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1406]
type = Turn
trigger1 = AnimElem = 4


[State 1406]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1406, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Throw Upward Stance

[Statedef 1407]
type    = A
movetype= A
physics = N
anim = 1407
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1407]
type = Turn
trigger1 = AnimElem = 4


[State 1407]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1407, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Throw Up Forward Stance

[Statedef 1408]
type    = A
movetype= A
physics = N
anim = 1408
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1408]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1408, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Ground Slam Forward Stance

[Statedef 1409]
type    = A
movetype= A
physics = N
anim = 1409
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1409]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1409, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Horizontal Thrown Down  Stance

[Statedef 1410]
type    = A
movetype= A
physics = N
anim = 1410
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1410]
type = Turn
trigger1 = AnimElem = 4


[State 1410]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1410, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
;Carbonadium Coil Air Diag Up Stance
[Statedef 1450]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 4


[State 1450, 1]
type = PlaySnd
trigger1 = Time = 16
value = 1240,0

[State 1450]
type = Helper
trigger1 = Time = 17
stateno = 21450
id = 21450
scale = const(size.xscale),const(size.yscale)
[State 1450, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0


[State 1450]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1450]
type = VarAdd
trigger1 = AnimElem = 7, = 5
var(0) = 1

[State 1450, 1]
type = VarSet
triggerall = Time = [4,25]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1450, 1]
type = VarSet
triggerall = Time = [26,55]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1450]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 22
value = 1450
elem = 6
persistent = 0

[State 1450]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1450
elem = 6
persistent = 0

[State 1450]
type = ChangeState
trigger1 = NumHelper(21450)
trigger1 = Helper(21450),MoveHit
value = 1451


[State 1450]
type = ChangeAnim
trigger1 = var(1) = 0
trigger1 = Time < 53
trigger1 = AnimElem = 6
value = 1450
elem = 4

[State 1450]
type = ChangeAnim
trigger1 = AnimElem = 7, = 5
value = 1450
elem = 6


[State 1450]
type = VelAdd
trigger1 = Time > 27
y = 0.05

[State 1450]
type = ChangeState
trigger1 = var(0) = 2
trigger2 = var(0) = 1
trigger2 = var(1) = 2
value = 1390
ctrl = 0

[State 1450]
type = Velset
trigger1 = Pos Y > -10
y = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Grab

[Statedef 1451]
type    = A
movetype= A
physics = N
anim = 1451
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1451]
type = Width
trigger1 = Time = 0
edge = 150,0

[State 1451]
type = VarAdd
trigger1 = Time = 0
var(42) = 1

[State 1451]
type = VarSet
trigger1 = Time = 0
var(2) = 0



[State 1451]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%7


[State 1451]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1451]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1


[State 1451]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1451]
type = VarAdd
trigger1 = AnimElem = 5, = 5
var(0) = 1

[State 1451]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1451]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1451]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1451]
type = ChangeState
trigger1 = var(2)
value = 1451+var(2)



[State 1451]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1451
elem = 2

[State 1451]
type = ChangeAnim
trigger1 = AnimElem = 5, = 5
value = 1451
elem = 4

[State 1451]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Grab To Death Factor

[Statedef 1452]
type    = A
movetype= A
physics = N
anim = 1452
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1452]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1452]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7


[State 1452]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1452]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1452]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1452]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1452]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1452]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1451+var(2)


[State 1452]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1452
elem = 1

[State 1452]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1452
elem = 3

[State 1452]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Grab To Enegy Drain

[Statedef 1453]
type    = A
movetype= A
physics = N
anim = 1453
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1453]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1453]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7



[State 1453]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1453]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1453]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1453]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1453]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1453]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1451+var(2)


[State 1453]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1453
elem = 1

[State 1453]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1453
elem = 3

[State 1453]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Throw Horizontal Stance

[Statedef 1454]
type    = A
movetype= A
physics = N
anim = 1454
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1454]
type = Turn
trigger1 = AnimElem = 4


[State 1454]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1454, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Ground Slam Back Stance

[Statedef 1455]
type    = A
movetype= A
physics = N
anim = 1455
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1455]
type = Turn
trigger1 = AnimElem = 4


[State 1455]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1455, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0
;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Throw Back Up Stance

[Statedef 1456]
type    = A
movetype= A
physics = N
anim = 1456
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1456]
type = Turn
trigger1 = AnimElem = 4


[State 1456]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1456, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Throw Upward Stance

[Statedef 1457]
type    = A
movetype= A
physics = N
anim = 1457
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1457]
type = Turn
trigger1 = AnimElem = 4


[State 1457]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1457, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Throw Up Forward Stance

[Statedef 1458]
type    = A
movetype= A
physics = N
anim = 1458
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1458]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1458, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Ground Slam Forward Stance

[Statedef 1459]
type    = A
movetype= A
physics = N
anim = 1459
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1459]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1459, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Up Thrown Down  Stance

[Statedef 1460]
type    = A
movetype= A
physics = N
anim = 1460
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1460]
type = Turn
trigger1 = AnimElem = 4


[State 1460]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1460, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
;Carbonadium Coil Air Up Stance
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1500
sprpriority = 4


[State 1500, 1]
type = PlaySnd
trigger1 = Time = 16
value = 1240,0

[State 1500]
type = Helper
trigger1 = Time = 17
stateno = 21500
id = 21500
scale = const(size.xscale),const(size.yscale)
[State 1500, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0


[State 1500]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1500]
type = VarAdd
trigger1 = AnimElem = 7, = 5
var(0) = 1

[State 1500, 1]
type = VarSet
triggerall = Time = [4,25]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1500, 1]
type = VarSet
triggerall = Time = [26,55]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1500]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 22
value = 1500
elem = 6
persistent = 0

[State 1500]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1500
elem = 6
persistent = 0

[State 1500]
type = ChangeState
trigger1 = NumHelper(21500)
trigger1 = Helper(21500),MoveHit
value = 1501


[State 1500]
type = ChangeAnim
trigger1 = var(1) = 0
trigger1 = Time < 53
trigger1 = AnimElem = 6
value = 1500
elem = 4

[State 1500]
type = ChangeAnim
trigger1 = AnimElem = 7, = 5
value = 1500
elem = 6


[State 1500]
type = VelAdd
trigger1 = Time > 27
y = 0.05

[State 1500]
type = ChangeState
trigger1 = var(0) = 2
trigger2 = var(0) = 1
trigger2 = var(1) = 2
value = 1390
ctrl = 0

[State 1500]
type = Velset
trigger1 = Pos Y > -10
y = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Grab

[Statedef 1501]
type    = A
movetype= A
physics = N
anim = 1501
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1501]
type = Width
trigger1 = Time = 0
edge = 150,0

[State 1501]
type = VarSet
trigger1 = Time = 0
var(2) = 0


[State 1501]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%7


[State 1501]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1501]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1

[State 1501]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1501]
type = VarAdd
trigger1 = AnimElem = 5, = 5
var(0) = 1

[State 1501]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1501]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1501]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1501]
type = ChangeState
trigger1 = var(2)
value = 1501+var(2)



[State 1501]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1501
elem = 2

[State 1501]
type = ChangeAnim
trigger1 = AnimElem = 5, = 5
value = 1501
elem = 4

[State 1501]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Grab To Death Factor

[Statedef 1502]
type    = A
movetype= A
physics = N
anim = 1502
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1502]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1502]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7



[State 1502]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1502]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1502]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1502]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1502]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1502]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1501+var(2)


[State 1502]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1502
elem = 1

[State 1502]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1502
elem = 3

[State 1502]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Grab To Enegy Drain

[Statedef 1503]
type    = A
movetype= A
physics = N
anim = 1503
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1503]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1503]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7

[State 1503]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1503]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1503]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1503]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1503]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1503]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1501+var(2)


[State 1503]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1503
elem = 1

[State 1503]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1503
elem = 3

[State 1503]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Throw Horizontal Stance

[Statedef 1504]
type    = A
movetype= A
physics = N
anim = 1504
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1504]
type = Turn
trigger1 = AnimElem = 4


[State 1504]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1504, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Ground Slam Back Stance

[Statedef 1505]
type    = A
movetype= A
physics = N
anim = 1505
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1505]
type = Turn
trigger1 = AnimElem = 4


[State 1505]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1505, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0
;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Throw Back Up Stance

[Statedef 1506]
type    = A
movetype= A
physics = N
anim = 1506
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1506]
type = Turn
trigger1 = AnimElem = 4


[State 1506]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1506, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Throw Upward Stance

[Statedef 1507]
type    = A
movetype= A
physics = N
anim = 1507
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1507]
type = Turn
trigger1 = AnimElem = 4


[State 1507]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1507, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Throw Up Forward Stance

[Statedef 1508]
type    = A
movetype= A
physics = N
anim = 1508
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1508]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1508, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Ground Slam Forward Stance

[Statedef 1509]
type    = A
movetype= A
physics = N
anim = 1509
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1509]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1509, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Up Thrown Down  Stance

[Statedef 1510]
type    = A
movetype= A
physics = N
anim = 1510
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1510]
type = Turn
trigger1 = AnimElem = 4


[State 1510]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1510, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
;Carbonadium Coil Air Diag Down Stance
[Statedef 1550]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1550
sprpriority = 4


[State 1550, 1]
type = PlaySnd
trigger1 = Time = 16
value = 1240,0

[State 1550]
type = Helper
trigger1 = Time = 17
stateno = 21550
id = 21550
scale = const(size.xscale),const(size.yscale)
[State 1550, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0


[State 1550]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1550]
type = VarAdd
trigger1 = AnimElem = 7, = 5
var(0) = 1

[State 1550, 1]
type = VarSet
triggerall = Time = [4,25]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1550, 1]
type = VarSet
triggerall = Time = [26,55]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1550]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 22
value = 1550
elem = 6
persistent = 0

[State 1550]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1550
elem = 6
persistent = 0

[State 1550]
type = ChangeState
trigger1 = NumHelper(21550)
trigger1 = Helper(21550),MoveHit
value = 1551


[State 1550]
type = ChangeAnim
trigger1 = var(1) = 0
trigger1 = Time < 53
trigger1 = AnimElem = 6
value = 1550
elem = 4

[State 1550]
type = ChangeAnim
trigger1 = AnimElem = 7, = 5
value = 1550
elem = 6


[State 1550]
type = VelAdd
trigger1 = Time > 27
y = 0.05

[State 1550]
type = ChangeState
trigger1 = var(0) = 2
trigger2 = var(0) = 1
trigger2 = var(1) = 2
value = 1390
ctrl = 0

[State 1550]
type = Velset
trigger1 = Pos Y > -10
y = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Grab

[Statedef 1551]
type    = A
movetype= A
physics = N
anim = 1551
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1551]
type = Width
trigger1 = Time = 0
edge = 150,0

[State 1551]
type = VarAdd
trigger1 = Time = 0
var(42) = 1


[State 1551]
type = VarSet
trigger1 = Time = 0
var(2) = 0


[State 1551]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%7


[State 1551]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1551]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1

[State 1551]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1551]
type = VarAdd
trigger1 = AnimElem = 5, = 5
var(0) = 1

[State 1551]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1551]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1551]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1551]
type = ChangeState
trigger1 = var(2)
value = 1551+var(2)



[State 1551]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1551
elem = 2

[State 1551]
type = ChangeAnim
trigger1 = AnimElem = 5, = 5
value = 1551
elem = 4

[State 1551]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Grab To Death Factor

[Statedef 1552]
type    = A
movetype= A
physics = N
anim = 1552
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1552]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1552]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7


[State 1552]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1552]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1552]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1552]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1552]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1552]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1551+var(2)


[State 1552]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1552
elem = 1

[State 1552]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1552
elem = 3

[State 1552]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Grab To Enegy Drain

[Statedef 1553]
type    = A
movetype= A
physics = N
anim = 1553
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1553]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1553]
type = VarSet
trigger1 = Time = 50
trigger1 = var(59)
var(2) = 3+random%7

[State 1553]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1553]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1553]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1553]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1553]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1553]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1551+var(2)


[State 1553]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1553
elem = 1

[State 1553]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1553
elem = 3

[State 1553]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Throw Horizontal Stance

[Statedef 1554]
type    = A
movetype= A
physics = N
anim = 1554
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1554]
type = Turn
trigger1 = AnimElem = 4


[State 1554]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1554, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Ground Slam Back Stance

[Statedef 1555]
type    = A
movetype= A
physics = N
anim = 1555
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1555]
type = Turn
trigger1 = AnimElem = 4


[State 1555]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1555, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0
;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Throw Back Up Stance

[Statedef 1556]
type    = A
movetype= A
physics = N
anim = 1556
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1556]
type = Turn
trigger1 = AnimElem = 4


[State 1556]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1556, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Throw Upward Stance

[Statedef 1557]
type    = A
movetype= A
physics = N
anim = 1557
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1557]
type = Turn
trigger1 = AnimElem = 4


[State 1557]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1557, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Throw Up Forward Stance

[Statedef 1558]
type    = A
movetype= A
physics = N
anim = 1558
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1558]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1558, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Ground Slam Forward Stance

[Statedef 1559]
type    = A
movetype= A
physics = N
anim = 1559
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1559]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1559, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Diag Down Thrown Down Stance

[Statedef 1560]
type    = A
movetype= A
physics = N
anim = 1560
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1560]
type = Turn
trigger1 = AnimElem = 4


[State 1560]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1560, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
;Carbonadium Coil Air Down Stance
[Statedef 1600]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 1600
sprpriority = 4


[State 1600, 1]
type = PlaySnd
trigger1 = Time = 16
value = 1240,0

[State 1600]
type = Helper
trigger1 = Time = 17
stateno = 21600
id = 21600
scale = const(size.xscale),const(size.yscale)
[State 1600, 1]
type = VarSet
trigger1 = Time = 0
var(1) = 0


[State 1600]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1600]
type = VarAdd
trigger1 = AnimElem = 7, = 5
var(0) = 1

[State 1600, 1]
type = VarSet
triggerall = Time = [4,25]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 2


[State 1600, 1]
type = VarSet
triggerall = Time = [26,55]
trigger1 = command = "x" || command = "y" || command = "z"
var(1) = 4


[State 1600]
type = ChangeAnim
trigger1 = var(1) = 2
trigger1 = Time > 22
value = 1600
elem = 6
persistent = 0

[State 1600]
type = ChangeAnim
trigger1 = var(1) = 4
value = 1600
elem = 6
persistent = 0

[State 1600]
type = ChangeState
trigger1 = NumHelper(21600)
trigger1 = Helper(21600),MoveHit
value = 1601


[State 1600]
type = ChangeAnim
trigger1 = var(1) = 0
trigger1 = Time < 53
trigger1 = AnimElem = 6
value = 1600
elem = 4

[State 1600]
type = ChangeAnim
trigger1 = AnimElem = 7, = 5
value = 1600
elem = 6


[State 1600]
type = VelAdd
trigger1 = Time > 27
y = 0.05

[State 1600]
type = ChangeState
trigger1 = var(0) = 2
trigger2 = var(0) = 1
trigger2 = var(1) = 2
value = 1390
ctrl = 0

[State 1600]
type = Velset
trigger1 = Pos Y > -10
y = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Grab

[Statedef 1601]
type    = A
movetype= A
physics = N
anim = 1601
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1601]
type = Width
trigger1 = Time = 0
edge = 150,0

[State 1601]
type = VarAdd
trigger1 = Time = 0
var(42) = 1

[State 1601]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 1601]
type = PosAdd
trigger1 = Time = 0
y = -50


[State 1601]
type = VarSet
trigger1 = Time = 0
var(2) = 0


[State 1601]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%7


[State 1601]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = power < 1000
var(2) = 2

[State 1601]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
trigger1 = life < var(34)
var(2) = 1

[State 1601]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1601]
type = VarAdd
trigger1 = AnimElem = 5, = 5
var(0) = 1

[State 1601]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1601]
type = VarSet
triggerall = Time = [4,40]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1601]
type = VarSet
triggerall = Time = [8,40]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1601]
type = ChangeState
trigger1 = var(2)
value = 1601+var(2)



[State 1601]
type = ChangeAnim
trigger1 = Time < 43
trigger1 = AnimElem = 4
value = 1601
elem = 2

[State 1601]
type = ChangeAnim
trigger1 = AnimElem = 5, = 5
value = 1601
elem = 4

[State 1601]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Grab To Death Factor

[Statedef 1602]
type    = A
movetype= A
physics = N
anim = 1602
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4



[State 1602]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 1602]
type = PosAdd
trigger1 = Time = 0
y = 0

[State 1602]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1602]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%7


[State 1602]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1602]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1602]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1602]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1602]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1602]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1601+var(2)


[State 1602]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1602
elem = 1

[State 1602]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1602
elem = 3

[State 1602]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Grab To Enegy Drain

[Statedef 1603]
type    = A
movetype= A
physics = N
anim = 1603
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1603]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 1603]
type = PosAdd
trigger1 = Time = 0
y = 0

[State 1603]
type = VarSet
trigger1 = Time = 1
var(2) = 0


[State 1603]
type = VarSet
trigger1 = Time = 1
trigger1 = var(59)
var(2) = 3+random%7

[State 1603]
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 1603]
type = VarAdd
trigger1 = AnimElem = 4, = 5
var(0) = 1

[State 1603]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "x" || command = "y" || command = "z"
var(2) = 1


[State 1603]
type = VarSet
triggerall = Time = [4,60]
trigger1 = command = "a" || command = "b" || command = "c"
var(2) = 2


[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 5


[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 7


[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 4


[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command = "holdfwd"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 8



[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdup"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 6


[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holddown"
triggerall = command != "holdfwd"
triggerall = command != "holdback"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 9



[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdfwd"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3



[State 1603]
type = VarSet
triggerall = Time = [4,60]
triggerall = command = "holdback"
triggerall = command != "holddown"
triggerall = command != "holdup"
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = command = "a" || command = "b" || command = "c"
var(2) = 3




[State 1603]
type = ChangeState
trigger1 = var(2) = [3,9]
value = 1601+var(2)


[State 1603]
type = ChangeAnim
trigger1 = Time < 60
trigger1 = AnimElem = 3
value = 1603
elem = 1

[State 1603]
type = ChangeAnim
trigger1 = AnimElem = 4, = 5
value = 1603
elem = 3

[State 1603]
type = ChangeState
trigger1 = var(0) >= 2
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Throw Horizontal Stance

[Statedef 1604]
type    = A
movetype= A
physics = N
anim = 1604
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1604]
type = Turn
trigger1 = AnimElem = 4


[State 1604]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1604, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Ground Slam Back Stance

[Statedef 1605]
type    = A
movetype= A
physics = N
anim = 1605
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1605]
type = Turn
trigger1 = AnimElem = 4


[State 1605]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1605, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0
;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Throw Back Up Stance

[Statedef 1606]
type    = A
movetype= A
physics = N
anim = 1606
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1606]
type = Turn
trigger1 = AnimElem = 4


[State 1606]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1606, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0



;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Throw Upward Stance

[Statedef 1607]
type    = A
movetype= A
physics = N
anim = 1607
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 4


[State 1607]
type = Turn
trigger1 = AnimElem = 4


[State 1607]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1607, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0

;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Throw Up Forward Stance

[Statedef 1608]
type    = A
movetype= A
physics = N
anim = 1608
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 1608]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,0

[State 1608, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Ground Slam Forward Stance

[Statedef 1609]
type    = A
movetype= A
physics = N
anim = 1609
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1609]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,0

[State 1609, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0


;---------------------------------------------------------------------------
; Carbonadium Coil Air Down Thrown Down Stance

[Statedef 1610]
type    = A
movetype= A
physics = N
anim = 1610
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 1610]
type = Turn
trigger1 = AnimElem = 4


[State 1610]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,0

[State 1610, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1390
ctrl = 0




;------------------------------------------------------------------------------------------------------------
;Omega Strike Horizontal
[Statedef 2000]
type = S
movetype = A
physics = N
anim = 2000
ctrl = 0
sprpriority = 1
poweradd= 100
velset = 0,0


[State 2000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 2000]
type = VarSet
trigger1 = Time = 1
var(1) = 0

[State 2000]
type = VarSet
trigger1 = Time = [2,40]
trigger1 = command = "holddown"
trigger1 = command = "a" || command = "b" || command = "c"
var(1) = 2


[State 2000]
type = VarSet
trigger1 = Time = [2,40]
trigger1 = command = "holdback"
trigger1 = command = "a" || command = "b" || command = "c"
var(1) = 4


[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

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

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2000,1


[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
ontop = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
sprpriority = -2
pos = 19,-5
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 2000]
type = Helper
trigger1 = AnimElem = 1
stateno = 2006
scale = const(size.xscale),const(size.yscale)
[State 2000]
type = Helper
trigger1 = AnimElem = 5
stateno = 2005
id = 2005
scale = const(size.xscale),const(size.yscale)
[State 2000]
type = VelSet
trigger1 = AnimElem = 5
x = 5.5


[State 2000]
type = VelSet
trigger1 = AnimElem = 9, = 1
x = 0


[State 2000]
type = HitDef
attr = S, SA
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage    = 11*var(30)
animtype = Hard
priority  = 5, Hit
guardflag = MA
pausetime = 7,7
sparkxy = -10,-80
hitsound   = S1,5
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -13,-7
air.velocity = -13,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,60,30),ifelse(MoveHit,60,0)


[State 2000,5]
type = ChangeAnim
trigger1 = Time < 36
trigger1 = AnimElem = 7
value = 2000
elem = 5



[State 2000,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2008
ctrl = 0



[State 2000,5]
type = ChangeState
trigger1 = var(59) && Time = 40
trigger1 = P2BodyDist X < 70
value = 2001
ctrl = 0

[State 2000,5]
type = ChangeState
triggerall = !MoveContact
triggerall = Time = [21,40]
trigger1 = var(1) = 2
value = 2008
ctrl = 0

[State 2000,5]
type = ChangeState
;triggerall = !MoveContact
triggerall = Time = [21,40]
trigger1 = var(1) = 4
value = 2001
ctrl = 0

;------------------------------------------------------------------------------------------------------------
;Omega Strike Horizontal Retract
[Statedef 2001]
type = S
movetype = I
physics = N
anim = 2001
ctrl = 0
sprpriority = 2
velset = -5.5,0

[State 2001]
type = ChangeAnim
trigger1 = NumHelper(2005)
trigger1 = AnimElem = 3
value = 2001

[State 2001]
type = ChangeAnim
trigger1 = NumHelper(2005)
trigger1 = Helper(2005),AnimTime = 0
value = 2001
elem = 3


[State 2001]
type = VelSet
trigger1 = AnimElem = 3, = 1
x = 0

[State 2001]
type = ChangeState
trigger1 = AnimTime = 0
;trigger2 = var(8) = 2
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------------------------
;Omega Strike Horizontal Coil
[Statedef 2005]
type = S
movetype = I
physics = N
anim = 12000
ctrl = 0
sprpriority = 3


[State 2005]
type = ChangeAnim
trigger1 = Parent,Anim = 2001
value = 12001
elem = 20-AnimElemNo(0)
persistent = 0


[State 2005]
type = ParentVarSet
trigger1 = ParentDist X < 0
var(1) = 2
persistent = 0


[State 2005]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [2000,2001]



[State 2005]
type = null;BindToParent
trigger1 = 1


;------------------------------------------------------------------------------------------------------------
;Omega Strike Horizontal Arm
[Statedef 2006]
type = S
movetype = I
physics = N
anim = 2006
ctrl = 0
sprpriority = 3




[State 2006]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) != AnimElemNo(0)
value = 2006
elem = Parent,AnimElemNo(0)
ignorehitpause = 1


[State 2006]
type = ChangeState
trigger1 = Parent,stateno = 2001
value = 2007

[State 2006]
type = DestroySelf
trigger1 = Parent,stateno != [2000,2001]


[State 2006]
type = BindToParent
trigger1 = 1
facing = 1
;time = -1
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------
;Omega Strike Horizontal Arm Retract
[Statedef 2007]
type = S
movetype = I
physics = N
anim = 2007
ctrl = 0
sprpriority = 3




[State 2007]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) != AnimElemNo(0)
value = 2007
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 2007]
type = DestroySelf
trigger1 = Parent,AnimElem = 3
trigger2 = Parent,stateno != 2001


[State 2007]
type = BindToParent
trigger1 = 1
facing = 1
;time = -1
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------
;Omega Strike Horizontal End
[Statedef 2008]
type = S
movetype = I
physics = N
anim = 2008
ctrl = 0
sprpriority = 2
velset = 0,0

[State 2008]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------------------------
;Omega Strike Diag Up
[Statedef 2020]
type = S
movetype = A
physics = N
anim = 2020
ctrl = 0
sprpriority = 1
poweradd= 100
velset = 0,0


[State 2020]
type = VarSet
trigger1 = Time = 1
var(1) = 0

[State 2020]
type = VarSet
trigger1 = Time = [2,40]
trigger1 = command = "holddown"
trigger1 = command = "a" || command = "b" || command = "c"
var(1) = 2


[State 2020]
type = VarSet
trigger1 = Time = [2,40]
trigger1 = command = "holdback"
trigger1 = command = "a" || command = "b" || command = "c"
var(1) = 4


[State 2020]
type = Explod
trigger1 = AnimElem = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

[State 2020]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,0

[State 2020]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2000,1


[State 2020]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
ontop = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
[State 2020]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
sprpriority = -2
pos = 19,-5
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 2020]
type = Helper
trigger1 = AnimElem = 1
stateno = 2026
scale = const(size.xscale),const(size.yscale)
[State 2020]
type = Helper
trigger1 = AnimElem = 5
stateno = 2025
id = 2025
scale = const(size.xscale),const(size.yscale)
[State 2020]
type = VelSet
trigger1 = AnimElem = 5
x = 4.9
y = -3.5


[State 2020]
type = VelSet
trigger1 = AnimElem = 9, = 1
x = 0


[State 2020]
type = HitDef
attr = S, SA
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage    = 11*var(30)
animtype = Hard
priority  = 5, Hit
guardflag = MA
pausetime = 7,7
sparkxy = -10,-80
hitsound   = S1,5
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -12,-7
air.velocity = -12,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,60,30),ifelse(MoveHit,60,0)



[State 2020,5]
type = StateTypeSet
trigger1 = Pos Y < 0 || Vel Y < 0
statetype = A
persistent = 0

[State 2020,5]
type = ChangeAnim
trigger1 = Time < 40
trigger1 = AnimElem = 7
value = 2020
elem = 5



[State 2020,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2028
ctrl = 0



[State 2020,5]
type = ChangeState
triggerall = !MoveContact
triggerall = Time = [21,40]
trigger1 = var(1) = 2
value = 2028
ctrl = 0



[State 2020,5]
type = ChangeState
trigger1 = var(59) && Time = 40
trigger1 = P2BodyDist X < 70
value = 2021
ctrl = 0

[State 2020,5]
type = ChangeState
;triggerall = !MoveContact
triggerall = Time = [21,404]
trigger1 = var(1) = 4
value = 2021
ctrl = 0

;------------------------------------------------------------------------------------------------------------
;Omega Strike Diag Up Retract
[Statedef 2021]
type = U
movetype = I
physics = N
anim = 2021
ctrl = 0
sprpriority = 1
velset = -4.9,3.5

[State 2021]
type = ChangeAnim
trigger1 = NumHelper(2025)
trigger1 = AnimElem = 3
value = 2021

[State 2021]
type = ChangeAnim
trigger1 = NumHelper(2025)
trigger1 = Helper(2025),AnimTime = 0
value = 2021
elem = 3


[State 2021]
type = VelSet
trigger1 = AnimElem = 3, = 1
x = 0
y = 0

[State 2021]
type = ChangeState
trigger1 = AnimTime = 0 && StateType != A
value = 0
ctrl = 1

[State 2021]
type = ChangeState
trigger1 = StateType = A
trigger1 = AnimElem = 3
value = 2028
ctrl = 0

;------------------------------------------------------------------------------------------------------------
;Omega Strike Diag Up Coil
[Statedef 2025]
type = S
movetype = I
physics = N
anim = 12020
ctrl = 0
sprpriority = 2


[State 2025]
type = ChangeAnim
trigger1 = Parent,Anim = 2021
value = 12021
elem = 23-AnimElemNo(0)
persistent = 0



[State 2025]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [2020,2021]



[State 2025]
type = null;BindToParent
trigger1 = 1

;------------------------------------------------------------------------------------------------------------
;Omega Strike Diag Up Arm
[Statedef 2026]
type = S
movetype = I
physics = N
anim = 2026
ctrl = 0
sprpriority = 3




[State 2026]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) != AnimElemNo(0)
value = 2026
elem = Parent,AnimElemNo(0)
ignorehitpause = 1


[State 2026]
type = ChangeState
trigger1 = Parent,stateno = 2021
value = 2027

[State 2026]
type = DestroySelf
trigger1 = Parent,stateno != [2020,2021]


[State 2026]
type = BindToParent
trigger1 = 1
facing = 1
;time = -1
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------
;Omega Strike Diag Up Arm Retract
[Statedef 2027]
type = S
movetype = I
physics = N
anim = 2027
ctrl = 0
sprpriority = 3




[State 2027]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) != AnimElemNo(0)
value = 2027
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 2027]
type = DestroySelf
trigger1 = Parent,AnimElem = 3
trigger2 = Parent,stateno != 2021


[State 2027]
type = BindToParent
trigger1 = 1
facing = 1
;time = -1
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------
;Omega Strike Diag Up End
[Statedef 2028]
type = A
movetype = I
physics = N
anim = 2028
ctrl = 0
sprpriority = 2
velset = 0,0.1

[State 2028]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4

[State 2028]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;------------------------------------------------------------------------------------------------------------
;Omega Strike Up
[Statedef 2040]
type = S
movetype = A
physics = N
anim = 2040
ctrl = 0
sprpriority = 1
poweradd= 100
velset = 0,0


[State 2040]
type = VarSet
trigger1 = Time = 1
var(1) = 0

[State 2040]
type = VarSet
trigger1 = Time = [2,30]
trigger1 = command = "holddown"
trigger1 = command = "a" || command = "b" || command = "c"
var(1) = 2


[State 2040]
type = VarSet
trigger1 = Time = [2,30]
trigger1 = command = "holdback"
trigger1 = command = "a" || command = "b" || command = "c"
var(1) = 4


[State 2040]
type = Explod
trigger1 = AnimElem = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

[State 2040]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,0

[State 2040]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2000,1


[State 2040]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
ontop = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
[State 2040]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
sprpriority = -2
pos = 19,-5
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 2040]
type = Helper
trigger1 = AnimElem = 1
stateno = 2046
scale = const(size.xscale),const(size.yscale)
[State 2040]
type = Helper
trigger1 = AnimElem = 5
stateno = 2045
id = 2045
scale = const(size.xscale),const(size.yscale)
[State 2040]
type = VelSet
trigger1 = AnimElem = 5
y = -5


[State 2040]
type = VelSet
trigger1 = AnimElem = 9, = 1
x = 0


[State 2040]
type = HitDef
attr = S, SA
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage    = 11*var(30)
animtype = Hard
priority  = 5, Hit
guardflag = MA
pausetime = 7,7
sparkxy = -10,-80
hitsound   = S1,5
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -2,-11
air.velocity = -2,-11
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,60,30),ifelse(MoveHit,60,0)



[State 2040,5]
type = StateTypeSet
trigger1 = Pos Y < 0 || Vel Y < 0
statetype = A
persistent = 0

[State 2040,5]
type = ChangeAnim
trigger1 = Time < 32
trigger1 = AnimElem = 7
value = 2040
elem = 5



[State 2040,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2048
ctrl = 0


[State 2040,5]
type = ChangeState
triggerall = !MoveContact
triggerall = Time = [21,30]
trigger1 = var(1) = 2
value = 2048
ctrl = 0



[State 2040,5]
type = ChangeState
trigger1 = var(59) && Time = 40
trigger1 = P2BodyDist X < 70
value = 2041
ctrl = 0

[State 2040,5]
type = ChangeState
;triggerall = !MoveContact
triggerall = Time = [21,30]
trigger1 = var(1) = 4
value = 2041
ctrl = 0

;------------------------------------------------------------------------------------------------------------
;Omega Strike Up Retract
[Statedef 2041]
type = U
movetype = I
physics = N
anim = 2041
ctrl = 0
sprpriority = 1
velset = 0,5

[State 2041]
type = ChangeAnim
trigger1 = NumHelper(2045)
trigger1 = AnimElem = 3
value = 2041

[State 2041]
type = ChangeAnim
trigger1 = NumHelper(2045)
trigger1 = Helper(2045),AnimTime = 0
value = 2041
elem = 3


[State 2041]
type = VelSet
trigger1 = AnimElem = 3, = 1
y = 0

[State 2041]
type = ChangeState
trigger1 = AnimTime = 0 && StateType != A
value = 0
ctrl = 1

[State 2041]
type = ChangeState
trigger1 = StateType = A
trigger1 = AnimElem = 3
value = 2048
ctrl = 0
;------------------------------------------------------------------------------------------------------------
;Omega Strike Up Coil
[Statedef 2045]
type = S
movetype = I
physics = N
anim = 12040
ctrl = 0
sprpriority = 2


[State 2045]
type = ChangeAnim
trigger1 = Parent,Anim = 2041
value = 12041
elem = 15-AnimElemNo(0)
persistent = 0



[State 2045]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [2040,2041]



[State 2045]
type = null;BindToParent
trigger1 = 1
;------------------------------------------------------------------------------------------------------------
;Omega Strike Up Arm
[Statedef 2046]
type = S
movetype = I
physics = N
anim = 2046
ctrl = 0
sprpriority = 3




[State 2046]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) != AnimElemNo(0)
value = 2046
elem = Parent,AnimElemNo(0)
ignorehitpause = 1


[State 2046]
type = ChangeState
trigger1 = Parent,stateno = 2041
value = 2047

[State 2046]
type = DestroySelf
trigger1 = Parent,stateno != [2040,2041]


[State 2046]
type = BindToParent
trigger1 = 1
facing = 1
;time = -1
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------
;Omega Strike Up Arm Retract
[Statedef 2047]
type = S
movetype = I
physics = N
anim = 2047
ctrl = 0
sprpriority = 3




[State 2047]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) != AnimElemNo(0)
value = 2047
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 2047]
type = DestroySelf
trigger1 = Parent,AnimElem = 3
trigger2 = Parent,stateno != 2041


[State 2047]
type = BindToParent
trigger1 = 1
facing = 1
;time = -1
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------
;Omega Strike Up End
[Statedef 2048]
type = A
movetype = I
physics = N
anim = 2048
ctrl = 0
sprpriority = 2
velset = 0,0.1

[State 2048]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4

[State 2048]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Omega Destroyer

[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3000
poweradd= 150
ctrl = 0
sprpriority = 2


[State 3000]
type = Explod
trigger1 = AnimElem = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

[State 3000]
type = Helper
trigger1 = AnimElem = 3,= 10 
stateno = 3117
supermovetime = 170
pos = 0,-200
ownpal = 1
postype = back
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = Helper
trigger1 = AnimElem = 4
stateno = 3110
id = 3110
supermovetime = 170
pos = 0,-73
scale = const(size.xscale),const(size.yscale)
[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 4, = 1
anim = -1;S32701
sound = -1;S3000,3
poweradd = -1000
time = 60
movetime = 0
unhittable = 1
darken = 0


[State 3000]
type = NotHitBy
trigger1 = AnimElem = 4, >= 0
value = SCA


[State 3001]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,1


[State 3000, 7]
type = ChangeState
trigger1 = AnimElem = 5
value = 3005
ctrl = 0


;---------------------------------------------------------------------------
;Omega Destroyer 
[Statedef 3001]
type    = S
movetype= A
physics = N
juggle  = 2
;poweradd=
velset = 0,0
;anim = 3000
ctrl = 0
sprpriority = 1


[State 3001]
type = ChangeAnim
trigger1 = Time = 0
value = 3000
elem = 5


[State 3001]
type = Helper
trigger1 = AnimElem = 5
stateno = 3120
supermovetime = 70
scale = const(size.xscale),const(size.yscale)

[State 3001]
type = NotHitBy
trigger1 = 1
value = SCA


[State 3001]
type = PlayerPush
trigger1 = 1
value = 0


[State 3001]
type = null;Turn
trigger1 = Time%4 = 0
trigger1 = facing = enemynear,facing


[State 3001]
type = BindToParent
trigger1 = 1


[State 3001]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3000,0
channel = 2

[State 3001]
type = Helper
trigger1 = AnimElem = 6, = 1
stateno = 13000
scale = const(size.xscale),const(size.yscale)

[State 3001]
type = Helper
trigger1 = AnimElem = 6, = 1
stateno = 13001
scale = const(size.xscale),const(size.yscale)

[State 3001]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Stateno != 3005


;---------------------------------------------------------------------------
;Omega Destroyer Shadow
[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = 2
;poweradd=
velset = 0,0
anim = 9800
ctrl = 0
sprpriority = -3

 
[State 3005]
type = ChangeAnim
trigger1 = Time = 5
value = 3000
elem = 4

[State 3005]
type = Helper
trigger1 = Time = 0
stateno = 3001
id = 3001
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 3005]
type = NotHitBy
trigger1 = AnimElem = 29, < 0
value = SCA


[State 3005]
type = Helper
trigger1 = Time = 0
stateno = 13010
scale = const(size.xscale),const(size.yscale)

[State 3005]
type = PlayerPush
trigger1 = AnimElem = 29, < 0
value = 0


[State 3005]
type = null;Turn
trigger1 = Time%4 = 0
trigger1 = facing = enemynear,facing

[State 3003]
type = PalFx
trigger1 = AnimElemNo(0) < 28
time = 1
color = 0
add = -64,-64,64





[State 3005]
type = Helper
trigger1 = AnimElem = 6, = 1
stateno = 13005
scale = const(size.xscale),const(size.yscale)

[State 3005]
type = Helper
trigger1 = AnimElem = 6, = 1
stateno = 13006
scale = const(size.xscale),const(size.yscale)

[State 3005]
type = ChangeAnim
trigger1 = NumHelper(3001)
trigger1 = Helper(3001),AnimElem = 29
value = 3000
elem = 29
persistent = 0

[State 3005]
type = PalFx
trigger1 = AnimElem = 29, >= 1
time = 0
color = 0
add = 0,0,0

[State 3005]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Carbonadium Smasher

[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3020
poweradd= 150
ctrl = 0
sprpriority = 2


[State 3020]
type = Helper
trigger1 = AnimElem = 4
stateno = 3117
supermovetime = 9999
pausemovetime = 9999
pos = 0,-200
ownpal = 1
postype = back
scale = const(size.xscale),const(size.yscale)

[State 3020]
type = Helper
trigger1 = AnimElem = 4
stateno = 3110
id = 3110
supermovetime = 170
pos = 0,-73
scale = const(size.xscale),const(size.yscale)

[State 3020, Super A]
type = SuperPause
trigger1 = AnimElem = 4, = 1
anim = -1;S32700
sound = -1;S3000,2
poweradd = -1000
time = 60
movetime = 0
unhittable = 1
darken = 0


[State 3020]
type = NotHitBy
trigger1 = 1
value = SCA


[State 3020]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3020,0


[State 3020, 7]
type = ChangeState
trigger1 = AnimElem = 4, = 2
value = 3021
ctrl = 0


;---------------------------------------------------------------------------
;Carbonadium Smasher
[Statedef 3021]
type    = A
movetype= A
physics = N
juggle  = 2
;poweradd=
velset = 0,0
;anim = 
ctrl = 0
sprpriority = 2


[State 3021]
type = VelSet
trigger1 = 1
x = 7

[State 3021]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 3021]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3021]
type = AfterImage
trigger1 = time = 0
time = -1
length = 7
palbright = 30,30,130
palpostbright = 0,0,50
palcontrast =120,120,220
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
timegap = 2
framegap = 3


[State 3021]
type = HitDef
attr = A, HA
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = 2*var(30),var(30)/2
animtype = Hard
priority  = 5, Hit
guardflag = MA
pausetime = 5,5
sparkxy = -20,-70
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = Low
ground.slidetime = 15
ground.hittime  = 55
ground.velocity = 0,0
air.velocity = 0,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.velocity = -5
guard.velocity = -5
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,0,0),ifelse(MoveHit,7,0)
p2stateno = 3030
id = 3021

[State 3021]
type = ChangeAnim
trigger1 = MoveGuarded
value = 3020
elem = 10
persistent = 0


[State 3021]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
elem = 2
persistent = 0


[State 3021]
type = StateTypeSet
trigger1 = Anim = 605
movetype = I
persistent = 0


[State 3021]
type = CtrlSet
trigger1 = Anim = 605
value = 1
persistent = 0

[State 3021]
type = AfterImage
trigger1 = Anim = 605
time = 0
length = 7
palbright = 30,30,130
palpostbright = 0,0,50
palcontrast =120,120,220
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
timegap = 2
framegap = 3

[State 3021]
type = VelAdd
trigger1 = Anim = 605
y = 0.4


[State 3021]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
value = 3022

[State 3021]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
;Carbonadium Smasher Hit 2
[Statedef 3022]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 13
ctrl = 0
anim = 600
sprpriority = 2
velset = 3,0

[State 3022]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5


[State 3022]
type = Helper
trigger1 = AnimElem = 1
stateno = 3120
supermovetime = 70
postype = left
scale = const(size.xscale),const(size.yscale)

[State 3022]
type = Helper
trigger1 = AnimElem = 1
stateno = 602
id = 602
scale = const(size.xscale),const(size.yscale)
[State 3022]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0

[State 600]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0

[State 3022]
type = VelAdd
trigger1 = Anim = 605
y = 0.4

[State 3022]
type = ChangeState
trigger1 = NumHelper(602)
trigger1 = Helper(602),MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 6
value = 3023


;---------------------------------------------------------------------------
;Carbonadium Smasher Hit 3
[Statedef 3023]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
anim = 710
sprpriority = 2
velset = 3,0

[State 3023]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5


[State 710, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1


[State 710, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = HA
pausetime = 7,7
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,5
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 55
ground.velocity = 0
air.velocity = 0,-3
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
p2stateno = 3030



[State 710]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0

[State 710]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


[State 3023]
type = VelAdd
trigger1 = Anim = 605
y = 0.4

[State 3023]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 3
value = 3024



;---------------------------------------------------------------------------
;Carbonadium Smasher Hit 4
[Statedef 3024]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 13
ctrl = 0
anim = 700
sprpriority = 2
velset = 3,0

[State 3024]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5


[State 700, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0


[State 700, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Light
damage    = 3*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,4
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 50
ground.velocity = 0
air.velocity = 0,-3
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
p2stateno = 3030


[State 700]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0

[State 700] 
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


[State 3024]
type = VelAdd
trigger1 = Anim = 605
y = 0.4

[State 3024]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 2, = 4  
value = 3025




;---------------------------------------------------------------------------
;Carbonadium Smasher Hit 5
[Statedef 3025]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
anim = 610
sprpriority = 2
velset = 3,0

[State 3025]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5



[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1


[State 610, 1]
type = PlaySnd
trigger1 = Time = 7
value = 210,0


[State 610, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = HA
pausetime = 7,7
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,1
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 55
ground.velocity = 0
air.velocity = 0,-3
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
p2stateno = 3030



[State 610]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0

[State 610]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


[State 3025]
type = VelAdd
trigger1 = Anim = 605
y = 0.4

[State 3025]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 5
value = 3026


;---------------------------------------------------------------------------
;Carbonadium Smasher Hit 6
[Statedef 3026]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
anim = 710
sprpriority = 2
velset = 3,0

[State 3026]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5



[State 710, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1


[State 710, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = HA
pausetime = 7,7
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,5
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 55
ground.velocity = 0
air.velocity = 0,-3
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
p2stateno = 3030


[State 710]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0

[State 710]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


[State 3026]
type = VelAdd
trigger1 = Anim = 605
y = 0.4

[State 3026]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 3
value = 3027


;---------------------------------------------------------------------------
;Carbonadium Smasher Hit 7
[Statedef 3027]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 50
ctrl = 0
anim = 720
sprpriority = 2
velset = 3,0

[State 3027]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5



[State 720, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2


[State 720, 1]
type = PlaySnd
trigger1 = Time = 9
value = 320,0



[State 720, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, NA
animtype  = Hard
damage    = 3*var(30)
guardflag = HA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,6
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 55
ground.velocity = 0
air.velocity = 0,-3
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
p2stateno = 3030



[State 720]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0

[State 720]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


[State 3027]
type = VelAdd
trigger1 = Anim = 605
y = 0.4


[State 3027]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 5
value = 3028



;---------------------------------------------------------------------------
;Carbonadium Smasher Hit 8
[Statedef 3028]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 50
ctrl = 0
anim = 620
sprpriority = 2
velset = 3,0


[State 3028]
type = Turn
trigger1 = Time = 0
trigger1 = facing = enemynear,facing

[State 3028]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5



[State 3028]
type = Varset
trigger1 = Time = 1
var(54) = 4

[State 620, 1]
type = PlaySnd
trigger1 = Time = 14
value = 320,0
ignorehitpause = 1

[State 620, 1]
type = PlaySnd
trigger1 = Time = 18
trigger2 = Time = 26
value = 182,0
ignorehitpause = 1

[State 620]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimTime = 0 || AnimElem = 1
var(1) = 0

[State 620]
type = VarSet
trigger1 = AnimElemNo(0) != var(1)
var(1) = AnimElemNo(0)

[State 620, 2]
type = HitDef
trigger1 = hitcount < 5
trigger1 = var(1) = [3,9]
attr = A, NA
animtype  = Hard
damage    = 3*var(30)
guardflag = HA
pausetime = 5,5
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-74+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 25
air.hittime  = 75
ground.velocity = 0
air.velocity = 0,-3
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
p2stateno = 3030


[State 620]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 605
persistent = 0

[State 620]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0

[State 3028]
type = VelAdd
trigger1 = Anim = 605
y = 0.4

[State 3028]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
value = 1400

;---------------------------------------------------------------------------
;Hit by Carbonadium Smasher 1

[Statedef 3030]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1


[State 3030]
type = ChangeAnim2
trigger1 = Time = 0
value = 3030
elem = random%2

[State 3030]
type = PosSet
trigger1 = Time = 0
y = enemynear,Pos Y-20


[State 3030]
type = Width
trigger1 = Time = 0
player = 20

[State 3030]
type = SelfState
trigger1 = Time = 120
value = 5050



;---------------------------------------------------------------------------
;Hit by Carbonadium Smasher 2

[Statedef 3031]
type    = S
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 3031]
type = ChangeAnim2
trigger1 = Time = 0
value =  5000+random%3


[State 3031]
type = Width
trigger1 = Time = 0
player = 20


[State 3030]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3031]
type = SelfState
trigger1 = Time = 120
value = 5000



;---------------------------------------------------------------------------
;Carbonadium Smasher 2

[Statedef 3040]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3020
poweradd= 150
ctrl = 0
sprpriority = 2


[State 3040]
type = Explod
trigger1 = AnimElem = 1
anim = 7023
scale = const(size.xscale),const(size.yscale)
ontop = 1
ownpal = 1

[State 3040]
type = OffSet
trigger1 = 1
y = 30
pausemovetime = 70
supermovetime = 70

[State 3040]
type = Helper
trigger1 = AnimElem = 2 
stateno = 3117
supermovetime = 170
pos = 0,-200
ownpal = 1
postype = back
scale = const(size.xscale),const(size.yscale)

[State 3040]
type = Helper
trigger1 = AnimElem = 4
stateno = 3110
id = 3110
supermovetime = 170
pos = 0,-73
scale = const(size.xscale),const(size.yscale)
[State 3040, Super A]
type = SuperPause
trigger1 = AnimElem = 4, = 1
anim = -1;S32700
sound = -1;S3000,2
poweradd = -1000
time = 60
movetime = 0
unhittable = 1
darken = 0


[State 3040]
type = NotHitBy
trigger1 = 1
value = SCA


[State 3040]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8000,1


[State 3040, 7]
type = ChangeState
trigger1 = AnimElem = 4, = 2
value = 3041
ctrl = 0


;---------------------------------------------------------------------------
;Carbonadium Smasher 2
[Statedef 3041]
type    = S
movetype= A
physics = N
juggle  = 2
;poweradd=
velset = 0,0
;anim = 
ctrl = 0
sprpriority = 2


[State 3041]
type = OffSet
trigger1 = 1
y = 30
pausemovetime = 70
supermovetime = 70

[State 3041]
type = VelSet
trigger1 = 1
x = 7

[State 3041]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 3041]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3041]
type = AfterImage
trigger1 = time = 0
time = -1;30
length = 7
palbright = 30,30,130
palpostbright = 0,0,50
palcontrast =120,120,220
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
timegap = 2
framegap = 3


[State 3041]
type = HitDef
attr = A, HA
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = 2*var(30),var(30)/2
animtype = Hard
priority  = 5, Hit
guardflag = MA
pausetime = 5,5
sparkxy = -20,-70
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = Low
ground.slidetime = 15
ground.hittime  = 55
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.velocity = -5
guard.velocity = -5
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,0,0),ifelse(MoveHit,7,0)
p2stateno = 3031


[State 3041]
type = ChangeAnim
trigger1 = MoveGuarded
value = 3020
elem = 10
persistent = 0


[State 3041]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
value = 3042

[State 3041]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Carbonadium Smasher 2 Hit 2
[Statedef 3042]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 13
ctrl = 0
anim = 200
sprpriority = 2
velset = 3,0


[State 3042]
type = Helper
trigger1 = AnimElem = 1
stateno = 3120
supermovetime = 70
postype = left
scale = const(size.xscale),const(size.yscale)
[State 3042]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5


[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,0


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA             
damage = 3*var(30), 0                 
animtype = Light                 
guardflag = MA                  
hitflag = MAF                    
priority = 3, Hit                
pausetime = 5,5                
sparkno = S(8200+random%2)                
sparkxy = -10,-54
hitsound = S1,0      
guardsound = S4,0                
guard.sparkno = S8430
ground.type = High               
ground.slidetime = 15            
ground.hittime  = 50             
ground.velocity = -2    
;ground.velocity = -1,-9
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = 0       
air.hittime = 12                 
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
p2stateno = 3031


[State 3041]
type = AfterImage
trigger1 = AnimElem = 10
time = 0
length = 7
palbright = 30,30,130
palpostbright = 0,0,50
palcontrast =120,120,220
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
timegap = 2
framegap = 3


[State 3042]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 3
value = 3043


[State 3042]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Carbonadium Smasher 2 Hit 3
[Statedef 3043]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
anim = 310
sprpriority = 2
velset = 3,0

[State 3043]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5


[State 310, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 310, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0


[State 310, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, NA
animtype = Medium
damage    = 5*var(30)
guardflag = L
pausetime = 5,5
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-70
hitsound   = S1,5
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 55
ground.velocity = -2
air.velocity = 0
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
p2stateno = 3031


[State 3043]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 4, = 5
value = 3044


[State 3043]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Carbonadium Smasher 2 Hit 4
[Statedef 3044]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 13
ctrl = 0
anim = 300
sprpriority = 2
velset = 3,0

[State 3044]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5


[State 300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,0


[State 300, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 3*var(30)
guardflag = MA
pausetime = 5,5
sparkno = S(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-50
hitsound   = S1,4
guardsound = S4,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 50
ground.velocity = -3,0
air.velocity = 0,0
getpower = ifelse(MoveHit,13,7),ifelse(MoveHit,13,0)
p2stateno = 3031


[State 3044]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 3 
value = 3045



[State 3044]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Carbonadium Smasher 2 Hit 5
[Statedef 3045]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
anim = 210
sprpriority = 2
velset = 3,0

[State 3045]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5




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


[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0

[State 210, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, NA
animtype  = Medium
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-54
hitsound   = S1,1
guardsound = S4,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 55
ground.velocity = -2
air.velocity = 0
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
p2stateno = 3031

[State 3045]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 4
value = 3046



[State 3045]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Carbonadium Smasher 2 Hit 6
[Statedef 3046]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 40
ctrl = 0
anim = 310
sprpriority = 2
velset = 3,0

[State 3046]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5




[State 310, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 310, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 210,0


[State 310, 2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 4
attr = S, NA
animtype = Medium
damage    = 5*var(30)
guardflag = L
pausetime = 5,5
sparkno = S(8210+random%2)
guard.sparkno = S8430
sparkxy = -10,-70
hitsound   = S1,5
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 55
ground.velocity = -3
air.velocity = 0
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,40,0)
p2stateno = 3031



[State 3046]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 4, = 4
value = 3047



[State 3046]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Carbonadium Smasher 2 Hit 7
[Statedef 3047]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 50
ctrl = 0
anim = 320
sprpriority = 2
velset = 3,0

[State 3047]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5




[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,2


[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 320,0


[State 320, 2]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 6
attr = S, NA
animtype = Hard
damage    = 5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-80
hitsound   = S1,6
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 55
ground.velocity = -7
air.velocity = -7
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
p2stateno = 3031


[State 320]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
ontop = 1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
[State 320]
type = Explod
trigger1 = AnimElem = 2
anim = 6320
sprpriority = -2
pos = 19,-5
removeongethit = 1
scale = const(size.xscale),const(size.yscale)

[State 3047]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger2 = AnimElem = 6, = 4
value = 3048


[State 3047]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Carbonadium Smasher 2 Hit 8
[Statedef 3048]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= 50
ctrl = 0
anim = 220
sprpriority = 2
velset = 3,0


[State 3048]
type = Turn
trigger1 = Time = 0
trigger1 = facing = enemynear,facing


[State 3048]
type = Velset
trigger1 = P2BodyDist X <= 0
x = 0.5



[State 3048]
type = Varset
trigger1 = Time = 1
var(54) = 10

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 220,0


[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 220,1

[State 220, 2]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, NA
animtype  = Hard
damage    = 8*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%2)
guard.sparkno = S8430
sparkxy = -10,-34
hitsound   = S1,7
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 55
ground.velocity = -5
air.velocity = -4
getpower = ifelse(MoveHit,50,20),ifelse(MoveHit,50,0)
p2stateno = 3031


[State 220, 3]
type = Helper
trigger1 = AnimElem = 4
stateno = 6220
scale = const(size.xscale),const(size.yscale)
[State 3048]
type = ChangeState
trigger1 = MoveHit
trigger1 = !HitPauseTime
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
value = 1240


[State 3048]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; Hyper Spark Helper
[Statedef 3110]
type    = S
movetype= I
physics = N
juggle  = 5
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 32701
sprpriority = 4

[State 3110]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3

[State 3110]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,MoveType = H

;---------------------------------------------------------------------------
; Hyper Portrait Helper
[Statedef 3117]
type    = S
movetype= I
physics = N
juggle  = 5
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 9800;32717
sprpriority = 0


[State 3117]
type = AssertSpecial 
trigger1 = anim = 9800;32717
flag = noBG 
flag2 = nobardisplay
flag3 = noFG 
ignorehitpause = 1


[State 3117]
type  = Explod 
trigger1 = Time = 0 && facing = 1
anim = 32717
postype = left;back
ID = 32717 
sprpriority = -1
removetime = 60
pos = 0,0
scale = 0.55,0.55
bindtime = 5
facing = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999

[State 33117]
type  = Explod 
trigger1 = Time = 0 && facing = -1
anim = 32717
postype = right;back
ID = 32717 
sprpriority = -2
removetime = 7
pos = 0,0
scale = 0.55,0.55
bindtime = 5
facing = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999

[State 33117]
type= Modifyexplod
trigger1 = Numexplod(32717) && Time <= 6
ID = 32717
scale = 1.3-(.13*(time)),1.3-(.13*(time))

[State 33117]
type  = Explod 
trigger1 = Time = 7 && facing = 1
anim = 32717
postype = left;back
ID = 32717 
sprpriority = -2
removetime = 55
pos = 0,0
scale = 0.55,0.55
;bindtime = -1
facing = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
vel = -0.2

[State 33117]
type  = Explod 
trigger1 = Time = 7 && facing = -1
anim = 32717
postype = right;back
ID = 32717 
sprpriority = -2
removetime = 55
pos = 0,0
scale = 0.55,0.55
;bindtime = -1
facing = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
vel = 0.2




[State 3117]
type = RemoveExplod
trigger1 = Time > 17
trigger1 = NumHelper(3110) = 0
trigger2 = Parent,MoveType = H
id = 32717

[State 3117]
type = DestroySelf
trigger1 = Time > 17
trigger1 = NumHelper(3110) = 0
trigger2 = Parent,MoveType = H


;---------------------------------------------------------------------------
; Hyper Bg
[Statedef 3120]
physics = N
anim = 9800
sprpriority = -3



[State 3120]
type = AssertSpecial 
trigger1 = anim = 9800
flag = noBG 
flag2 = nobardisplay
flag3 = noFG 
ignorehitpause = 1


[State 3120]
type  = Explod 
triggerall = Time = 0
trigger1 = p2life > 0
anim = 32710
postype = left
ID = 32710 
sprpriority = -4
removetime = 270
pos = 0,0
scale = const(size.xscale),const(size.yscale)
bindtime = -1
;facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 3120]
type  = null;Explod 
triggerall = Time = 0
trigger1 = p2life > 0
anim = 32710
postype = left
ID = 32710 
sprpriority = -4
removetime = 270
pos = 160,0
scale = 0.642,1
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
scale = const(size.xscale),const(size.yscale)

[State 3120]
type  = null;Explod 
triggerall = Time = 0
trigger1 = p2life > 0
anim = 32710
postype = right
ID = 32710 
sprpriority = -4
removetime = 270
pos = -160,0
scale = 0.642,1
bindtime = -1
facing=-1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
scale = const(size.xscale),const(size.yscale)


[State 3120] 
type = RemoveExplod 
triggerall = Numexplod(32710)
trigger1 = Root, stateno != [3000,3050]
trigger1 = Root, stateno != [1240,1249]
trigger2 = p2life = 0
trigger2 = roundstate = 3
trigger3 = Parent,MoveType = H

[State 3120] 
type = Destroyself 
triggerall = Numexplod(32710)= 0
triggerall = Time > 7
trigger1 = Root, stateno != [3000,3050]
trigger1 = Root, stateno != [1240,1249]
trigger2 = Parent,MoveType = H

[State 3120]
type = ChangeState
trigger1 = p2life = 0
trigger1 = roundstate = 3
value = 3121


;---------------------------------------------------------------------------
; Hyper KO Bg
[Statedef 3121]
physics = N
anim = 9800
sprpriority = -3



[State 3121]
type = AssertSpecial 
trigger1 = anim = 9800
flag = noBG 
flag2 = nobardisplay
flag3 = noFG 
ignorehitpause = 1

[State 3121]
type  = Explod 
triggerall = Time = 0
trigger1 = p2life <= 0
anim = 32715
postype = left
ID = 32715 
sprpriority = -4
pos = 0,0
scale = const(size.xscale),const(size.yscale)
bindtime = -1
;facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 3121]
type = PlaySnd
trigger1 = Time = 1
value = 8000,1
channel = 1

[State 3121] 
type = Destroyself 
trigger1 = roundstate = 4
trigger2 = Root,stateno = [180,189]
trigger3 = Time = 60

;---------------------------------------------------------------------------------------
;dizzy
[Statedef 5300]
type    = S
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 5300
ctrl = 0
sprpriority = 2

[State 5300]
type = PosSet
trigger1 = time = 0
y = 0


[State 5300,e]
type = SelfState; ChangeState
trigger1 = time = 360
value = 0
ctrl = 1


;---------------------------------------------------------------------------------------
;Short Circuit Dizzyness
[Statedef 5301]
type    = S
movetype= H
physics = N
juggle  = 4
velset = 0,0
anim = 7030+random%3
ctrl = 0
sprpriority = 3


[State 5301]
type = PlaySnd
trigger1 = Time = 0
value = 5300, 0
loop = 1
channel = 4

[State 5301]
type = StopSnd
trigger1 = time = 359
trigger2 = enemy,anim != 5300
channel = 4

[State 5301]
type = DestroySelf
trigger1 = time = 360
trigger2 = enemy,anim != 5300



;------------------------------------------------------------------------------------------------------------
;Guard Shield Helper
[Statedef 6007]
type = S
movetype = I
physics =N
anim = 7510
ctrl = 0
sprpriority = 3
velset = 0,0


[State 6007]
type = Turn
trigger1 = parent,facing != facing


[State 6007]
type = BindToParent
trigger1 = parent,statetype = S
pos = -9,-3


[State 6007]
type = BindToParent
trigger1 = parent,statetype = C
pos = 10,11


[State 6007]
type = BindToParent
trigger1 = parent,statetype = A
pos = -1,-30

[State 6007]
type = DestroySelf
trigger1 = Parent,StateNo != [120,155]
trigger1 = Parent,Stateno != 2270


;------------------------------------------------------------------------------------------------------------
;Intro Wave
[Statedef 6191]
type = S
movetype = I
physics = N
anim = 6191
ctrl = 0
sprpriority = 4

[State 6191]
type = BindToParent
trigger1 = 1
ignorehitpause = 1


[State 6191]
type = ChangeAnim
trigger1 = Parent,AnimElem = 8
value = 6193

[State 6191]
type = DestroySelf
trigger1 = Parent,Stateno != 191


;------------------------------------------------------------------------------------------------------------
;Intro Wave
[Statedef 6192]
type = S
movetype = I
physics = N
anim = 6192
ctrl = 0
sprpriority = -2

[State 6192]
type = BindToParent
trigger1 = 1
ignorehitpause = 1


[State 6192]
type = ChangeAnim
trigger1 = Parent,AnimElem = 8
value = 6194

[State 6192]
type = DestroySelf
trigger1 = Parent,Stateno != 191

;------------------------------------------------------------------------------------------------------------
;Stand Strong Punch Helper
[Statedef 6220]
type = S
movetype = I
physics = N
anim = 6220
ctrl = 0
sprpriority = 4
velset = 0,0



[State 6220,5]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,MoveContact
trigger3 = Parent,Anim != 220




[State 6220]
type = BindToParent
trigger1 = 1
ignorehitpause = 1


;------------------------------------------------------------------------------------------------------------
;Life Drain Helper
[Statedef 6500]
type = S
movetype = I
physics = N
anim = 9800
ctrl = 0
sprpriority = 1
velset = 0,0

[State 6500]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 6500]
type = VarSet
trigger1 = Time = 0
var(1) = parent,stateno

[State 6500]
type = DestroySelf
trigger1 = Parent,stateno != var(1) || !PlayerIDExist(var(3))

[State 6500]
type = BindToParent
trigger1 = PlayerIDExist(var(3))
ignorehitpause = 1



;------------------------------------------------------------------------------------------------------------
;Omega Destroyer Coil
[Statedef 13000]
type = S
movetype = A
physics = N
anim = 13000
ctrl = 0
sprpriority = 3
;velset = 0,0

[State 13001]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 13000
value = 13000


[State 13000]
type = Varset
trigger1 = Time = 0
var(3) = parent,id


[State 13000]
type = PlaySnd
trigger1 = Time%7 = 0
trigger1 = Time = [4,92]
value = 182,0



[State 13000]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 13000]
type = HitOverride
trigger1 = 1
stateno = 13000
attr = SCA,AP
slot = 0
time = -1


[State 13000]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimTime = 0 || AnimElem = 1
var(1) = 0

[State 13000]
type = VarSet
trigger1 = AnimElemNo(0) != var(1)
var(1) = AnimElemNo(0)

[State 13000]
type = HitDef
attr = S, HA
trigger1 = Time%5 = 0
trigger1 = var(1)
trigger1 = hitcount < 20
damage = 2*(Root,var(30)),Root,var(30)/2
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,2
sparkxy = -20,-70+random%50+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -0.5,-5
air.velocity = -0.5,-4
airguard.velocity = -8
guard.velocity = -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,0,0),ifelse(MoveHit,7,0)


[State 13000]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Stateno != 3001
trigger3 = !PlayerIDExist(var(3))

[State 13000]
type = BindToParent
trigger1 = PlayerIDExist(var(3))
ignorehitpause = 1

;------------------------------------------------------------------------------------------------------------
;Omega Destroyer Coil 2
[Statedef 13001]
type = S
movetype = A
physics = N
;anim = 13001
ctrl = 0
sprpriority = 2
;velset = 0,0

[State 13001]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 13001
value = 13001

[State 13001]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 13001]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimTime = 0 || AnimElem = 1
var(1) = 0


[State 13001]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 13001]
type = HitOverride
trigger1 = 1
stateno = 13001
attr = SCA,AP
slot = 0
time = -1

[State 13001]
type = VarSet
trigger1 = AnimElemNo(0) != var(1)
var(1) = AnimElemNo(0)


[State 13001]
type = HitDef
attr = S, HA
trigger1 = Time%5 = 0
trigger1 = var(1)
trigger1 = hitcount < 20
damage = 2*(Root,var(30)),Root,var(30)/2
animtype = Hard
priority  = 5, Hit
guardflag = MA
pausetime = 0,2
sparkxy = -20,-70+random%40+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -0.5,-5
air.velocity = -0.5,-4
airguard.velocity = -9
guard.velocity = -9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,0,0),ifelse(MoveHit,7,0)



[State 13001]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Stateno != 3001
trigger3 = !PlayerIDExist(var(3))

[State 13001]
type = BindToParent
trigger1 = PlayerIDExist(var(3))
ignorehitpause = 1

;------------------------------------------------------------------------------------------------------------
;Omega Destroyer Coil Shadow
[Statedef 13005]
type = S
movetype = I
physics = N
anim = 13000
ctrl = 0
sprpriority = -1
;velset = 0,0




[State 13005]
type = DestroySelf
trigger1 = Parent,AnimElem = 29
trigger2 = Parent,Stateno != 3005


[State 13005]
type = BindToParent
trigger1 = 1
ignorehitpause = 1
;------------------------------------------------------------------------------------------------------------
;Omega Destroyer Coil 2 Shadow
[Statedef 13006]
type = S
movetype = I
physics = N
anim = 13001
ctrl = 0
sprpriority = -2
;velset = 0,0




[State 13006]
type = DestroySelf
trigger1 = Parent,AnimElem = 29
trigger2 = Parent,Stateno != 3005

[State 13006]
type = BindToParent
trigger1 = 1
ignorehitpause = 1


;------------------------------------------------------------------------------------------------------------
;Coil Null
[Statedef 13010]
type = S
movetype = I
physics = N
anim = 13010
ctrl = 0
sprpriority = 4
velset = 0,0


[State 13010]
type = VarSet
trigger1 = Time = 0
var(3) = Parent,Stateno

[State 13010]
type = Explod
trigger1 = MoveContact
anim = 10017
scale = const(size.xscale),const(size.yscale)

[State 13010]
type = PlaySnd
trigger1 = MoveContact
value = 4,0


[State 13010]
type = MoveHitReset
trigger1 = MoveContact

[State 13010]
type = HitOverride
trigger1 = 1
stateno = 13010
attr = SCA,AA,AP,AT
slot = 0
time = -1



[State 13010]
type = DestroySelf
trigger1 = Parent,Stateno != var(3)
trigger2 = Parent,AnimElem = 29

[State 13010]
type = BindToParent
trigger1 = 1
ignorehitpause = 1


;------------------------------------------------------------------------------------------------------------
;Horizontal Coil
[Statedef 21240]
type = S
movetype = A
physics = N
anim = 21240
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21240]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21241
p2stateno = 21261
id = 21241



[State 21240, 1]
type = ParentVarSet
triggerall = Parent,Time = [7,35]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21240, 1]
type = ParentVarSet
triggerall = Parent,Time = [36,63]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21240]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 31
value = 21240
elem = 38
persistent = 0

[State 21240]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21240
elem = 35
persistent = 0

[State 21240]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Grab

[Statedef 21241]
type    = S
movetype= A
physics = N
anim = 21241
;poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21241]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1241

[State 21241]
type = BindToParent
trigger1 = Time = 0



[State 21241]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = P2BodyDist X = [0,120]
value = 21241


[State 21241]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = P2BodyDist X = [121,140]
value = 21241

[State 21241]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = P2BodyDist X = [141,170]
value = 21242

[State 21241]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = P2BodyDist X >= 171
value = 21243


[State 21241]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 21241]
type = null;NotHitBy
trigger1 = 1
value = SCA

[State 21241, Bind 1]
type = TargetBind
trigger1 = Anim = 21241
pos = 170,-60

[State 21241, Bind 1]
type = TargetBind
trigger1 = Anim = 21242
pos = 210,-60

[State 21241, Bind 1]
type = TargetBind
trigger1 = Anim = 21243
pos = 240,-60


[State 21241]
type = Helper
trigger1 = Time = 4
stateno = 30004
postype = p2
pos = 10,0
scale = const(size.xscale),const(size.yscale)

[State 21241]
type = TargetState
trigger1 = Parent,var(2) = [1,2]
value = 21261+Parent,var(2)
ctrl = 0

[State 21241]
type = ChangeState
trigger1 = Parent,var(2) = [1,2]
value = 21241+Parent,var(2)


[State 21241]
type = TargetState
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31324
ctrl = 0

[State 21241]
type = ChangeState
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31304


[State 21241]
type = TargetState
trigger1 = Parent,var(2) = [5,6]
value = 31374
ctrl = 0

[State 21241]
type = ChangeState
trigger1 = Parent,var(2) = [5,6]
value = 31350

[State 21241]
type = TargetState
trigger1 = Parent,var(2) = [7,8]
value = 32020+(Parent,var(2)-7)*50
ctrl = 0

[State 21241]
type = ChangeState
trigger1 = Parent,var(2) = [7,8]
value = 32000+(Parent,var(2)-7)*50

[State 21241]
type = TargetState
trigger1 = Parent,AnimElem = 4, = 1
value = 21269
ctrl = 0

[State 21241]
type = ChangeState
trigger1 = Parent,AnimElem = 4, = 1
value = 21249


[State 21241, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A



;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Grab To Death Factor

[Statedef 21242]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21242]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1242



[State 21242, Bind 1]
type = TargetBind
trigger1 = Anim = 21241
pos = 170,-60

[State 21242, Bind 1]
type = TargetBind
trigger1 = Anim = 21242
pos = 210,-60

[State 21242, Bind 1]
type = TargetBind
trigger1 = Anim = 21243
pos = 240,-60


[State 21242]
type = Helper
trigger1 = Time = 1
stateno = 30001
scale = const(size.xscale),const(size.yscale)
[State 21242]
type = Helper
trigger1 = Time = 2
trigger1 = Anim = 21243
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21242]
type = Helper
trigger1 = Time = 12
trigger1 = Anim = 21243
stateno = 30003
pos = 20,0
scale = const(size.xscale),const(size.yscale)
[State 21242]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,1

[State 21242]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2
channel = 1

[State 21242]
type = TargetLifeAdd
trigger1 = Time <= 60
trigger1 = Time%8 = 0
value = -Root,var(30)


[State 21242]
type = Helper
trigger1 = Time = 0
stateno = 6500
id = 6500
scale = const(size.xscale),const(size.yscale)

[State 21242]
type = TargetState
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31324
ctrl = 0

[State 21242]
type = ChangeState
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31304


[State 21242]
type = TargetState
trigger1 = Parent,var(2) = [5,6]
value = 31374
ctrl = 0

[State 21242]
type = ChangeState
trigger1 = Parent,var(2) = [5,6]
value = 31350


[State 21242]
type = TargetState
trigger1 = Parent,var(2) = [7,8]
value = 32020+(Parent,var(2)-7)*50
ctrl = 0

[State 21242]
type = ChangeState
trigger1 = Parent,var(2) = [7,8]
value = 32000+(Parent,var(2)-7)*50

[State 21242]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21269
ctrl = 0

[State 21242]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21249

[State 21242, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Grab To Energy Drain

[Statedef 21243]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21243]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1243


[State 21243, Bind 1]
type = TargetBind
trigger1 = Anim = 21241
pos = 170,-60

[State 21243, Bind 1]
type = TargetBind
trigger1 = Anim = 21242
pos = 210,-60

[State 21243, Bind 1]
type = TargetBind
trigger1 = Anim = 21243
pos = 240,-60


[State 21243]
type = Helper
trigger1 = Time = 1
stateno = 30002
scale = const(size.xscale),const(size.yscale)
[State 21243]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21243]
type = Helper
trigger1 = Time = 12
trigger1 = Anim = 21243
stateno = 30003
pos = 20,0
scale = const(size.xscale),const(size.yscale)

[State 21243]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,3

[State 21243]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2


[State 21243]
type = PowerAdd
trigger1 = Time <= 60
trigger1 = Time%6 = 0
value = 50


[State 21243]
type = TargetState
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31324
ctrl = 0

[State 21243]
type = ChangeState
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31304


[State 21243]
type = TargetState
trigger1 = Parent,var(2) = [5,6]
value = 31374
ctrl = 0

[State 21243]
type = ChangeState
trigger1 = Parent,var(2) = [5,6]
value = 31350


[State 21243]
type = TargetState
trigger1 = Parent,var(2) = [7,8]
value = 32020+(Parent,var(2)-7)*50
ctrl = 0

[State 21243]
type = ChangeState
trigger1 = Parent,var(2) = [7,8]
value = 32000+(Parent,var(2)-7)*50

[State 21243]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21269
ctrl = 0

[State 21243]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21249

[State 21243, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A



;---------------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Helper End
[Statedef 21249]
type    = S
movetype= I
physics = N
;anim = 21249
;poweradd = 
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21249]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 21241
value = 21249
elem = 5

[State 21249]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 21242
value = 21249
elem = 3

[State 21249]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim = 21243
value = 21249
elem = 1

[State 21249]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [1240,1243]

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 21261]
type    = A
movetype= H
physics = N
velset = 0,0


[State 21261]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 21261, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21261

[State 21261, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21261, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal To Death Factor

[Statedef 21262]
type    = A
movetype= H
physics = N
velset = 0,0


[State 21262]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 21262, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21262

[State 21262, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = 64,-16,64

[State 21262, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = 80,17,80

[State 21262, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21262, 2]
type = DestroySelf
trigger1 = ishelper

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal To Energy Drain

[Statedef 21263]
type    = A
movetype= H
physics = N
velset = 0,0


[State 21263]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 21263, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21263


[State 21263, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = -16,64,-16

[State 21263, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = -16,64,64

[State 21263, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21263, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 21269]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40


[State 21269]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 21269, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21261

[State 21269, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 21269, 4] 
type = ChangeState
trigger1 = Time = 7
value = 21330 

[State 21269, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Hit ground



;------------------------------------------------------------------------------------------------------------
;Diag Up Coil
[Statedef 21300]
type = S
movetype = A
physics = N
anim = 21300
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21300]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21301
p2stateno = 21321
id = 21241



[State 21300, 1]
type = ParentVarSet
triggerall = Parent,Time = [7,35]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21300, 1]
type = ParentVarSet
triggerall = Parent,Time = [36,63]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21300]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 31
value = 21300
elem = 33
persistent = 0

[State 21300]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21300
elem = 30
persistent = 0

[State 21300]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Grab

[Statedef 21301]
type    = S
movetype= A
physics = N
anim = 21301
;poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21301]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1241

[State 21301]
type = BindToParent
trigger1 = Time = 0


[State 21301]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 21301]
type = null;NotHitBy
trigger1 = 1
value = SCA

[State 21301, Bind 1]
type = TargetBind
trigger1 = 1
pos = 180,-157


[State 21301]
type = Helper
trigger1 = Time = 2
stateno = 30014
scale = const(size.xscale),const(size.yscale)

[State 21301]
type = TargetState
trigger1 = Parent,var(2) = [1,2]
value = 21321+Parent,var(2)
ctrl = 0

[State 21301]
type = ChangeState
trigger1 = Parent,var(2) = [1,2]
value = 21301+Parent,var(2)


[State 21301]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 33020
ctrl = 0

[State 21301]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 33000



[State 21301]
type = TargetState
trigger1 = Parent,AnimElem = 4, = 1
value = 21329
ctrl = 0

[State 21301]
type = ChangeState
trigger1 = Parent,AnimElem = 4, = 1
value = 21319


[State 21301, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Grab To Death Factor

[Statedef 21302]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21302]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1242


[State 21302, Bind 1]
type = TargetBind
trigger1 = 1
pos = 186,-164


[State 21302]
type = Helper
trigger1 = Time = 1
stateno = 30011
scale = const(size.xscale),const(size.yscale)
[State 21302]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21302]
type = Helper
trigger1 = Time = 12
stateno = 30013
pos = -4,0
scale = const(size.xscale),const(size.yscale)
[State 21302]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,1

[State 21302]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2
channel = 1

[State 21302]
type = TargetLifeAdd
trigger1 = Time <= 60
trigger1 = Time%8 = 0
value = -Root,var(30)


[State 21302]
type = Helper
trigger1 = Time = 0
stateno = 6500
id = 6500
scale = const(size.xscale),const(size.yscale)
[State 21302]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 33020
ctrl = 0

[State 21302]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 33000



[State 21302]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21329
ctrl = 0

[State 21302]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21319

[State 21302, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Grab To Energy Drain

[Statedef 21303]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21303]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1243


[State 21303, Bind 1]
type = TargetBind
trigger1 = 1
pos = 186,-164



[State 21303]
type = Helper
trigger1 = Time = 1
stateno = 30012
scale = const(size.xscale),const(size.yscale)
[State 21303]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21303]
type = Helper
trigger1 = Time = 12
stateno = 30013
pos = -4,0
scale = const(size.xscale),const(size.yscale)

[State 21303]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,3

[State 21303]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2


[State 21303]
type = PowerAdd
trigger1 = Time <= 60
trigger1 = Time%6 = 0
value = 50



[State 21303]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 33020
ctrl = 0

[State 21303]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 33000

[State 21303]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21329
ctrl = 0

[State 21303]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21319

[State 21303, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Diag Up Helper End
[Statedef 21319]
type    = S
movetype= I
physics = N
anim = 21319
;poweradd = 
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 21319]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [1300,1303]

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Up

[Statedef 21321]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21321]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 21321, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21321

[State 21321, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21321, 3]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Up To Death Factor

[Statedef 21322]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21322]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 21322, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21322

[State 21322, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = 64,-16,64

[State 21322, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = 80,17,80

[State 21322, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21322, 2]
type = DestroySelf
trigger1 = ishelper

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Up To Energy Drain

[Statedef 21323]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21323]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 21323, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21323


[State 21323, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = -16,64,-16

[State 21323, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = -16,64,64

[State 21323, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21323, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Up

[Statedef 21329]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40



[State 21329, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21321


[State 21329]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 21329, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 21329, 4]
type = ChangeState
trigger1 = Time = 7
value = 21330

[State 21329, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Hit ground


;---------------------------------------------------------------------------
; auto recover
[Statedef 21330]
type    = A
movetype= H
physics = N


[State 21330]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 21330, 1]
type = SelfState
trigger1 = !Alive
value = 5050

[State 21330, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 21330, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 21330, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 21330, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)


[State 21330, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND



;------------------------------------------------------------------------------------------------------------
;Up Coil
[Statedef 21350]
type = S
movetype = A
physics = N
anim = 21350
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21350]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21351
p2stateno = 21371
id = 21241



[State 21350, 1]
type = ParentVarSet
triggerall = Parent,Time = [7,35]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21350, 1]
type = ParentVarSet
triggerall = Parent,Time = [36,63]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21350]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 31
value = 21350
elem = 37
persistent = 0

[State 21350]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21350
elem = 35
persistent = 0

[State 21350]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A



;---------------------------------------------------------------------------
; Carbonadium Coil Up Grab

[Statedef 21351]
type    = S
movetype= A
physics = N
anim = 21351
;poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21351]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1241

[State 21351]
type = BindToParent
trigger1 = Time = 0


[State 21351]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 21351]
type = null;NotHitBy
trigger1 = 1
value = SCA

[State 21351, Bind 1]
type = TargetBind
trigger1 = 1
pos = 54,-235

[State 21351]
type = Helper
trigger1 = Time = 0
stateno = 21355
helpertype = player
scale = const(size.xscale),const(size.yscale)
[State 21351]
type = Helper
trigger1 = Time = 2
stateno = 30024
scale = const(size.xscale),const(size.yscale)

[State 21351]
type = TargetState
trigger1 = Parent,var(2) = [1,2]
value = 21371+Parent,var(2)
ctrl = 0

[State 21351]
type = ChangeState
trigger1 = Parent,var(2) = [1,2]
value = 21351+Parent,var(2)


[State 21351]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 32170
ctrl = 0

[State 21351]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 32150



[State 21351]
type = TargetState
trigger1 = Parent,AnimElem = 4, = 1
value = 21379
ctrl = 0

[State 21351]
type = ChangeState
trigger1 = Parent,AnimElem = 4, = 1
value = 21369


[State 21351, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Up Grab To Death Factor

[Statedef 21352]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21352]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1242


[State 21352, Bind 1]
type = TargetBind
trigger1 = 1
pos = 54,-235


[State 21352]
type = Helper
trigger1 = Time = 1
stateno = 30021
scale = const(size.xscale),const(size.yscale)
[State 21352]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21352]
type = Helper
trigger1 = Time = 12
stateno = 30023
pos = 0,20
scale = const(size.xscale),const(size.yscale)
[State 21352]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,1

[State 21352]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2
channel = 1

[State 21352]
type = TargetLifeAdd
trigger1 = Time <= 60
trigger1 = Time%8 = 0
value = -Root,var(30)

[State 21352]
type = Helper
trigger1 = Time = 0
stateno = 6500
id = 6500
scale = const(size.xscale),const(size.yscale)

[State 21352]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 33020
ctrl = 0

[State 21352]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 33000



[State 21352]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21379
ctrl = 0

[State 21352]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21369

[State 21352, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Up Grab To Energy Drain

[Statedef 21353]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21353]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1243


[State 21353, Bind 1]
type = TargetBind
trigger1 = 1
pos = 54,-235



[State 21353]
type = Helper
trigger1 = Time = 1
stateno = 30022
scale = const(size.xscale),const(size.yscale)
[State 21353]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21353]
type = Helper
trigger1 = Time = 12
stateno = 30023
pos = 0,20
scale = const(size.xscale),const(size.yscale)

[State 21353]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,3

[State 21353]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2


[State 21353]
type = PowerAdd
trigger1 = Time <= 60
trigger1 = Time%6 = 0
value = 50



[State 21353]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 33020
ctrl = 0

[State 21353]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 33000

[State 21353]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21379
ctrl = 0

[State 21353]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21369

[State 21353, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Camera Push Up
[Statedef 21355]
type = S
movetype = I
physics =N
anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,-17

[State 21355]
type = VelSet
trigger1 = Pos Y < -80+Parent,Pos Y
y = 0

[State 21355]
type = DestroySelf
trigger1 = parent,stateno != [21351,21353]


;---------------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Up Helper End
[Statedef 21369]
type    = S
movetype= I
physics = N
anim = 21369
;poweradd = 
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21369]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [1350,1353]

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Up

[Statedef 21371]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21371]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 21371, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21371

[State 21371, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21371, 3]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Up To Death Factor

[Statedef 21372]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21372]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 21372, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21372

[State 21372, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = 64,-16,64

[State 21372, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = 80,17,80

[State 21372, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21372, 2]
type = DestroySelf
trigger1 = ishelper

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Up To Energy Drain

[Statedef 21373]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21373]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 21373, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21373


[State 21373, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = -16,64,-16

[State 21373, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = -16,64,64

[State 21373, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21373, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Up

[Statedef 21379]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40



[State 21379, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21321


[State 21379]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 21379, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 21379, 4]
type = ChangeState
trigger1 = Time = 7
value = 21330

[State 21379, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Hit ground




;------------------------------------------------------------------------------------------------------------
;Air Horizontal Coil
[Statedef 21400]
type = S
movetype = A
physics = N
anim = 21240
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21400]
type = BindToParent
trigger1 = 1

[State 21400]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21241
p2stateno = 21261
id = 21241



[State 21400]
type = ParentVarSet
triggerall = Parent,Time = [4,25]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21400]
type = ParentVarSet
triggerall = Parent,Time = [26,55]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21400]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 22
value = 21240
elem = 38
persistent = 0

[State 21400]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21240
elem = 35
persistent = 0

[State 21400]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Air Diag Up Coil
[Statedef 21450]
type = S
movetype = A
physics = N
anim = 21300
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21450]
type = BindToParent
trigger1 = 1

[State 21450]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21301
p2stateno = 21321
id = 21241



[State 21450]
type = ParentVarSet
triggerall = Parent,Time = [4,25]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21450]
type = ParentVarSet
triggerall = Parent,Time = [26,55]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21450]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 22
value = 21300
elem = 33
persistent = 0

[State 21450]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21300
elem = 30
persistent = 0

[State 21450]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Air Up Coil
[Statedef 21500]
type = S
movetype = A
physics = N
anim = 21350
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21500]
type = BindToParent
trigger1 = 1

[State 21500]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21351
p2stateno = 21371
id = 21241



[State 21500, 1]
type = ParentVarSet
triggerall = Parent,Time = [7,35]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21500, 1]
type = ParentVarSet
triggerall = Parent,Time = [36,63]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21500]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 31
value = 21350
elem = 37
persistent = 0

[State 21500]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21350
elem = 35
persistent = 0

[State 21500]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A



;------------------------------------------------------------------------------------------------------------
;Diag Down Coil
[Statedef 21550]
type = S
movetype = A
physics = N
anim = 21550
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21550]
type = BindToParent
trigger1 = 1

[State 21550]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21551
p2stateno = 21571
id = 21241



[State 21550, 1]
type = ParentVarSet
triggerall = Parent,Time = [7,35]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21550, 1]
type = ParentVarSet
triggerall = Parent,Time = [36,63]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21550]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 31
value = 21550
elem = 33
persistent = 0

[State 21550]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21550
elem = 30
persistent = 0

[State 21550]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Diag Down Grab

[Statedef 21551]
type    = S
movetype= A
physics = N
anim = 21551
;poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21551]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1241

[State 21551]
type = BindToParent
trigger1 = 1


[State 21551]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 21551]
type = null;NotHitBy
trigger1 = 1
value = SCA

[State 21551, Bind 1]
type = TargetBind
trigger1 = 1
pos = 214,32


[State 21551]
type = Helper
trigger1 = Time = 2
stateno = 30034
scale = const(size.xscale),const(size.yscale)
[State 21551]
type = null;Helper
trigger1 = AnimElem = 1
stateno = 21557
helpertype = player
scale = const(size.xscale),const(size.yscale)
[State 21551]
type = TargetState
trigger1 = Parent,var(2) = [1,2]
value = 21571+Parent,var(2)
ctrl = 0

[State 21551]
type = ChangeState
trigger1 = Parent,var(2) = [1,2]
value = 21551+Parent,var(2)


[State 21551]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 32220
ctrl = 0

[State 21551]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 32200



[State 21551]
type = TargetState
trigger1 = Parent,AnimElem = 4, = 1
value = 21579
ctrl = 0

[State 21551]
type = ChangeState
trigger1 = Parent,AnimElem = 4, = 1
value = 21559


[State 21551, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Diag Down Grab To Death Factor

[Statedef 21552]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21552]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1242


[State 21552]
type = BindToParent
trigger1 = 1

[State 21552, Bind 1]
type = TargetBind
trigger1 = 1
pos = 214,32


[State 21552]
type = Helper
trigger1 = Time = 1
stateno = 30031
scale = const(size.xscale),const(size.yscale)
[State 21552]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21552]
type = Helper
trigger1 = Time = 12
stateno = 30033
pos = 0,0
scale = const(size.xscale),const(size.yscale)
[State 21552]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,1

[State 21552]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2
channel = 1

[State 21552]
type = TargetLifeAdd
trigger1 = Time <= 60
trigger1 = Time%8 = 0
value = -Root,var(30)

[State 21552]
type = Helper
trigger1 = Time = 0
stateno = 6500
id = 6500
scale = const(size.xscale),const(size.yscale)

[State 21552]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 32220
ctrl = 0

[State 21552]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 32200



[State 21552]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21579
ctrl = 0

[State 21552]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21559

[State 21552, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Diag Down Grab To Energy Drain

[Statedef 21553]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21553]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1243


[State 21553, Bind 1]
type = TargetBind
trigger1 = 1
pos = 214,32



[State 21553]
type = Helper
trigger1 = Time = 1
stateno = 30032
scale = const(size.xscale),const(size.yscale)
[State 21553]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21553]
type = Helper
trigger1 = Time = 12
stateno = 30033
pos = 0,0
scale = const(size.xscale),const(size.yscale)

[State 21553]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,3

[State 21553]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2


[State 21553]
type = PowerAdd
trigger1 = Time <= 60
trigger1 = Time%6 = 0
value = 50



[State 21553]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 32220
ctrl = 0

[State 21553]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 32200

[State 21553]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21579
ctrl = 0

[State 21553]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21559

[State 21553, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Camera Push Down
[Statedef 21557]
type = S
movetype = I
physics =N
anim = 0;9800
ctrl = 0
sprpriority = 0
velset = 0,17


[State 21551]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 21557]
type = DestroySelf
trigger1 = parent,stateno != [21551,21553]
;---------------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Diag Down Helper End
[Statedef 21559]
type    = S
movetype= I
physics = N
anim = 21559
;poweradd = 
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0



[State 21559]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [1550,1553]

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Down

[Statedef 21571]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21571]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 21571, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21571

[State 21571, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21571, 3]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Down To Death Factor

[Statedef 21572]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21572]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 21572, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21572

[State 21572, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = 64,-16,64

[State 21572, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = 80,17,80

[State 21572, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21572, 2]
type = DestroySelf
trigger1 = ishelper

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Down To Energy Drain

[Statedef 21573]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21573]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 21573, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21573


[State 21573, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = -16,64,-16

[State 21573, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = -16,64,64

[State 21573, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21573, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Down

[Statedef 21579]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40



[State 21579, 1]
type = null;ChangeAnim2
trigger1 = Time = 0
value = 21579


[State 21579]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 21579, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 21579, 4]
type = ChangeState
trigger1 = Time = 7
value = 21330

[State 21579, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Hit ground


;------------------------------------------------------------------------------------------------------------
;Down Coil
[Statedef 21600]
type = S
movetype = A
physics = N
anim = 21600
ctrl = 0
sprpriority = 1
;velset = 0,0


[State 21600]
type = BindToParent
trigger1 = 1

[State 21600]
type = HitDef
attr = S, SP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = Root,var(30)
animtype = Medium
priority  = 5, Hit
guardflag = MA
pausetime = 0,0
sparkxy = -20,-70+floor(P2Dist Y)
hitsound   = S1,7
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,14),ifelse(MoveHit,0,0)
p1stateno = 21601
p2stateno = 21621
id = 21241



[State 21600, 1]
type = ParentVarSet
triggerall = Parent,Time = [7,35]
trigger1 = MoveGuarded
var(1) = 2
persistent = 0

[State 21600, 1]
type = ParentVarSet
triggerall = Parent,Time = [36,63]
trigger1 = MoveGuarded
var(1) = 4
persistent = 0

[State 21600]
type = ChangeAnim
trigger1 = parent,var(1) = 2
trigger1 = parent,Time > 31
value = 21600
elem = 33
persistent = 0

[State 21600]
type = ChangeAnim
trigger1 = parent,var(1) = 4
value = 21600
elem = 30
persistent = 0

[State 21600]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Down Grab

[Statedef 21601]
type    = S
movetype= A
physics = N
anim = 21601
;poweradd = 60
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21601]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1241

[State 21601]
type = BindToParent
trigger1 = 1


[State 21601]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 21601]
type = null;NotHitBy
trigger1 = 1
value = SCA

[State 21601, Bind 1]
type = TargetBind
trigger1 = 1
pos = 74,85


[State 21601]
type = Helper
trigger1 = Time = 2
stateno = 30044
scale = const(size.xscale),const(size.yscale)
[State 21601]
type = null;Helper
trigger1 = AnimElem = 1
stateno = 21607
helpertype = player
scale = const(size.xscale),const(size.yscale)
[State 21601]
type = TargetState
trigger1 = Parent,var(2) = [1,2]
value = 21621+Parent,var(2)
ctrl = 0

[State 21601]
type = ChangeState
trigger1 = Parent,var(2) = [1,2]
value = 21601+Parent,var(2)


[State 21601]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 32270
ctrl = 0

[State 21601]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 32250



[State 21601]
type = TargetState
trigger1 = Parent,AnimElem = 4, = 1
value = 21629
ctrl = 0

[State 21601]
type = ChangeState
trigger1 = Parent,AnimElem = 4, = 1
value = 21609


[State 21601, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Down Grab To Death Factor

[Statedef 21602]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21602]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1242

[State 21602]
type = BindToParent
trigger1 = 1

[State 21602, Bind 1]
type = TargetBind
trigger1 = 1
pos = 74,85


[State 21602]
type = Helper
trigger1 = Time = 1
stateno = 30041
scale = const(size.xscale),const(size.yscale)
[State 21602]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21602]
type = Helper
trigger1 = Time = 12
stateno = 30043
pos = 0,0
scale = const(size.xscale),const(size.yscale)
[State 21602]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,1

[State 21602]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2
channel = 1

[State 21602]
type = TargetLifeAdd
trigger1 = Time <= 60
trigger1 = Time%8 = 0
value = -Root,var(30)

[State 21602]
type = Helper
trigger1 = Time = 0
stateno = 6500
id = 6500
scale = const(size.xscale),const(size.yscale)

[State 21602]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 32270
ctrl = 0

[State 21602]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 32250



[State 21602]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21629
ctrl = 0

[State 21602]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21609

[State 21602, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;---------------------------------------------------------------------------
; Carbonadium Coil Down Grab To Energy Drain

[Statedef 21603]
type    = S
movetype= A
physics = N
;anim =
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 21603]
type = Parentvarset
trigger1 = Time = 0
var(1) = 1243


[State 21603]
type = BindToParent
trigger1 = 1

[State 21603, Bind 1]
type = TargetBind
trigger1 = 1
pos = 74,85



[State 21603]
type = Helper
trigger1 = Time = 1
stateno = 30042
scale = const(size.xscale),const(size.yscale)
[State 21603]
type = Helper
trigger1 = Time = 2
stateno = 30000
scale = const(size.xscale),const(size.yscale)

[State 21603]
type = Helper
trigger1 = Time = 12
stateno = 30043
pos = 0,0
scale = const(size.xscale),const(size.yscale)

[State 21603]
type = PlaySnd
trigger1 = AnimElem = 1, = 1
value = 1240,3

[State 21603]
type = PlaySnd
trigger1 = Time >= 2
trigger1 = Time%8 = 0
value = 1240,2


[State 21603]
type = PowerAdd
trigger1 = Time <= 60
trigger1 = Time%6 = 0
value = 50



[State 21603]
type = TargetState
trigger1 = Parent,var(2) = [3,9]
value = 32270
ctrl = 0

[State 21603]
type = ChangeState
trigger1 = Parent,var(2) = [3,9]
value = 32250

[State 21603]
type = TargetState
trigger1 = Parent,AnimElem = 3, = 1
value = 21629
ctrl = 0

[State 21603]
type = ChangeState
trigger1 = Parent,AnimElem = 3, = 1
value = 21609

[State 21603, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Camera Push Down
[Statedef 21607]
type = S
movetype = I
physics =N
anim = 0;9800
ctrl = 0
sprpriority = 0
velset = 0,17


[State 21601]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 21607]
type = DestroySelf
trigger1 = parent,stateno != [21601,21603]
;---------------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Down Helper End
[Statedef 21609]
type    = S
movetype= I
physics = N
anim = 21609
;poweradd = 
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0



[State 21609]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != [1600,1603]

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Down

[Statedef 21621]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21621]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 21621, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21621

[State 21621, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21621, 3]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Down To Death Factor

[Statedef 21622]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21622]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 21622, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21622

[State 21622, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = 64,-16,64

[State 21622, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = 80,17,80

[State 21622, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21622, 2]
type = DestroySelf
trigger1 = ishelper

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Down To Energy Drain

[Statedef 21623]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 21623]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 21623, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 21623


[State 21623, 1]
type = PalFx
trigger1 = Time >= 0
trigger1 = Time%4 = 0
color = 0
time = 4
add = -16,64,-16

[State 21623, 1]
type = PalFx
trigger1 = Time >= 4
trigger1 = Time%8 = 0
color = 0
time = 4
add = -16,64,64

[State 21623, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21623, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Down

[Statedef 21629]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40



[State 21629, 1]
type = null;ChangeAnim2
trigger1 = Time = 0
value = 21629


[State 21629]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 21629, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = 0.4


[State 21629, 4]
type = ChangeState
trigger1 = Time = 7
value = 21330

[State 21629, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Hit ground
;------------------------------------------------------------------------------------------------------------
;Absorbtion Spark
[Statedef 30000]
type = S
movetype = I
physics =N
anim = 30000
ctrl = 0
sprpriority = 5
velset = 0,0


[State 30000]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30000]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30000]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30000]
type = DestroySelf
trigger1 = parent,anim != [21241,21243]




;------------------------------------------------------------------------------------------------------------
;Death Factor Spark Long Range
[Statedef 30001]
type = S
movetype = I
physics =N
anim = 30001
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30001]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30001]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30001]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30001]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Anim = 21242
value = 30005

[State 30001]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Anim = 21241
value = 30009



[State 30001]
type = DestroySelf
trigger1 = parent,stateno != 21242


;------------------------------------------------------------------------------------------------------------
;Energy Drain Spark Long Range
[Statedef 30002]
type = S
movetype = I
physics =N
anim = 30002
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30001]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30001]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30001]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30002]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Anim = 21242
value = 30006

[State 30002]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Parent,Anim = 21241
value = 30010

[State 30002]
type = DestroySelf
trigger1 = parent,stateno != 21243


;------------------------------------------------------------------------------------------------------------
;Drain Chain
[Statedef 30003]
type = S
movetype = I
physics =N
anim = 30003
ctrl = 0
sprpriority = 1
velset = 0,0



[State 30002]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30002]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30003]
type = DestroySelf
trigger1 = parent,anim != [21241,21243]

;------------------------------------------------------------------------------------------------------------
;Coil Wrap
[Statedef 30004]
type = S
movetype = I
physics =N
anim = 21245
ctrl = 0
sprpriority = 3
velset = 0,0



[State 30004]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30004]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))



[State 30004]
type = ChangeAnim
trigger1 = Parent,Stateno = [21242,21243]
trigger1 = Parent,Time = 1
value = 21246
persistent = 0

[State 30004]
type = DestroySelf
trigger1 = parent,stateno != [21241,21243]



;------------------------------------------------------------------------------------------------------------
;Death Factor Spark Diag Up
[Statedef 30011]
type = S
movetype = I
physics =N
anim = 30011
ctrl = 0
sprpriority = -2
velset = 0,0




[State 30011]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30011]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30011]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30011]
type = DestroySelf
trigger1 = parent,stateno != 21302


;------------------------------------------------------------------------------------------------------------
;Energy Drain Spark Diag Up
[Statedef 30012]
type = S
movetype = I
physics =N
anim = 30012
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30012]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30012]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30012]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30012]
type = DestroySelf
trigger1 = parent,stateno != 21303


;------------------------------------------------------------------------------------------------------------
;Drain Chain Diag Up
[Statedef 30013]
type = S
movetype = I
physics =N
anim = 30013
ctrl = 0
sprpriority = 1
velset = 0,0



[State 30013]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30013]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30013]
type = DestroySelf
trigger1 = parent,anim != 21301


;------------------------------------------------------------------------------------------------------------
;Coil Wrap Diag Up
[Statedef 30014]
type = S
movetype = I
physics =N
anim = 21305
ctrl = 0
sprpriority = 3
velset = 0,0



[State 30014]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30014]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30014]
type = ChangeAnim
trigger1 = Parent,Stateno = [21302,21303]
trigger1 = Parent,Time = 1
value = 21306
persistent = 0

[State 30014]
type = DestroySelf
trigger1 = parent,anim != 21301


;------------------------------------------------------------------------------------------------------------
;Death Factor Spark Up
[Statedef 30021]
type = S
movetype = I
physics =N
anim = 30021
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30021]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30021]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30021]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30021]
type = DestroySelf
trigger1 = parent,stateno != 21352




;------------------------------------------------------------------------------------------------------------
;Energy Drain Spark Up
[Statedef 30022]
type = S
movetype = I
physics =N
anim = 30022
ctrl = 0
sprpriority = -2
velset = 0,0




[State 30022]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30022]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30022]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30022]
type = DestroySelf
trigger1 = parent,stateno != 21353


;------------------------------------------------------------------------------------------------------------
;Drain Chain Up
[Statedef 30023]
type = S
movetype = I
physics =N
anim = 30023
ctrl = 0
sprpriority = 1
velset = 0,0



[State 30023]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30023]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))



[State 30023]
type = DestroySelf
trigger1 = parent,anim != 21351


;------------------------------------------------------------------------------------------------------------
;Coil Wrap Up
[Statedef 30024]
type = S
movetype = I
physics =N
anim = 21355
ctrl = 0
sprpriority = 3
velset = 0,0



[State 30024]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30024]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30024]
type = ChangeAnim
trigger1 = Parent,Stateno = [21352,21353]
trigger1 = Parent,Time = 1
value = 21356
persistent = 0

[State 30024]
type = DestroySelf
trigger1 = parent,anim != 21351



;------------------------------------------------------------------------------------------------------------
;Death Factor Spark Diag Down
[Statedef 30031]
type = S
movetype = I
physics =N
anim = 30031
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30031]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30031]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30031]
type = BindToParent
trigger1 = PlayerIDExist(var(3))


[State 30031]
type = DestroySelf
trigger1 = parent,stateno != 21552


;------------------------------------------------------------------------------------------------------------
;Energy Drain Spark Diag Down
[Statedef 30032]
type = S
movetype = I
physics =N
anim = 30032
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30032]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30032]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30031]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30032]
type = DestroySelf
trigger1 = parent,stateno != 21553


;------------------------------------------------------------------------------------------------------------
;Drain Chain Diag Down
[Statedef 30033]
type = S
movetype = I
physics =N
anim = 30033
ctrl = 0
sprpriority = 1
velset = 0,0



[State 30033]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30033]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30033]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30033]
type = DestroySelf
trigger1 = parent,anim != 21551


;------------------------------------------------------------------------------------------------------------
;Coil Wrap Diag Down
[Statedef 30034]
type = S
movetype = I
physics =N
anim = 21555
ctrl = 0
sprpriority = 3
velset = 0,0



[State 30034]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30034]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30034]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30034]
type = ChangeAnim
trigger1 = Parent,Stateno = [21552,21553]
trigger1 = Parent,Time = 1
value = 21556
persistent = 0

[State 30034]
type = DestroySelf
trigger1 = parent,anim != 21551

;------------------------------------------------------------------------------------------------------------
;Death Factor Spark Down
[Statedef 30041]
type = S
movetype = I
physics =N
anim = 30041
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30041]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30041]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30041]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30041]
type = DestroySelf
trigger1 = parent,stateno != 21602

;------------------------------------------------------------------------------------------------------------
;Energy Drain Spark Down
[Statedef 30042]
type = S
movetype = I
physics =N
anim = 30042
ctrl = 0
sprpriority = -2
velset = 0,0



[State 30042]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30042]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30042]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30042]
type = DestroySelf
trigger1 = parent,stateno != 21603


;------------------------------------------------------------------------------------------------------------
;Drain Chain Down
[Statedef 30043]
type = S
movetype = I
physics =N
anim = 30043
ctrl = 0
sprpriority = 1
velset = 0,0



[State 30043]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30043]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30043]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30043]
type = DestroySelf
trigger1 = parent,anim != 21601

;------------------------------------------------------------------------------------------------------------
;Coil Wrap Down
[Statedef 30044]
type = S
movetype = I
physics =N
anim = 21605
ctrl = 0
sprpriority = 3
velset = 0,0



[State 30043]
type = Varset
trigger1 = Time = 0
var(3) = parent,id

[State 30043]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))


[State 30043]
type = BindToParent
trigger1 = PlayerIDExist(var(3))

[State 30044]
type = ChangeAnim
trigger1 = Parent,Stateno = [21602,21603]
trigger1 = Parent,Time = 1
value = 21606
persistent = 0

[State 30044]
type = DestroySelf
trigger1 = parent,anim != 21601

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Horizontal Mid Range

[Statedef 31274]
type    = S
movetype= A
physics = N
anim = 31274
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 31274]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0


[State 31274]
type = Helper
trigger1 = Time = 4
stateno = 31275
scale = const(size.xscale),const(size.yscale)
[State 31274]
type = Helper
trigger1 = AnimElem = 1
stateno = 31276
scale = const(size.xscale),const(size.yscale)
[State 31274]
type = Helper
trigger1 = AnimElem = 1
stateno = 31277
helpertype = player
scale = const(size.xscale),const(size.yscale)


[State 31274, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 135,-65

[State 31274, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 139,-71

[State 31274, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 137,-71


[State 31274, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 137,-71


[State 31274, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 119,-83


[State 31274, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 117,-80



[State 31274, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 111,-77

[State 31274, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 111,-77

[State 31274, Bind 9]
type = TargetBind
trigger1 = AnimElemNo(0) = 9
pos = 111,-77

[State 31274, Bind 10]
type = TargetBind
trigger1 = AnimElemNo(0) = 10
pos = 114,-84

[State 31274, Bind 11]
type = TargetBind
trigger1 = AnimElemNo(0) = 11
pos = 110,-91

[State 31274, Bind 12]
type = TargetBind
trigger1 = AnimElemNo(0) = 12
pos = 110,-91

[State 31274, Bind 13]
type = TargetBind
trigger1 = AnimElemNo(0) = 13
pos = 110,-91

[State 31274, Bind 14]
type = TargetBind
trigger1 = AnimElemNo(0) = 14
pos = 110,-91


[State 31274, Bind 15]
type = TargetBind
trigger1 = AnimElemNo(0) = 15
pos = 128,-87

[State 31274, Bind 16]
type = TargetBind
trigger1 = AnimElemNo(0) = 16
pos = 124,-87

[State 31274, Bind 17]
type = TargetBind
trigger1 = AnimElemNo(0) = 17
pos = 124,-87

[State 31274, Bind 18]
type = TargetBind
trigger1 = AnimElemNo(0) = 18
pos = 124,-87

[State 31274, Bind 19]
type = TargetBind
trigger1 = AnimElemNo(0) = 19
pos = 124,-87

[State 31274, Bind 20]
type = TargetBind
trigger1 = AnimElemNo(0) = 20
pos = 112,-109

[State 31274, Bind 21]
type = TargetBind
trigger1 = AnimElemNo(0) = 21
pos = 111,-120


[State 31274, Bind 22]
type = TargetBind
trigger1 = AnimElemNo(0) = 22
pos = 100,-128

[State 31274, Bind 23]
type = TargetBind
trigger1 = AnimElemNo(0) = 23
pos = 97,-133

[State 31274, Bind 24]
type = TargetBind
trigger1 = AnimElemNo(0) = 24
pos = 80,-144

[State 31274, Bind 25]
type = TargetBind
trigger1 = AnimElemNo(0) = 25
pos = 12,-139

[State 31274, Bind 26]
type = TargetBind
trigger1 = AnimElemNo(0) = 26
pos = -3,-148

[State 31274, Bind 27]
type = TargetBind
trigger1 = AnimElemNo(0) = 27
pos = -29,-145

[State 31274, Bind 28]
type = TargetBind
trigger1 = AnimElemNo(0) = 28
pos = -36,-150

[State 31274, Bind 29]
type = TargetBind
trigger1 = AnimElemNo(0) = 29
pos = -46,-148

[State 31274, Bind 30]
type = TargetBind
trigger1 = AnimElemNo(0) = 30
pos = -173,-111

[State 31274, Bind 31]
type = TargetBind
trigger1 = AnimElemNo(0) = 31
pos = -202,-95

[State 31274, Bind 32]
type = TargetBind
trigger1 = AnimElemNo(0) = 32
pos = -210,-73

[State 31274, Bind 33]
type = TargetBind
trigger1 = AnimElemNo(0) = 33
pos = -216,-62

[State 31274, Bind 34]
type = TargetBind
trigger1 = AnimElemNo(0) = 34
pos = -220,-57


[State 31274, Bind 345]
type = TargetBind
trigger1 = AnimElemNo(0) = 35
pos = -220,-57

[State 31274]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 31274]
type = TargetLifeAdd
trigger1 = AnimElem = 35
value = -5*(Root,var(30))





[State 31274]
type = TargetState
trigger1 = AnimElem = 35
value = 31299
ctrl = 0

[State 31274]
type = ChangeState
trigger1 = AnimElem = 35
value = 31284


[State 31274, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Coil  Helper For Horizontal
[Statedef 31275]
type = S
movetype = I
physics =N
anim = 31305
ctrl = 0
sprpriority = 5
velset = 0,0

[State 31275]
type = BindToParent
trigger1 = 1

[State 31275]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31274


;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 31276]
type = S
movetype = I
physics =N
anim = 31276
ctrl = 0
sprpriority = 3
velset = 0,0


[State 31276]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31274


[State 31276]
type = BindToParent
trigger1 = 1
;------------------------------------------------------------------------------------------------------------
;Camera Push Left
[Statedef 31277]
type = S
movetype = I
physics =N
anim = 9800
ctrl = 0
sprpriority = 0
velset = -17,0



[State 31277]
type = DestroySelf
trigger1 = parent,stateno != 31274



;------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Throw Horizontal End
[Statedef 31284]
type = S
movetype = I
physics =N
;anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,0



[State 31284]
type = DestroySelf
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Horizontal

[Statedef 31294]
type    = A
movetype= H
physics = N
velset = 0,0


[State 31294]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 31294, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 31294

[State 31294, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 31294, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 31299]
type    = A
movetype= H
physics = N
velset = 7,0
poweradd = 40


[State 31299, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7827

[State 31299, 1]
type = Turn
Trigger1 = Time = 0

[State 31299, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 31299, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,0


[State 31299, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7827

[State 31299, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Horizontal Long Range

[Statedef 31304]
type    = S
movetype= A
physics = N
anim = 31304
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 31304]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0


[State 31304]
type = Turn
trigger1 = Time = 0
trigger1 = facing != parent,facing

[State 31304]
type = Helper
trigger1 = AnimElem = 4
stateno = 31305
scale = const(size.xscale),const(size.yscale)
[State 31304]
type = Helper
trigger1 = AnimElem = 1
stateno = 31306
scale = const(size.xscale),const(size.yscale)
[State 31304]
type = Helper
trigger1 = AnimElem = 1
stateno = 31307
helpertype = player
scale = const(size.xscale),const(size.yscale)


[State 31304, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 225,-40

[State 31304, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 188,-39

[State 31304, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 190,-40


[State 31304, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 179,-38

[State 31304, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 173,-33

[State 31304, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 160,-27

[State 31304, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 155,-25

[State 31304, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 145,-20

[State 31304, Bind 9]
type = TargetBind
trigger1 = AnimElemNo(0) = 9
pos = 147,-23

[State 31304, Bind 10]
type = TargetBind
trigger1 = AnimElemNo(0) = 10
pos = 149,-30

[State 31304, Bind 11]
type = TargetBind
trigger1 = AnimElemNo(0) = 11
pos = 161,-30

[State 31304, Bind 12]
type = TargetBind
trigger1 = AnimElemNo(0) = 12
pos = 147,-30

[State 31304, Bind 13]
type = TargetBind
trigger1 = AnimElemNo(0) = 13
pos = 144,-26

[State 31304, Bind 14]
type = TargetBind
trigger1 = AnimElemNo(0) = 14
pos = 155,-51


[State 31304, Bind 15]
type = TargetBind
trigger1 = AnimElemNo(0) = 15
pos = 161,-73

[State 31304, Bind 16]
type = TargetBind
trigger1 = AnimElemNo(0) = 16
pos = 155,-91

[State 31304, Bind 17]
type = TargetBind
trigger1 = AnimElemNo(0) = 17
pos = 157,-104

[State 31304, Bind 18]
type = TargetBind
trigger1 = AnimElemNo(0) = 18
pos = 155,-123

[State 31304, Bind 19]
type = TargetBind
trigger1 = AnimElemNo(0) = 19
pos = 84,-133

[State 31304, Bind 20]
type = TargetBind
trigger1 = AnimElemNo(0) = 20
pos = 67,-154

[State 31304, Bind 21]
type = TargetBind
trigger1 = AnimElemNo(0) = 21
pos = 53,-170


[State 31304, Bind 22]
type = TargetBind
trigger1 = AnimElemNo(0) = 22
pos = 40,-178

[State 31304, Bind 23]
type = TargetBind
trigger1 = AnimElemNo(0) = 23
pos = 21,-189

[State 31304, Bind 24]
type = TargetBind
trigger1 = AnimElemNo(0) = 24
pos = -125,-166

[State 31304, Bind 25]
type = TargetBind
trigger1 = AnimElemNo(0) = 25
pos = -193,-156

[State 31304, Bind 26]
type = TargetBind
trigger1 = AnimElemNo(0) = 26
pos = -231,-130

[State 31304, Bind 27]
type = TargetBind
trigger1 = AnimElemNo(0) = 27
pos = -267,-114

[State 31304, Bind 28]
type = TargetBind
trigger1 = AnimElemNo(0) = 28
pos = -281,-90

[State 31304, Bind 29]
type = TargetBind
trigger1 = AnimElemNo(0) = 29
pos = -288,-74

[State 31304, Bind 30]
type = TargetBind
trigger1 = AnimElemNo(0) = 30
pos = -281,-74

[State 31304]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 31304]
type = TargetLifeAdd
trigger1 = AnimElem = 30
value = -5*(Root,var(30))


[State 31304]
type = ParentVarSet
triggerall = Parent,AnimElem = 6
trigger1 = Parent,var(3) = 4
trigger2 = Parent,var(3) = 9
var(2) = Parent,var(3)

[State 31304]
type = TargetState
trigger1 = Parent,AnimElem = 7
trigger1 = Parent,var(2) = 4
value = 31334
ctrl = 0

[State 31304]
type = ChangeState
trigger1 = Parent,AnimElem = 7
trigger1 = Parent,var(2) = 4
value = 31310


[State 31304]
type = TargetState
trigger1 = Parent,AnimElem = 7
trigger1 = Parent,var(2) = 9
value = 31474
ctrl = 0

[State 31304]
type = ChangeState
trigger1 = Parent,AnimElem = 7
trigger1 = Parent,var(2) = 9
value = 31450

[State 31304]
type = TargetState
trigger1 = AnimElem = 30
value = 31329
ctrl = 0

[State 31304]
type = ChangeState
trigger1 = AnimElem = 30
value = 31319


[State 31304, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;------------------------------------------------------------------------------------------------------------
;Coil  Helper For Horizontal
[Statedef 31305]
type = S
movetype = I
physics =N
anim = 31305
ctrl = 0
sprpriority = 5
velset = 0,0


[State 31305]
type = BindToParent
trigger1 = 1

[State 31305]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31304
;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 31306]
type = S
movetype = I
physics =N
anim = 31306
ctrl = 0
sprpriority = 3
velset = 0,0


[State 31306]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31304


[State 31306]
type = BindToParent
trigger1 = 1

;------------------------------------------------------------------------------------------------------------
;Camera Push Left
[Statedef 31307]
type = S
movetype = I
physics =N
anim = 9800
ctrl = 0
sprpriority = 0
velset = -17,0



[State 31307]
type = DestroySelf
trigger1 = parent,stateno != 31304


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Ground Slam Back

[Statedef 31310]
type    = S
movetype= A
physics = N
anim = 31310
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 31310]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 31310]
type = Helper
trigger1 = Time = 0
stateno = 31311
scale = const(size.xscale),const(size.yscale)
[State 31310]
type = Helper
trigger1 = Time = 0
stateno = 31312
scale = const(size.xscale),const(size.yscale)


[State 31310, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = -149,-155

[State 31310, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = -197,-142

[State 31310, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = -233,-104


[State 31310, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -263,-58

[State 31310, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = -268,0

[State 31310, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = -248,42


[State 31310]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 31310]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -5*(Root,var(30))


[State 31310]
type = Helper
trigger1 =  AnimElem = 6
stateno = 7755
id = 7755
postype = p2
scale = const(size.xscale),const(size.yscale)
[State 31310]
type = ParentVarAdd
triggerall =  AnimElem = 5
trigger1 = Parent,var(3)
var(5) = 1
persistent = 0


[State 31310]
type = ParentVarAdd
triggerall =  AnimElem = 5
trigger1 = Parent,var(3) = [3,9]
var(2) = Parent,var(3)

[State 31310]
type = TargetState
triggerall =  AnimElem = 6
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [3,4]
trigger2 = Parent,var(3) = 9
value = 31324
ctrl = 0

[State 31310]
type = ChangeState
triggerall =  AnimElem = 6
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [3,4]
trigger2 = Parent,var(3) = 9
value = 31304


[State 31310]
type = TargetState
triggerall =  AnimElem = 6
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [5,6]
value = 31374
ctrl = 0

[State 31310]
type = ChangeState
triggerall =  AnimElem = 6
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [5,6]
value = 31350


[State 31310]
type = TargetState
triggerall =  AnimElem = 6
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [7,8]
value = 32020+(Parent,var(3)-7)*50
ctrl = 0

[State 31310]
type = ChangeState
triggerall =  AnimElem = 6
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [7,8]
value = 32000+(Parent,var(3)-7)*50




[State 31310]
type = TargetState
trigger1 = AnimElem = 6
value = 31339
ctrl = 0

[State 31310]
type = ChangeState
trigger1 = AnimElem = 6
value = 31319


[State 31310, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A



;------------------------------------------------------------------------------------------------------------
;Coil  Helper For Horizontal
[Statedef 31312]
type = S
movetype = I
physics =N
anim = 31312
ctrl = 0
sprpriority = 5


[State 31312]
type = BindToParent
trigger1 = 1

[State 31312]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31310
;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 31311]
type = S
movetype = I
physics =N
anim = 31311
ctrl = 0
sprpriority = 3
velset = 0,0


[State 31311]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31310


[State 31311]
type = BindToParent
trigger1 = 1

;------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Throw Horizontal End
[Statedef 31319]
type = S
movetype = I
physics =N
;anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,0



[State 31319]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Horizontal

[Statedef 31324]
type    = A
movetype= H
physics = N
velset = 0,0

[State 31324, 0]
type = Turn
trigger1 = Time = 0
trigger1 = facing = enemy,facing

[State 31324]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 31324, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 31324

[State 31324, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 31324, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 31329]
type    = A
movetype= H
physics = N
velset = 7,0
poweradd = 40


[State 31329, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7827


[State 31329, 1]
type = Turn
trigger1 = Time = 0



[State 31329, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 31329, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,0


[State 31329, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7827

[State 31329, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Ground Slam Back

[Statedef 31334]
type    = A
movetype= H
physics = N
velset = 0,0


[State 31334]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 31334, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 31334

[State 31334, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 31334, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 31339]
type    = A
movetype= H
physics = N
velset = 0,17
poweradd = 40

[State 31339, No scroll]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 31339, 1]
type = null;ChangeAnim2
Trigger1 = Time = 0
value = 7828


[State 31339, 1]
type = Turn
Trigger1 = Time = 0


[State 31339, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 31339, No scroll]
type = null;ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 0
movecamera = 0,1


[State 31339, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7827

[State 31339, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Back Up

[Statedef 31350]
type    = S
movetype= A
physics = N
anim = 31350
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0


[State 31350]
type = Turn
trigger1 = Time = 0
trigger1 = facing != parent,facing

[State 31350]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0



[State 31350]
type = varset
trigger1 = Time = 0
var(1) = parent,stateno


[State 31350]
type = Helper
trigger1 = Time = 0
stateno = 31351
scale = const(size.xscale),const(size.yscale)
[State 31350]
type = Helper
trigger1 = Time = 4
stateno = 31352
scale = const(size.xscale),const(size.yscale)
[State 31350]
type = Helper
trigger1 = AnimElem = 1
stateno = 31357
helpertype = player
scale = const(size.xscale),const(size.yscale)


[State 31350, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 205,-18

[State 31350, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 179,4

[State 31350, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 161,17


[State 31350, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 149,15


[State 31350, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 149,15

[State 31350, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 124,10

[State 31350, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 126,-1


[State 31350, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 121,0

[State 31350, Bind 9]
type = TargetBind
trigger1 = AnimElemNo(0) = 9
pos = 121,-1

[State 31350, Bind 10]
type = TargetBind
trigger1 = AnimElemNo(0) = 10
pos = 143,-3


[State 31350, Bind 11]
type = TargetBind
trigger1 = AnimElemNo(0) = 11
pos = 154,-9


[State 31350, Bind 12]
type = TargetBind
trigger1 = AnimElemNo(0) = 12
pos = 158,-28


[State 31350, Bind 13]
type = TargetBind
trigger1 = AnimElemNo(0) = 13
pos = 172,-37

[State 31350, Bind 14]
type = TargetBind
trigger1 = AnimElemNo(0) = 14
pos = 173,-46

[State 31350, Bind 15]
type = TargetBind
trigger1 = AnimElemNo(0) = 15
pos = 171,-52

[State 31350, Bind 16]
type = TargetBind
trigger1 = AnimElemNo(0) = 16
pos = 107,-72

[State 31350, Bind 17]
type = TargetBind
trigger1 = AnimElemNo(0) = 17
pos = 106,-83

[State 31350, Bind 18]
type = TargetBind
trigger1 = AnimElemNo(0) = 18
pos = 105,-92


[State 31350, Bind 19]
type = TargetBind
trigger1 = AnimElemNo(0) = 19
pos = 101,-99


[State 31350, Bind 20]
type = TargetBind
trigger1 = AnimElemNo(0) = 20
pos = 64,-146

[State 31350, Bind 21]
type = TargetBind
trigger1 = AnimElemNo(0) = 21
pos = 26,-177

[State 31350, Bind 22]
type = TargetBind
trigger1 = AnimElemNo(0) = 22
pos = -12,-203


[State 31350, Bind 23]
type = TargetBind
trigger1 = AnimElemNo(0) = 23
pos = -66,-213

[State 31350, Bind 24]
type = TargetBind
trigger1 = AnimElemNo(0) = 24
pos = -105,-219

[State 31350, Bind 25]
type = TargetBind
trigger1 = AnimElemNo(0) = 25
pos = -153,-218


[State 31350, Bind 26]
type = TargetBind
trigger1 = AnimElemNo(0) = 26
pos = -192,-210


[State 31350, Bind 27]
type = TargetBind
trigger1 = AnimElemNo(0) = 27
pos = -201,-196

[State 31350]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 31350]
type = TargetLifeAdd
trigger1 = AnimElem = 27
value = -5*(Root,var(30))


[State 31350]
type = ParentVarSet
trigger1 = Parent,AnimElem = 6
trigger1 = Parent,var(3) = 6
var(2) = Parent,var(3)

[State 31350]
type = TargetState
trigger1 = Parent,AnimElem = 7
trigger1 = Parent,var(2) = 6
value = 31414
ctrl = 0

[State 31350]
type = ChangeState
trigger1 = Parent,AnimElem = 7
trigger1 = Parent,var(2) = 6
value = 31390

[State 31350]
type = TargetState
trigger1 = AnimElem = 27
value = 31379
ctrl = 0

[State 31350]
type = ChangeState
trigger1 = AnimElem = 27
value = 31359


[State 31350, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Coil  Helper For Horizontal
[Statedef 31352]
type = S
movetype = I
physics =N
anim = 31352
ctrl = 0
sprpriority = 5


[State 31352]
type = BindToParent
trigger1 = 1

[State 31352]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31350
;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 31351]
type = S
movetype = I
physics =N
anim = 31351
ctrl = 0
sprpriority = 3
velset = 0,0


[State 31351]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31350


[State 31351]
type = BindToParent
trigger1 = 1
;------------------------------------------------------------------------------------------------------------
;Camera Push Left
[Statedef 31357]
type = S
movetype = I
physics =N
anim = 9800
ctrl = 0
sprpriority = 0
velset = -17,0



[State 31357]
type = DestroySelf
trigger1 = parent,stateno != 31350



;------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Throw Horizontal End
[Statedef 31359]
type = S
movetype = I
physics =N
;anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,0



[State 31359]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != var(1)

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Back Up

[Statedef 31374]
type    = A
movetype= H
physics = N
velset = 0,0


[State 31374]
type = Turn
trigger1 = Time = 0
trigger1 = facing = enemy,facing


[State 31374]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 31374, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 31374

[State 31374, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 31374, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 31379]
type    = A
movetype= H
physics = N
velset = 3,-7
poweradd = 40


[State 31379, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7825


[State 31379, 1]
type = Turn
Trigger1 = Time = 0


[State 31379, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 31379, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1


[State 31379, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 7827

[State 31379, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 31379, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Up

[Statedef 31390]
type    = S
movetype= A
physics = N
anim = 31390
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 31390]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 31390]
type = varset
trigger1 = Time = 0
var(1) = parent,stateno

[State 31390]
type = Helper
trigger1 = Time = 0
stateno = 31391
scale = const(size.xscale),const(size.yscale)
[State 31390]
type = Helper
trigger1 = Time = 0
stateno = 31392
scale = const(size.xscale),const(size.yscale)


[State 31390, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 77,-108

[State 31390, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 68,-146

[State 31390, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 66,-186


[State 31390, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 42,-212

[State 31390, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 16,-232

[State 31390, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = -8,-246


[State 31390, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = -33,-257


[State 31390, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = -52,-257

[State 31390]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 31390]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -5*(Root,var(30))


[State 31390]
type = TargetState
trigger1 = AnimElem = 8
value = 31419
ctrl = 0

[State 31390]
type = ChangeState
trigger1 = AnimElem = 8
value = 31409


[State 31390, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Coil  Helper For Horizontal
[Statedef 31392]
type = S
movetype = I
physics = N
anim = 31392
ctrl = 0
sprpriority = 5


[State 31392]
type = BindToParent
trigger1 = 1

[State 31392]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31390
;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 31391]
type = S
movetype = I
physics =N
anim = 31391
ctrl = 0
sprpriority = 3
velset = 0,0


[State 31391]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31390



[State 31391]
type = BindToParent
trigger1 = 1
;------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Throw Horizontal End
[Statedef 31409]
type = S
movetype = I
physics =N
;anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,0



[State 31409]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,stateno != var(1)

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Up

[Statedef 31414]
type    = A
movetype= H
physics = N
velset = 0,0


[State 31414]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 31414, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 31414

[State 31414, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 31414, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 31419]
type    = A
movetype= H
physics = N
velset = 1,-10
poweradd = 40


[State 31419, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7826


[State 31419, 1]
type = Turn
Trigger1 = Time = 0


[State 31419, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 31419, No scroll]
type = null;ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 0
movecamera = 0,1


[State 31419, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7827

[State 31419, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


[State 31419, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV
;---------------------------------------------------------------------------
; Carbonadium Coil Air Throw Downward

[Statedef 31450]
type    = S
movetype= A
physics = N
anim = 31450
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 0

[State 31450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 31450]
type = Helper
trigger1 = Time = 0
stateno = 31451
scale = const(size.xscale),const(size.yscale)
[State 31450, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = -229,-53

[State 31450, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = -230,-12

[State 31450, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = -232,25


[State 31450, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = -216,91


[State 31450]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 31450]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -5*(Root,var(30))


[State 31450]
type = TargetState
trigger1 = AnimElem = 4
value = 31479
ctrl = 0

[State 31450]
type = ChangeState
trigger1 = AnimElem = 4
value = 31459


[State 31450, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 31451]
type = S
movetype = I
physics =N
anim = 31451
ctrl = 0
sprpriority = 3
velset = 0,0


[State 31451]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 31450



[State 31451]
type = BindToParent
trigger1 = 1
;------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Throw Horizontal End
[Statedef 31459]
type = S
movetype = I
physics =N
;anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,0



[State 31459]
type = DestroySelf
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Downward

[Statedef 31474]
type    = A
movetype= H
physics = N
velset = 0,0


[State 31474]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 31474, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 31474

[State 31474, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 31474, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 31479]
type    = A
movetype= H
physics = N
velset = 0,17
poweradd = 40


[State 31479, 1]
type = null;ChangeAnim2
Trigger1 = Time = 0
value = 7825


[State 31479, 1]
type = Turn
Trigger1 = Time = 0


[State 31479, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 31479, No scroll]
type = null;ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1


[State 31479, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 7827

[State 31479, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Throw Up Forward

[Statedef 32000]
type    = S
movetype= A
physics = N
anim = 32000
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 32000]
type = Turn
trigger1 = Time = 0
trigger1 = facing != parent,facing

[State 32000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0



[State 32000]
type = varset
trigger1 = Time = 0
var(1) = parent,stateno

[State 32000]
type = SprPriority
trigger1 = Root,AnimElem = 5
value = -1

[State 32000]
type = Helper
trigger1 = AnimElem = 1
stateno = 32001
scale = const(size.xscale),const(size.yscale)
[State 32000]
type = Helper
trigger1 = AnimElem = 1
stateno = 32007
helpertype = player
scale = const(size.xscale),const(size.yscale)


[State 32000, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 218,-56

[State 32000, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 201,-45

[State 32000, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 188,-41


[State 32000, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 158,-42

[State 32000, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 153,-42

[State 32000, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 148,-41

[State 32000, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 93,-76

[State 32000, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 79,-98

[State 32000, Bind 9]
type = TargetBind
trigger1 = AnimElemNo(0) = 9
pos = 62,-117

[State 32000, Bind 10]
type = TargetBind
trigger1 = AnimElemNo(0) = 10
pos = 30,-143

[State 32000, Bind 11]
type = TargetBind
trigger1 = AnimElemNo(0) = 11
pos = 2,-151

[State 32000, Bind 12]
type = TargetBind
trigger1 = AnimElemNo(0) = 12
pos = -13,-152

[State 32000, Bind 13]
type = TargetBind
trigger1 = AnimElemNo(0) = 13
pos = -20,-162

[State 32000, Bind 14]
type = TargetBind
trigger1 = AnimElemNo(0) = 14
pos = -55,-175


[State 32000, Bind 15]
type = TargetBind
trigger1 = AnimElemNo(0) = 15
pos = -105,-183

[State 32000, Bind 16]
type = TargetBind
trigger1 = AnimElemNo(0) = 16
pos = -133,-169

[State 32000, Bind 17]
type = TargetBind
trigger1 = AnimElemNo(0) = 17
pos = -170,-156

[State 32000, Bind 18]
type = TargetBind
trigger1 = AnimElemNo(0) = 18
pos = -198,-132

[State 32000, Bind 19]
type = TargetBind
trigger1 = AnimElemNo(0) = 19
pos = -210,-109

[State 32000, Bind 20]
type = TargetBind
trigger1 = AnimElemNo(0) = 20
pos = -218,-93

[State 32000, Bind 21]
type = TargetBind
trigger1 = AnimElemNo(0) = 21
pos = -155,-83


[State 32000, Bind 22]
type = TargetBind
trigger1 = AnimElemNo(0) = 22
pos = -150,-63

[State 32000, Bind 23]
type = TargetBind
trigger1 = AnimElemNo(0) = 23
pos = -134,-42

[State 32000, Bind 24]
type = TargetBind
trigger1 = AnimElemNo(0) = 24
pos = -126,-38

[State 32000, Bind 25]
type = TargetBind
trigger1 = AnimElemNo(0) = 25
pos = -118,-27

[State 32000, Bind 26]
type = TargetBind
trigger1 = AnimElemNo(0) = 26
pos = -96,-23

[State 32000, Bind 27]
type = TargetBind
trigger1 = AnimElemNo(0) = 27
pos = -80,-96

[State 32000, Bind 28]
type = TargetBind
trigger1 = AnimElemNo(0) = 28
pos = -81,-131

[State 32000, Bind 29]
type = TargetBind
trigger1 = AnimElemNo(0) = 29
pos = -74,-170

[State 32000, Bind 30]
type = TargetBind
trigger1 = AnimElemNo(0) = 30
pos = -54,-210

[State 32000, Bind 31]
type = TargetBind
trigger1 = AnimElemNo(0) = 31
pos = -20,-235

[State 32000, Bind 32]
type = TargetBind
trigger1 = AnimElemNo(0) = 32
pos = 7,-250

[State 32000, Bind 33]
type = TargetBind
trigger1 = AnimElemNo(0) = 33
pos = 43,-258


[State 32000, Bind 34]
type = TargetBind
trigger1 = AnimElemNo(0) = 34
pos = 46,-258

[State 32000]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 32000]
type = TargetLifeAdd
trigger1 = AnimElem = 34
value = -5*(Root,var(30))

[State 32000]
type = TargetState
trigger1 = AnimElem = 34
value = 32029
ctrl = 0

[State 32000]
type = ChangeState
trigger1 = AnimElem = 34
value = 32019


[State 32000, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A


;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 32001]
type = S
movetype = I
physics =N
anim = 32001
ctrl = 0
sprpriority = 3
velset = 0,0

[State 32001]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 32000


[State 32001]
type = BindToParent
trigger1 = 1

;------------------------------------------------------------------------------------------------------------
;Camera Push Left
[Statedef 32007]
type = S
movetype = I
physics =N
anim = 9800
ctrl = 0
sprpriority = 0
velset = -17,0

[State 32007]
type = VelSet
trigger1 = Parent,Time = 17
x = 17

[State 32007]
type = PosSet
trigger1 = Parent,Time = 17
x = Parent,Pos X

[State 32007]
type = DestroySelf
trigger1 = parent,stateno != 32000


;------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Throw Horizontal End
[Statedef 32019]
type = S
movetype = I
physics =N
;anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,0



[State 32019]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != var(1)
;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Horizontal

[Statedef 32020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2


[State 32020]
type = Turn
trigger1 = Time = 0
trigger1 = facing = enemy,facing

[State 32020]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32020, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 32020

[State 32020, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 32020, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 32029]
type    = A
movetype= H
physics = N
velset = -1,-10
poweradd = 40


[State 32029, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7826


[State 32029, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 32029, No scroll]
type = null;ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,0


[State 32029, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7827

[State 32029, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



[State 32029, 5]
type = SelfState
trigger1 = Vel Y > 2 
value = 5040 ;HITA_RECOV

;---------------------------------------------------------------------------
; Carbonadium Coil Horizontal Ground Slam Forward

[Statedef 32050]
type    = S
movetype= A
physics = N
anim = 32050
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 32050]
type = Turn
trigger1 = Time = 0
trigger1 = facing != parent,facing


[State 32050]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32050]
type = SprPriority
trigger1 = Root,AnimElem = 6
value = -1

[State 32050]
type = Helper
trigger1 = AnimElem = 1
stateno = 32051
scale = const(size.xscale),const(size.yscale)
[State 32050]
type = Helper
trigger1 = AnimElem = 1
stateno = 32057
helpertype = player
scale = const(size.xscale),const(size.yscale)


[State 32050, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 204,-35

[State 32050, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 175,-21

[State 32050, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 164,-12


[State 32050, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 164,-12

[State 32050, Bind 5]
type = TargetBind
trigger1 = AnimElemNo(0) = 5
pos = 89,-42

[State 32050, Bind 6]
type = TargetBind
trigger1 = AnimElemNo(0) = 6
pos = 86,-54

[State 32050, Bind 7]
type = TargetBind
trigger1 = AnimElemNo(0) = 7
pos = 86,-54

[State 32050, Bind 8]
type = TargetBind
trigger1 = AnimElemNo(0) = 8
pos = 86,-54

[State 32050, Bind 9]
type = TargetBind
trigger1 = AnimElemNo(0) = 9
pos = 86,-54

[State 32050, Bind 10]
type = TargetBind
trigger1 = AnimElemNo(0) = 10
pos = 62,-96

[State 32050, Bind 11]
type = TargetBind
trigger1 = AnimElemNo(0) = 11
pos = 48,-121

[State 32050, Bind 12]
type = TargetBind
trigger1 = AnimElemNo(0) = 12
pos = 46,-135

[State 32050, Bind 13]
type = TargetBind
trigger1 = AnimElemNo(0) = 13
pos = 46,-135

[State 32050, Bind 14]
type = TargetBind
trigger1 = AnimElemNo(0) = 14
pos = 46,-135


[State 32050, Bind 15]
type = TargetBind
trigger1 = AnimElemNo(0) = 15
pos = 19,-176

[State 32050, Bind 16]
type = TargetBind
trigger1 = AnimElemNo(0) = 16
pos = -17,-193

[State 32050, Bind 17]
type = TargetBind
trigger1 = AnimElemNo(0) = 17
pos = -62,-197

[State 32050, Bind 18]
type = TargetBind
trigger1 = AnimElemNo(0) = 18
pos = -109,-196

[State 32050, Bind 19]
type = TargetBind
trigger1 = AnimElemNo(0) = 19
pos = -149,-185

[State 32050, Bind 20]
type = TargetBind
trigger1 = AnimElemNo(0) = 20
pos = -73,-193

[State 32050, Bind 21]
type = TargetBind
trigger1 = AnimElemNo(0) = 21
pos = -37,-193


[State 32050, Bind 22]
type = TargetBind
trigger1 = AnimElemNo(0) = 22
pos = -37,-193

[State 32050, Bind 23]
type = TargetBind
trigger1 = AnimElemNo(0) = 23
pos = -37,-193

[State 32050, Bind 24]
type = TargetBind
trigger1 = AnimElemNo(0) = 24
pos = -37,-193

[State 32050, Bind 25]
type = TargetBind
trigger1 = AnimElemNo(0) = 25
pos = 131,-141

[State 32050, Bind 26]
type = TargetBind
trigger1 = AnimElemNo(0) = 26
pos = 186,-128

[State 32050, Bind 27]
type = TargetBind
trigger1 = AnimElemNo(0) = 27
pos = 237,-98

[State 32050, Bind 28]
type = TargetBind
trigger1 = AnimElemNo(0) = 28
pos = 250,-60

[State 32050, Bind 29]
type = TargetBind
trigger1 = AnimElemNo(0) = 29
pos = 260,-22

[State 32050, Bind 30]
type = TargetBind
trigger1 = AnimElemNo(0) = 30
pos = 251,32

[State 32050]
type = TargetLifeAdd
trigger1 = Time%10 = 0
value = -Root,var(30)

[State 32050]
type = TargetLifeAdd
trigger1 = AnimElem = 30
value = -5*(Root,var(30))


[State 32050]
type = Helper
trigger1 =  AnimElem = 30
stateno = 7755
id = 7755
postype = p2
scale = const(size.xscale),const(size.yscale)



[State 32050]
type = ParentVarAdd
triggerall =  AnimElem = 29
trigger1 = Parent,var(3)
var(5) = 1
persistent = 0


[State 31310]
type = ParentVarSet
triggerall =  AnimElem = 29
trigger1 = Parent,var(3) = [3,9]
var(2) = Parent,var(3)

[State 32050]
type = TargetState
triggerall =  AnimElem = 30
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [3,4]
trigger2 = Parent,var(3) = 9
value = 31324
ctrl = 0

[State 32050]
type = ChangeState
triggerall =  AnimElem = 30
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [3,4]
trigger2 = Parent,var(3) = 9
value = 31304


[State 32050]
type = TargetState
triggerall =  AnimElem = 30
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [5,6]
value = 31374
ctrl = 0

[State 32050]
type = ChangeState
triggerall =  AnimElem = 30
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [5,6]
value = 31350


[State 32050]
type = TargetState
triggerall =  AnimElem = 30
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [7,8]
value = 32020+(Parent,var(3)-7)*50
ctrl = 0

[State 32050]
type = ChangeState
triggerall =  AnimElem = 30
triggerall = Parent,var(5) = 1
trigger1 = Parent,var(3) = [7,8]
value = 32000+(Parent,var(3)-7)*50







[State 32050]
type = TargetState
trigger1 = AnimElem = 30
value = 32079
ctrl = 0

[State 32050]
type = ChangeState
trigger1 = AnimElem = 30
value = 32069


[State 32050, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Horizontal
[Statedef 32051]
type = S
movetype = I
physics =N
anim = 32051
ctrl = 0
sprpriority = 3
velset = 0,0



[State 32051]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 32050

[State 32051]
type = BindToParent
trigger1 = 1
;------------------------------------------------------------------------------------------------------------
;Camera Push Left
[Statedef 32057]
type = S
movetype = I
physics =N
anim = 9800
ctrl = 0
sprpriority = 0
velset = -17,0

[State 32057]
type = VelSet
trigger1 = Parent,Time = 13
x = 17

[State 32057]
type = PosSet
trigger1 = Parent,Time = 13
x = Parent,Pos X


[State 32057]
type = DestroySelf
trigger1 = parent,stateno != 32050


;------------------------------------------------------------------------------------------------------------
;Carbonadium Coil Horizontal Throw Horizontal End
[Statedef 32069]
type = S
movetype = I
physics =N
;anim = 9800
ctrl = 0
sprpriority = 0
velset = 0,0

[State 32069]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal, Horizontal

[Statedef 32070]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2


[State 32070]
type = Turn
trigger1 = Time = 0
trigger1 = facing = enemy,facing

[State 32070]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32070, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 32070

[State 32070, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 32070, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Horizontal

[Statedef 32079]
type    = A
movetype= H
physics = N
velset = 0,17
poweradd = 40




[State 32079, 1]
type = null;ChangeAnim2
Trigger1 = Time = 0
value = 7828


[State 32079, 1]
type = null;Turn
Trigger1 = Time = 0



[State 32079, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 32079, No scroll]
type = null;ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,0


[State 32079, 1]
type = null;ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7827

[State 32079, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
; Carbonadium Coil Up Transition

[Statedef 32150]
type    = S
movetype= A
physics = N
anim = 32150
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 32150]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32150]
type = Helper
trigger1 = AnimElem = 1
stateno = 32151
scale = const(size.xscale),const(size.yscale)

[State 32150, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 135,-187

[State 32150, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 171,-155


[State 32150, Bind 3]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 206,-118

[State 32150, Bind 4]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 216,-86



[State 32150]
type = TargetState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31324
ctrl = 0

[State 32150]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31304



[State 32150]
type = TargetState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31374
ctrl = 0

[State 32150]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31350


[State 32150]
type = TargetState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32020+(Parent,var(2)-7)*50
ctrl = 0

[State 32150]
type = ChangeState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32000+(Parent,var(2)-7)*50

[State 32150, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Up
[Statedef 32151]
type = S
movetype = I
physics =N
anim = 32151
ctrl = 0
sprpriority = 3
velset = 0,0



[State 32151]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 32150


[State 32151]
type = BindToParent
trigger1 = 1
;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Up

[Statedef 32170]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 32170]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32170, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 32170

[State 32170, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 32170, 2]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
; Carbonadium Coil Diag Down Transition

[Statedef 32200]
type    = S
movetype= A
physics = N
anim = 32200
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 32200]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32200]
type = Helper
trigger1 = AnimElem = 1
stateno = 32201
scale = const(size.xscale),const(size.yscale)

[State 32200, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 211,21

[State 32200, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 210,-15


[State 32200]
type = TargetState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31324
ctrl = 0

[State 32200]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31304


[State 32200]
type = TargetState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31374
ctrl = 0

[State 32200]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31350

[State 32200]
type = TargetState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32020+(Parent,var(2)-7)*50
ctrl = 0

[State 32200]
type = ChangeState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32000+(Parent,var(2)-7)*50

[State 32200, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Diag Down
[Statedef 32201]
type = S
movetype = I
physics =N
anim = 32201
ctrl = 0
sprpriority = 3
velset = 0,0



[State 32201]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 32200


[State 32201]
type = BindToParent
trigger1 = 1
;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Down

[Statedef 32220]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 32220]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32220, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 32220

[State 32220, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 32220, 2]
type = DestroySelf
trigger1 = ishelper


;---------------------------------------------------------------------------
; Carbonadium Coil Down Transition

[Statedef 32250]
type    = S
movetype= A
physics = N
anim = 32250
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 32250]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32250]
type = Helper
trigger1 = AnimElem = 1
stateno = 32251
scale = const(size.xscale),const(size.yscale)

[State 32250, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 139,72

[State 32250, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 182,44


[State 32250, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 3
pos = 213,22

[State 32250, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 4
pos = 214,-3

[State 32250]
type = TargetState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31324
ctrl = 0

[State 32250]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31304


[State 32250]
type = TargetState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31374
ctrl = 0

[State 32250]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31350

[State 32250]
type = TargetState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32020+(Parent,var(2)-7)*50
ctrl = 0

[State 32250]
type = ChangeState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32000+(Parent,var(2)-7)*50

[State 32250, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Down
[Statedef 32251]
type = S
movetype = I
physics =N
anim = 32251
ctrl = 0
sprpriority = 3
velset = 0,0


[State 32251]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 32250


[State 32251]
type = BindToParent
trigger1 = 1
;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Down

[Statedef 32270]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 32270]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 32270, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 32270

[State 32270, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 32270, 2]
type = DestroySelf
trigger1 = ishelper



;---------------------------------------------------------------------------
; Carbonadium Coil Diag Up Transition

[Statedef 33000]
type    = S
movetype= A
physics = N
anim = 33000
;poweradd = 40
juggle  = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 33000]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 33000]
type = Helper
trigger1 = AnimElem = 1
stateno = 33001
scale = const(size.xscale),const(size.yscale)

[State 33000, Bind 1]
type = TargetBind
trigger1 = AnimElemNo(0) = 1
pos = 181,-105

[State 33000, Bind 2]
type = TargetBind
trigger1 = AnimElemNo(0) = 2
pos = 183,-70


[State 33000]
type = TargetState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31324
ctrl = 0

[State 33000]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Parent,var(2) = [3,4]
trigger2 = Parent,var(2) = 9
value = 31304


[State 33000]
type = TargetState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31374
ctrl = 0

[State 33000]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Parent,var(2) = [5,6]
value = 31350

[State 33000]
type = TargetState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32020+(Parent,var(2)-7)*50
ctrl = 0

[State 33000]
type = ChangeState
trigger1 = Parent,var(2) = [7,8]
trigger1 = AnimTime = 0
value = 32000+(Parent,var(2)-7)*50

[State 33000, State End]
type = DestroySelf
trigger1 = !NumTarget(21241)
trigger2 = Root,MoveType != A

;------------------------------------------------------------------------------------------------------------
;Coil Wrap Helper For Diag Up
[Statedef 33001]
type = S
movetype = I
physics =N
anim = 33001
ctrl = 0
sprpriority = 3
velset = 0,0

[State 33001]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent,stateno != 33000

[State 33001]
type = BindToParent
trigger1 = 1
;---------------------------------------------------------------------------
;Thrown by Carbonadium Coil Diag Up

[Statedef 33020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 33020]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 33020, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 33020

[State 33020, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 33020, 2]
type = DestroySelf
trigger1 = ishelper



;------------------------------------------------------------------------------------------------------------
;Dash Forward Booster Helper
[Statedef 7005]
type = S
movetype = I
physics =N
anim = 6100
ctrl = 0
sprpriority = 0
velset = 0,0


[State 7005]
type = BindToParent
trigger1 = 1


[State 7005]
type = DestroySelf
trigger1 = parent,stateno != 100



;------------------------------------------------------------------------------------------------------------
;Dash Back Booster Helper
[Statedef 7006]
type = S
movetype = I
physics =N
anim = 6105
ctrl = 0
sprpriority = 0
velset = 0,0

[State 7006]
type = BindToParent
trigger1 = 1

[State 7006]
type = DestroySelf
trigger1 = parent,stateno != 105



;------------------------------------------------------------------------------------------------------------
;Explodsion A
[Statedef 7070]
type = S
movetype = I
physics =N
anim = 8200;7070
ctrl = 0
sprpriority = 3
velset = 0,0



[State 7070]
type = null;AssertSpecial
trigger1 = Time%2 = 0
flag = invisible


[State 7070]
type = VarSet
trigger1 = Time = 0
var(1) = 45*(random%9)

[State 7070]
type = AngleDraw
trigger1 = 1
value = var(1)


[State 7070]
type = DestroySelf
trigger1 = AnimTime = 0



;------------------------------------------------------------------------------------------------------------
;Dust Trail
[Statedef 7106]
type = S
movetype = I
physics =N
anim = 7106
ctrl = 0
sprpriority = 3
velset = 0,0


[State 7106]
type = Varset
trigger1 = Time = 0
var(3) = parent,id


[State 7106]
type = Varset
trigger1 = Time = 0
var(2) = parent,stateno

[State 7106]
type = BindToParent
trigger1 = parent,stateno = var(2)
trigger1 = parent,id = var(3)
pos = -67,-floor(parent,pos y)


[State 7106]
type = DestroySelf
trigger1 = !PlayerIDExist(var(3))
trigger2 = parent,stateno != var(2)



;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 7321]
type    = A
movetype= H
physics = N
ctrl = 0

[State 7321]
type = VelAdd;Gravity
trigger1 = 1
y = 0.35;GetHitVar(yaccel)

[State 7321]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 7321]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(SelfAnimExist(5055),5055,5050)

[State 7321]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 5055
value = ifelse(SelfAnimExist(5051),5051,5050)

[State 7321]
type = SelfState
trigger1 = Vel Y > 2
value = 5040 ;HITA_RECOV
persistent = 0

[State 7321]
type = null;SelfState
;triggerall = HitFall
trigger1 = Vel Y > 1 ;Anim is over
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 7321]
type = null;SelfState
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
value = 52 


;------------------------------------------------------------------------------------------------------------
;Guard Shield
[Statedef 7510]
type = S
movetype = I
physics =N
anim = 7510
ctrl = 0
sprpriority = 4
velset = 0,0

[State 7510]
type = Varset
trigger1 = Time = 0
var(2) = parent,stateno


[State 7510]
type = BindToParent
trigger1 = Parent,Anim = 130
trigger2 = Parent,Anim = 150
pos = 0,0

[State 7510]
type = BindToParent
trigger1 = Parent,Anim = 131
trigger2 = Parent,Anim = 151
pos = 13,18


[State 7510]
type = BindToParent
trigger1 = Parent,Anim = 132
trigger2 = Parent,Anim = 152
pos = 1,-44

[State 7510]
type = DestroySelf
trigger1 = parent,anim != [130,132]
trigger1 = parent,anim != [150,152]



;------------------------------------------------------------------------------------------------------------
;General Explode Helper, No Loop
[Statedef 7555]
type = S
movetype = I
physics = N
anim = Parent,var(15)
ctrl = 0
sprpriority = 4
velset = 0,0

[State 7555]
type = Varset
trigger1 = Time = 0
var(2) = Parent,Anim

[State 7555]
type = BindToParent
trigger1 = 1

[State 7555]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Parent,Anim != var(2)

;------------------------------------------------------------------------------------------------------------
[Statedef 7600]
type = s
movetype = i
physics = n

[State 7600]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 7600]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7600, Dramatic KO Helper]
type = helper
triggerall = (root,alive || enemy,alive)
trigger1 = roundstate = 3 && (root,life <= 0 || enemy,life <= 0)
helpertype = Normal
id = 7601
pos = 0,0
postype = p1
name = "K.O."
stateno = 7601
supermovetime = 9999999999
pausemovetime = 9999999999
persistent = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
;-----------------------------------------------------------------
;Dramatic K.O. Effects
;-----------------------------------------------------------------
[Statedef 7601]
type = s
movetype = i
physics = n



[State 7601]
type = PlaySnd
trigger1 = Time = 0
value = 170,1
ignorehitpause = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999

[State 7601]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = nokoslow
ignorehitpause = 1

[State 7601]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7601]
type = Pause
trigger1 = 1
time = 2
ignorehitpause = 1
persistent = 0


[State 7601, DestroySelf]
type = DestroySelf
trigger1 = time >= 2


;--------------------------------------------------------------------------------------------
; Guard Push (stand)
[Statedef 7610]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 7610
sprpriority = 2

[State 7610, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 7610, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 7610, Width]
type = Width
trigger1 = 1
value = 10,0

[State 7610, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23


[State 7610, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 30

[State 7610, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 7610, Spark]
type = Explod
trigger1 = AnimElem = 2;Time = 0
anim = 7020
postype = p1
pos = 47,-54
ownpal = 1
vel = 0,0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1
sprpriority = 7

[State 7610, Guard Push Helper]
type = Helper
trigger1 = AnimElem = 2;Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 7611
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
scale = const(size.xscale),const(size.yscale)
[State 7610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)

[Statedef 7611]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = Parent,Anim
sprpriority = -4


[State 7611, PlayerPush]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 7611, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 7611, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 7611, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 7611, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 7611, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 7611, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18

;---------------------------------------------------------------------------
; Guard Push (Crouching)

[Statedef 7615]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 7615
sprpriority = 2

[State 7615, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 7615, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 7615, Width]
type = Width
trigger1 = 1
value = 10,0

[State 7615, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23


[State 7615, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 30

[State 7615, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 7610, Spark]
type = Explod
trigger1 = AnimElem = 2;Time = 0
anim = 7020
postype = p1
pos = 51,-13
ownpal = 1
vel = 0,0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1
sprpriority = 7

[State 7615, Guard Push Helper]
type = Helper
trigger1 = AnimElem = 2;Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 7611
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
scale = const(size.xscale),const(size.yscale)
[State 7615, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Air)

[Statedef 7620]
type    = A
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 7620
sprpriority = 2

[State 7620, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 7620, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 7620, Width]
type = Width
trigger1 = 1
value = 10,0

[State 7620, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 23


[State 7620, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 30

[State 7620, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 0
value = 210,0

[State 7620, Spark]
type = Explod
trigger1 = AnimElem = 2;Time = 0
anim = 7020
postype = p1
pos = 39,-76
ownpal = 1
vel = 0,0
scale = const(size.xscale),const(size.yscale)
ignorehitpause = 1
sprpriority = 7

[State 7620, Guard Push Helper]
type = Helper
trigger1 = AnimElem = 2;Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 7622
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
scale = const(size.xscale),const(size.yscale)
[State 7620, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7621

;---------------------------------------------------------------------------
; Guard Push (Air - Falling)

[Statedef 7621]
type    = A
movetype= I
physics = A
poweradd= 0
ctrl = 1
anim = 605
sprpriority = 1

[State 7621, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Guard Push (Air Helper)

[Statedef 7622]
type    = A
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = Parent,Anim
sprpriority = -4


[State 7622, PlayerPush]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 7622, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 7622, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 7622, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 7622, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 7622, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 7622, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18


;---------------------------------------------------------------------------
; Super Jump Start
[Statedef 7710]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1

[State 7710]
type = null;PlaySnd
trigger1 = Time = 1
value = 710,0

[State 7710]
type = nothitby
trigger1 = 1
value = , NT, ST, HT

[State 7710]
type = PlaySnd
trigger1 = Time = 1
value = 105,1

[State 7710]
type = Explod
trigger1 = Time = 1
anim = 7055
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7710]
type = Explod
trigger1 = Time = 1
anim = 7055
facing = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7710]
type = Explod
trigger1 = Time = 1
anim = 7022
sprpriority = 4
ownpal = 1
scale = const(size.xscale),const(size.yscale)


[State 7710, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 7710, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 7710, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1


[State 7710]
type = VarSet
trigger1 = var(59) = 1
trigger1 = p2movetype = H
sysvar(1) = 1

[State 7710, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y) - 3

[State 7710, 5]
type = null;VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 7710, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 7711
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Up
[Statedef 7711]
type    = A
physics = A

[State 7711,4]
type = VelAdd
triggerall = command = "holdfwd"
trigger1 = vel X <=4
trigger2 = Vel X <= -.4
x = .3

[State 7711,5]
type = VelAdd
triggerall = command = "holdback"
trigger1 = Vel X >= -4
trigger2 = Vel X >= .4
x = -.3

[State 7711]
type = VelSet
triggerall = Time = 0
trigger1 = sysvar(1) = [-1,1]
y = -16


[State 7711]
type = null;veladd
triggerall = vel x <= 4
triggerall = command = "holdfwd"
trigger1 = sysvar(1) = [-1,1]
trigger2 = var(59)
trigger2 = p2bodydist x <= 0
persistent = 4
x = .9

[State 7711]
type = null;veladd
triggerall = vel x >= -4
triggerall = command = "holdback"
trigger1 = sysvar(1) = [-1,1]
trigger2 = var(59) = 1
trigger2 = p2bodydist x <= 0
persistent = 4
x = -.9



[State 7711, 1]
type = null;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1



[State 7711]
type = Explod
trigger1 = Time%4 = 0
trigger1 = Time >= 4
trigger1 = Vel Y < 0
anim = 7056
pos = 0,0
random = 50,0
ontop = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7711]
type = Explod
trigger1 = Time%2 = 0
trigger1 = Time >= 12
trigger1 = Vel Y < 0
anim = 7057+random%3
pos = 0,0
random = 60,0
ontop = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7711, 1]
type = null;VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 7711, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))


[State 7711, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 7711]
type = turn
trigger1 = p2dist x < -5
;---------------------------------------------------------------------------
;AI Super Jump Start
[Statedef 7720]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7720]
type = null;PlaySnd
trigger1 = Time = 1
value = 710,0


[State 7720]
type = PlaySnd
trigger1 = Time = 1
value = 105,1

[State 7720]
type = Explod
trigger1 = Time = 1
anim = 7055
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7720]
type = Explod
trigger1 = Time = 1
anim = 7055
facing = -1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7720]
type = Explod
trigger1 = Time = 1
anim = 7022
sprpriority = 4
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 7720, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 7720, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 7720, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 7720, 4]
type = null;VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y) - 3

[State 7720, 4]
type = null;VelSet
trigger1 = AnimTime = 0
x = (P2Dist X)*0.07
y = (P2Dist Y)*0.07

[State 7720, 5]
type = null;VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)



[State 7720, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 7721
ctrl = 1

;---------------------------------------------------------------------------
; Super Jump Up
[Statedef 7721]
type    = A
physics = N

[State 7721, 4]
type = null;VelSet
trigger1 = Time = 0;Time <= 60
x = (P2Dist X)*0.05
y = (P2Dist Y)*0.05




[State 7721, 4]
type = null;ctrlSet
trigger1 = P2BodyDist X < 80
trigger1 = P2BodyDist Y = [-25,25]
value = 1


[State 7721, 4]
type = VelSet
trigger1 = Time = 0
y = -15

[State 7721, 4]
type = VelAdd
trigger1 = 1
y = 0.35;0.4

[State 7721]
type = veladd
triggerall = vel x <= 4
trigger1 = var(59)
trigger1 = p2bodydist x >= 0
persistent = 4
x = .9


[State 7721]
type = veladd
triggerall = vel x >= -4
trigger1 = var(59) 
trigger1 = p2bodydist x <= 0
persistent = 4
x = -.9


[State 7721, 1]
type = null;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1


[State 7721]
type = Explod
trigger1 = Time%4 = 0
trigger1 = Time >= 4
trigger1 = Vel Y < 0
anim = 7056
pos = 0,0
random = 50,0
ontop = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7721]
type = Explod
trigger1 = Time%2 = 0
trigger1 = Time >= 12
trigger1 = Vel Y < 0
anim = 7057+random%3
pos = 0,0
random = 60,0
ontop = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 7721, 1]
type = null;VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 7721, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 7721, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 7721]
type = turn
trigger1 = p2dist x < -5


;---------------------------------------------------------------------------
; Jump Land
[Statedef 7722]
type    = A
physics = A

[State 7722, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 7722, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 7722]
type = turn
trigger1 = p2dist x < -5

;---------------------------------------------------------------------------
; Flying to End of Screen
[Statedef 7740]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 5010

[State 7740]
type = null;ScreenBound
trigger1 = 1
value = 0

[State 7740]
type = SelfState
trigger1 = Alive = 0
value = 5000

[State 7740]
type = ChangeAnim
trigger1 = Time < 10
value = 5010

[State 7740]
type = AfterImage
trigger1 = Time = 5
length = 5
timegap = 1
framegap = 1
PalBright   = 0,0,0
PalContrast = 100,100,100
PalMul      = 1,1,1
trans = Add1
time = 0

[State 7740]
type = AfterImageTime
trigger1 = 1
time = 2

[State 7740]
type = ChangeAnim
trigger1 = Time >= 10
value = 5011

[State 7740]
type = HitVelSet
trigger1 = Time = 10
x = 1

[State 7740]
type = ChangeState
triggerall = Time >= 10
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 7741

[State 7740]
type = SelfState
trigger1 = Time = 150
value = 5000


;---------------------------------------------------------------------------
; Hit Wall or Stop Moving
[Statedef 7741]
type    = A
movetype= H
physics = N
anim = 5010

[State 7741]
type = EnvShake
trigger1 = time = 0
time = 30
freq = 100
ampl = -10
phase = 10

[State 7741]
type = PosAdd
trigger1 = Time = 0
x = 10 - BackEdgeBodyDist

[State 7741]
type = PosFreeze
trigger1 = Time < 10
x = 1
y = 1

[State 7741]
type = ScreenBound
trigger1 = 1
value = 0

[State 7741]
type = null;Explod
trigger1 = time = 0
anim = F72
pos = -30,-50
postype = p1
facing = 1
sprpriority = 3
bindtime = 2
supermove = 1
scale = const(size.xscale),const(size.yscale)
[State 7741]
type =null; PlaySnd
trigger1 = Time = 0
value = F7,2

[State 7741]
type = LifeAdd
trigger1 = Time = 0
value = -100

[State 7741]
type = ChangeAnim
triggerall = SelfAnimExist(5030)
trigger1 = Time = 10
value = 5030

[State 7741]
type = VelSet
trigger1 = Time = 10
x = 2
y = -4

[State 7741]
type = VelAdd
trigger1 = Time > 10
y = .4

[State 7741]
type = ChangeAnim
triggerall = SelfAnimExist(5035)
trigger1 = Anim = 5030
trigger1 = AnimTime = 0
value = 5035

[State 7741]
type = ChangeAnim
triggerall = SelfAnimExist(5050)
triggerall = AnimTime = 0
trigger1 = Anim = 5030
trigger2 = Anim = 5035
value = 5050

[State 7741]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 20
value = 5100 ;Hit ground


;---------------------------------------------------------------------------
; Wall Hit Helper
[Statedef 7750]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 9800

[State 7750]
type = explod
trigger1 = Time = 1
trigger1 = enemynear,screenpos x < 150
anim = 7024
id = 7024
pos = 0,floor(enemynear,screenpos y -abs(enemynear,const(size.mid.pos.y)))
postype = left
bindtime = -1
facing = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 7750]
type = explod
trigger1 = Time = 1
trigger1 = enemynear,screenpos x > 150
anim = 7024
id = 7024
pos = 0,floor(enemynear,screenpos y -abs(enemynear,const(size.mid.pos.y)))
postype = right
bindtime = -1
facing = 1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 7750]
type = playsnd
trigger1 = Time = 1
value = 825,0
channel = 1
volume = 255
persistent = 0

[State 7750]
type = EnvShake
trigger1 = Time = 1
time = 8
ampl = -8
phase = 10
freq = 100


[State 7750]
type = DestroySelf
trigger1 = enemynear,movetype != H


;---------------------------------------------------------------------------
; Ground Hit Helper
[Statedef 7755]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 9800

[State 7755]
type = explod
trigger1 = Time = 1
anim = 7052
id = 7510
postype = p2
pos = 0, floor(-enemynear,pos y - enemynear,vel y)
bindtime = 1
facing = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = -4
ownpal = 1
ignorehitpause = 1
persistent = 0


[State 7755]
type = playsnd
trigger1 = Time = 1
value = 5100,4


[State 7755]
type = EnvShake
trigger1 = Time = 1
time = 8
ampl = -8
phase = 10
freq = 100


[State 7755]
type = DestroySelf
trigger1 = enemynear,movetype != H
trigger2 = enemynear,vel y < -5



;---------------------------------------------------------------------------
; Ko Sound Helper
[Statedef 7760]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 9800


[State 7760]
type = playsnd
trigger1 = Time = 1
value = 5500,0
channel = 1
volume = 255
persistent = 0


[State 7760]
type = DestroySelf
trigger1 = Parent,alive


;---------------------------------------------------------------------------------------
;res
[Statedef 7777]
type    = A
movetype= I
physics = A
juggle  = 4
velset = ifelse(random < 500,3,-3),-13
anim = 43
ctrl = 0
sprpriority = 2


[state 7777]
type = superpause
trigger1 = Time = 0
anim = -1
time = 30
movetime = 30
darken = 0
unhittable = 1

[State 7777]
type = ChangeAnim
trigger1 = Vel Y > 0
value = 46
persistent = 0

[State 7777]
type = LifeAdd
trigger1 = Time = 0
value = 30*var(30)



[State 7777, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 7777,e]
type = ChangeState
triggerall = Time >= 32
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger2 = Time = 90
value = 52
ctrl = 0




;---------------------------------------------------------------------------
;Roll Recovery Forward

[Statedef 7800]
type    = S
movetype= I
physics = N
ctrl = 0
;anim = 7800
sprpriority = 0
velset = -7,0

[State 7800]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 7800
value = 7800


[State 7800]
type = PlayerPush
trigger1 = 1
value = 0


[State 7800]
type = VelSet
trigger1 = 1
x = 7



[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State  7800]
type = ChangeState
trigger1 = prevstateno = 7800
value = 7801
ctrl = 0



[State  7800]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = FrontEdgeBodyDist <= 10
value = 0
ctrl = 1

[State 7800]
type = ChangeState
trigger1 = !alive
value = 5050


;---------------------------------------------------------------------------
;Roll Recovery Backward

[Statedef 7801]
type    = S
movetype= I
physics = N
ctrl = 0
;anim = 7801
sprpriority = 0
velset = -7,0




[State 7801]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 7801
value = 7801




[State 7801]
type = PlayerPush
trigger1 = 1
value = 0


[State 7800]
type = VelSet
trigger1 = 1
x = -7



[State 7801]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State  7801]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = BackEdgeBodyDist <= 10
value = 0
ctrl = 1


[State 7801]
type = ChangeState
trigger1 = !alive
value = 5050


;-------------------------------------------------------------------------
;Stand by
[Statedef 7827]
type = S
movetype = I
physics = N
velset = 0,0
ctrl = 0
;anim = 9800

[State 7827]
type = PosSet
trigger1 = Time = 0
y = 0

[State 7827]
type = ChangeState
trigger1 = NumEnemy = [1,2]
trigger1 = Enemy(0),statetype = L || Enemy(0),movetype != H
value = 102


[State 7827]
type = ChangeState
trigger1 = NumEnemy = 2
trigger1 = Enemy(1),statetype = L || Enemy(1),movetype != H
value = 102


;---------------------------------------------------------------------------

;Special reversal
[Statedef 7970]
type = S
movetype = A
physics = S
anim = 7970
ctrl = 0
sprpriority = 2
velset = 0,0


[State 7970]
type = PosSet
trigger1 = Time = 0
y = 0



[State 7970]
type = VarRandom
trigger1 = time = 0
v = 4
range = 1200



[State 7970]
type = VarSet
trigger1 = time = 0
var(3) = 120



[State 7970]
type = ReversalDef
trigger1 = hitcount < 1
reversal.attr = SCA, NA, SA, HA, NT, ST,HT, NP, SP, HP
pausetime = 10,15
sparkno = -1
;p1stateno = ifelse( var(4) < 400,1273, ifelse(var(4) > 800,ifelse(enemy,isHelper,1240+10*(random%3),900),1210))
hitsound = S7970,0
persistent = 0
id = 7970


[State 7970,a]
type = VarSet
trigger1 = var(4) < 400
trigger1 = P2bodydist X < 70
var(3) = ifelse(random < 500,7973,ifelse(random < 500,1240,2000))


[State 7970,b]
type = VarSet
trigger1 = var(4) = [400,800]
trigger1 = P2bodydist X < 20
trigger1 = NumTarget(7970)
trigger1 = Target(7970),IsHelper < 1
var(3) = 800+30*(random%2)

[State 7970,c]
type = VarSet
trigger1 = var(4) > 800
trigger1 = power > 1000
trigger1 = P2bodydist X < 200
var(3) = 3000


[State 7970]
type = ChangeState
trigger1 = NumTarget(7970)
value = var(3)
ctrl = 0


[State 7970]
type = PalFX
trigger1 = Time <= 50
trigger1 = Time%2 = 0
time = 1
add = 0,0,128
color = 0
ignorehitpause = 1

[State 7970]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Special reversal punch

[Statedef 7972]
type    = S                     
movetype= A                      
physics = S                      
juggle  = 1                    
velset = 5,0                    
ctrl = 0                         
anim = 200                      
poweradd = 20                    
sprpriority = 2                  


[State 7972]
type = NotHitBy
trigger1 = 1
value = SCA

[State 7972, 1]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, SA                     
damage = 5*var(30), var(30)/2                   
animtype = Heavy                
guardflag = MA                   
hitflag = MAF                    
priority = 5, Hit               
pausetime = 10,10                
sparkno = S(8220+random%2)                    
sparkxy = -10,-70               
hitsound = S1,7                
guardsound = S4,0               
guard.sparkno = S8430
ground.type = High               
ground.slidetime = 10            
ground.hittime  = 10             
ground.velocity = -9,-7           
;airguard.velocity = -4,-3     
air.type = High                  
air.velocity = -9,-7           
air.hittime = 12               
getpower = 85,10
givepower = 40
p2stateno = 9020
persistent = 0


[State 7292, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1


[State 7292, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 210,0


[State 7972]
type = PalFX
trigger1 = Time <= 30
trigger1 = Time%2 = 0
time = 1
add = 0,0,128
color = 0
ignorehitpause = 1


[State 7972, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------
[Statedef 7973]
type = S
movetype = I
physics = S
ctrl = 0
sprpriority = 2

[State 7973]
type = AllPalFx
trigger1 = Time = 0
time = 3
add = 256,256,256


[State 7973]
type = ChangeState
trigger1 = Time = 5
value = 7972
ctrl = 0



;---------------------------------------------------------------------------
; Down Kick Hard
[Statedef 8018]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 8018
sprpriority = 0
facep2 = 1

[State 8018]
type = Turn
trigger1 = Time = 0
trigger1 = FrontEdgeBodyDist <= 5

[State 8018]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1



[State 8018]
type = VelSet
trigger1 = Time = 0
x = 9
y = 11


[State 8018]
type = VelAdd
trigger1 = 1
y = 0.4

[State 8018]
type = PlaySnd
trigger1 = Time = 5
value = 210,0


[State 8018]
type = HitDef
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = A, SA
animtype  = Medium
damage    = 7*var(30),floor(var(30)/2)
guardflag = HA
pausetime = 7,7
sparkno = S(8220+random%2)  
guard.sparkno = S8430
sparkxy = -10,-64+floor(P2Dist Y)
hitsound   = S1,5
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -7,-4
air.velocity = -7,-4
getpower = 40,14
;fall.animtype = Up
;fall = 1
;air.fall = 1
;fall.recover =0
;p2stateno = 211
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020


[State 8018]
type = VarAdd
trigger1 = MoveContact
var(21) = 1
ignorehitpause = 1
persistent = 0


[State 8018]
type = VarAdd
trigger1 = !MoveContact && Time >= 25
var(9) = 1
ignorehitpause = 1
persistent = 0


[State 8018]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;------------------------------------------------------------------------------------------
; Hit by  - shaking from the hit
; (a custom gethit state)

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9020, Anim] ;Custom animation
type = null;ChangeAnim2
trigger1 = 1
value = 5012


[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim ;2
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)


[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type



[State 5050, 2] ; anim for trip
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(groundtype) = 3
trigger1 = SelfAnimExist(5070)
value = 5070


[State 9020, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 9030

;------------------
; Hit by - flying through the air
; (a custom gethit state)
[Statedef 9030]
type    = A
movetype= H
physics = N

[State 9030, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, Gravity]
type = VelAdd
trigger1 = 1
y = .39

[State 9030, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 9030, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 9027


[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050
trigger2 = Anim != 5070

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


[State 5050, 2] ;Coming down anim for trip
type = ChangeAnim
trigger1 = anim = 5070
trigger1 = Vel Y >= 0
trigger1 = SelfAnimExist(anim-10) || SelfAnimExist(5071)
value = ifelse(SelfAnimExist(5071),5071,anim-10)
persistent = 0


[State 5035, 3]
type = null;ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 9030, Hit ground]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5071]), 0, 25)
value = 5100 ;HIT_BOUNCE

;-----------------------------------------------------------------------------------------------------
; Hit by  - hit wall
; (a custom gethit state)
[Statedef 9027]
type    = A
movetype= H
physics = N

[State 9027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 9027, Pos]
type = null;PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 9027, Stop moving]
type = null;PosFreeze
trigger1 = 1
x = 1
y = 1

[State 9027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 9027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
[State 9027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 825

[State 9027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 9027, State]
type = ChangeState
trigger1 = Time = 5
value = 9028

;------------------
; Hit by  - bounce off wall
; (a custom gethit state)
[Statedef 9028]
type    = A
movetype= H
physics = N


[State 9028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 9028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = 2

[State 9028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 5

[State 9028, Turn]
type = null;Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 9028, Gravity]
type = VelAdd
trigger1 = 1
y = .39

[State 9028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 9028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 9028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 9028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 9028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100



;------------------------------------------------------------------------------------------------------------
;Arm For Stand State
[Statedef 10000]
type = S
movetype = I
physics =N
anim = 10000
ctrl = 0
sprpriority = 3
velset = 0,0


[State 10000]
type = BindToParent
trigger1 = 1
facing = 1
;time = -1
ignorehitpause = 1

[State 10000]
type = ChangeAnim
trigger1 = Anim != 9800
trigger1 = !SelfAnimExist(Parent,Anim+10000)
value = 9800

[State 10000]
type = ChangeAnim
trigger1 = Parent,Anim+10000 != Anim
trigger1 = SelfAnimExist(Parent,Anim+10000)
value = Parent,Anim+10000
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 10000]
type = ChangeAnim
trigger1 = Parent,AnimElemNo(0) != AnimElemNo(0)
trigger1 = SelfAnimExist(Parent,Anim+10000)
value = Parent,Anim+10000
elem = Parent,AnimElemNo(0)
ignorehitpause = 1


[State 10000]
type = ChangeState
trigger1 = parent,var(57) = 4
value = 10001


;------------------------------------------------------------------------------------------------------------
;Arm Detached
[Statedef 10001]
type = S
movetype = I
physics =N
anim = 10001
ctrl = 0
sprpriority = 3
velset = -2,-7


[State 10001]
type = Varset
trigger1 = time = 0
var(2) = 0

[State 10001]
type = PlaySnd
trigger1 = Time = 0
value = 10000,0

[State 10001]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.4


[State 10001]
type = Velset
trigger1 = FrontEdgeBodyDist <= -5
trigger2 = BackEdgeBodyDist <= -5
x = ifelse(vel x > 0,-Vel X,abs(Vel X))

[State 10001]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 10002


[State 10001]
type = null;Varset
trigger1 = time > 10
trigger1 = RootDist X = [-25,25]
trigger1 = RootDist Y = [-25,60]
var(2) = 4

[State 10001]
type = null;PlaySnd
trigger1 = var(2) = 4
value = 10000,1


[State 10001]
type =  null;ChangeState
trigger1 = var(2) = 4
value = 10000


;------------------------------------------------------------------------------------------------------------
;Arm Detached Land
[Statedef 10002]
type = S
movetype = I
physics =N
;anim = 10001
ctrl = 0
sprpriority = 3
velset = 0,0

[State 10002]
type = PlaySnd
trigger1 = Time = 0
value = 10000,0

[State 10002]
type = Velset
trigger1 = FrontEdgeBodyDist <= -5
trigger2 = BackEdgeBodyDist <= -5
x = ifelse(vel x > 0,-Vel X,abs(Vel X))



[State 10002]
type = VelSet
trigger1 = parent,var(57) != 4
trigger1 = parent,movetype != H
x = (RootDist X)*0.1


[State 10002]
type = Varset
trigger1 = time > 10
trigger1 = parent,var(57) != 4
trigger1 = RootDist X = [-25,25]
trigger1 = RootDist Y = [-25,60]
var(2) = 4


[State 10002]
type = ParentVarset
trigger1 = var(2) = 4
var(57) = 1

[State 10002]
type = PlaySnd
trigger1 = var(2) = 4
value = 10000,1


[State 10002]
type =  ChangeState
trigger1 = var(2) = 4
value = 10000



;-----------------------------------------------------------------
; Override common states (use same number to override) :
;-----------------------------------------------------------------



;-----------------------------------------------------------------
; States that are always executed (use statedef -2)
;-----------------------------------------------------------------

;-----------------------------------------------------------------
; States that are executed when in se
