;==========<ZERO COUNTER>==========
[Statedef 9750]
type=A
physics=N
movetype=I
anim=8070
ctrl=0
velset=0,0
poweradd=0
sprpriority=4

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


[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0-(time*20),0-(time*20),0-(time*20)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >=15
trigger2 = parent,movetype = H
;ignorehitpause =
;persistent =

;========================<FIRE>=============================
[Statedef 9995]
physics=N
velset=0,0
anim=9741
sprpriority=4

[State 1195, assert]
type=assertspecial
trigger1= 1
flag=noshadow
ignorehitpause=1

[State 1195, flames]
type=explod
trigger1= 1
anim=9995
ID=9995
sprpriority=5
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+(ifelse((enemynear,statetype != A),-5,10))
random=40,40;40,40;50,40
removetime=-2
scale=(.3-(.001*time)),(.3-(.001*time))
ownpal=0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 9995
trans=addalpha
alpha=220,256

[State 7180, pos]
type=posadd
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 7180, end]
type=destroyself
trigger1= time>=(ifelse(enemynear,statetype != A ,20,120))
trigger2= enemynear,ctrl || (enemynear,movetype!=H) || (enemynear,statetype=L)

;------------------------------
[Statedef 621]
type = A
movetype = A
physics = N
ctrl = 0
anim = 621
sprpriority = 3
velset = 0,0
juggle = 0

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, BindToParent]
type = BindToParent
trigger1 = parent,stateno=620&&parent,animelemtime(21)<0
pos = 105,-92
ignorehitpause =1

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent,stateno!=620&&AnimElemTime(17)<0
value = 621
elem = 17
ignorehitpause = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movecontact
trigger2 = frontedgedist <= -70

[State 901:destroyself]
type = destroyself
trigger1 = animtime = 0

;------------------------------
; Plasma Beam helper
[Statedef 1010]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1010
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && !prevstateno
value = S10,6
volume = 0
channel = -1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, VarSet]
type = VarSet
trigger1= !time && !prevstateno
var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(56*const(size.xscale)),floor(-78*const(size.yscale))

[State 0, Explod]
type = Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1010
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
triggerall = var(10)=2
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
sparkxy = -10,0
animtype = hard
attr = A,SA
priority = 3,Hit
damage = ceil(29*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-7
air.hittime = 18
air.velocity = -5,-6
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 901:projectile]
type = hitdef
triggerall = var(10)=1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
sparkxy = -10,0
animtype = hard
attr = A,SA
priority = 3,Hit
damage = ceil(37*(root,fvar(10))),3
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-7
air.hittime = 18
air.velocity = -5,-6
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 901:projectile]
type = hitdef
triggerall = var(10)=0
trigger1 = !time
sparkxy = -10,0
animtype = hard
attr = A,SA
priority = 3,Hit
damage = ceil(70*(root,fvar(10))),5
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-7
air.hittime = 18
air.velocity = -5,-6
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 0, Helper]
type = null;Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "Fire"
ID = 9995
stateno = 9995
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 901:destroyself]
type = Destroyself
trigger1 = AnimTime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!= 1000

;------------------------------
; Plasma Beam helper
[Statedef 1015]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1015
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && !prevstateno
value = S10,6
volume = 0
channel = -1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, VarSet]
type = VarSet
trigger1= !time && !prevstateno
var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(18*const(size.xscale)),floor(-45*const(size.yscale))

[State 0, Explod]
type = Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 7.5,8
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1015
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
triggerall = var(10)=2
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
sparkxy = -10,ceil(p2Dist Y+enemy,const(size.mid.pos.y))
animtype = hard
attr = A,SA
priority = 3,Hit
damage = ceil(29*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-9
air.hittime = 18
air.velocity = -5,-4.5
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 901:projectile]
type = hitdef
triggerall = var(10)=1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
sparkxy = -10,ceil(p2Dist Y+enemy,const(size.mid.pos.y))
animtype = hard
attr = A,SA
priority = 3,Hit
damage = ceil(37*(root,fvar(10))),3
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-9
air.hittime = 18
air.velocity = -5,-4.5
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 901:projectile]
type = hitdef
triggerall = var(10)=0
trigger1 = !time
sparkxy = -10,ceil(p2Dist Y+enemy,const(size.mid.pos.y))
animtype = hard
attr = A,SA
priority = 3,Hit
damage = ceil(70*(root,fvar(10))),5
guardflag = MA
hitflag = MAF
pausetime = 0,8
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-9
air.hittime = 18
air.velocity = -5,-4.5
fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 0, Helper]
type = null;Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "Fire"
ID = 9995
stateno = 9995
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 901:destroyself]
type = Destroyself
trigger1 = AnimTime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!= 1005

;------------------------------
; Photon Shot 1
[Statedef 1110]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1110
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = -10,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 6,0
air.hittime = 18
air.velocity = 6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 2
[Statedef 1111]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1111
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = -5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 6,0
air.hittime = 18
air.velocity = 6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 3
[Statedef 1112]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1112
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 6,0
air.hittime = 18
air.velocity = 6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 4
[Statedef 1113]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1113
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = -3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 6,0
air.hittime = 18
air.velocity = 6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 5
[Statedef 1114]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1114
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = -2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 6,0
air.hittime = 18
air.velocity = 6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 6
[Statedef 1115]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1115
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = -1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 6,0
air.hittime = 18
air.velocity = 6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 7
[Statedef 1116]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1116
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 6,0
air.hittime = 18
air.velocity = 6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480


;------------------------------
; Photon Shot 8
[Statedef 1120]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1120
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = -10,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 9
[Statedef 1121]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1121
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = -5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 10
[Statedef 1122]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1122
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 11
[Statedef 1123]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1123
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = -3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 12
[Statedef 1124]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1124
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = -2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 13
[Statedef 1125]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1125
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = -1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 14
[Statedef 1126]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1126
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 15
[Statedef 1130]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1110
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = -10,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 16
[Statedef 1131]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1111
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = 5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 17
[Statedef 1132]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1112
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 18
[Statedef 1133]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1113
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = 3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 19
[Statedef 1134]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1114
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 20
[Statedef 1135]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1115
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = 1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 21
[Statedef 1136]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1116
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 0,4
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,0
air.hittime = 18
air.velocity = -6,-4
air.fall = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Shot dissipate
[Statedef 1140]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 4
juggle = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

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

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70||backedgedist <= -70
trigger2 = animtime = 0

;------------------------------
; Molecular Rock helper1
[Statedef 1210]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1210
velset = 0,0
juggle = 1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim !=(StateNo+random%25)
value = (StateNo+random%25)

[State 0, VelSet]
type = VelSet
trigger1 = parent,anim=1200&&parent,animelemtime(17)<0
x = 25*-(cos(time/3))
y = -1.755

[State 0, VelAdd]
type = VelAdd
trigger1 = parent,anim=1200&&parent,animelemtime(17)<0
trigger2 = parent,anim!=1200&&parent,movetype!=H
x = ifelse(Vel X <= 0, .45, -.45)

[State 0, VelSet]
type = VelSet
trigger1 = parent,anim=1200&&parent,animelemtime(17)=0
trigger2 = parent,anim!=1200&&parent,movetype!=H
x = ifelse(parent,var(10)=2,7,ifelse(parent,var(10)=1,6,5))
y = ifelse(random<500,.5,-.5)

[State 0, VelSet]
type = VelSet
trigger1 = parent,movetype = H
trigger1 = parent,Anim!= [1200,1201]
x = ifelse(random<500,2,-2)
y = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = parent,movetype = H
trigger1 = parent,Anim!= [1200,1201]
y = .49

[State 0, SprPriority]
type = SprPriority
trigger1 = Vel X <= 0
value = 4
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = Vel X > 0
value = -1
ignorehitpause = 1

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1211
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 901:projectile]
type = hitdef
trigger1 = parent,Anim=1200&&parent,animelemtime(17)<0
sparkxy = -10,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(12*(root,fvar(10))),1
guardflag = MA
hitflag = MAF
pausetime = 3,3
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,3
guardsound = s2,0
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-12
air.hittime = 18
air.velocity = -5,-11
fall = 1
fall.recover = 0
persistent = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 901:projectile]
type = hitdef
trigger1 = parent,Anim=1200&&parent,animelemtime(17)>=0
sparkxy = -10,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(12*(root,fvar(10))),1
guardflag = MA
hitflag = MAF
pausetime = 1,3
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,3
guardsound = s2,0
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-4.5
air.hittime = 18
air.velocity = -2,-4
persistent = 0
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -75||backedgedist <= -75
trigger2 = pos Y >= 0
trigger2 = Vel Y >= 0

;------------------------------
; Molecular Rock helper1 destroyed
[Statedef 1211]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1210
juggle = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = Vel X <= 0
value = 4
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = Vel X > 0
value = -1
ignorehitpause = 1

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = ifelse(random<500,2,-2)
y = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .49

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = (gametime%3)=0
flag = invisible
flag2 = noshadow

[State 1005, hitby]
type=nothitby
trigger1=1
time=-1
value=SCA
ignorehitpause=1

[State 901:destroyself]
type = Destroyself
trigger1 = Time >=12

;------------------------------
; Molecular Rock helper1
[Statedef 1220]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1210
sprpriority = 4
velset = 0,0
juggle = 1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim !=(StateNo+random%15)
value = (StateNo+random%15)

[State 0, VelSet]
type = VelSet
trigger1 = parent,anim=1200&&parent,animelemtime(17)<0
x = -21*-(cos(time/3))
y = -.8775

[State 0, VelAdd]
type = VelAdd
trigger1 = parent,anim=1200&&parent,animelemtime(17)<0
trigger2 = parent,anim!=1200&&parent,movetype!=H
x = ifelse(Vel X <= 0, .25, -.25)

[State 0, VelSet]
type = VelSet
trigger1 = parent,anim=1200&&parent,animelemtime(17)=0
trigger2 = parent,anim!=1200&&parent,movetype!=H
x = ifelse(parent,var(10)=2,7,ifelse(parent,var(10)=1,6,5))
y = ifelse(random<500,.5,-.5)

[State 0, VelSet]
type = VelSet
trigger1 = parent,movetype = H
trigger1 = parent,Anim!= [1200,1201]
x = ifelse(random<500,2,-2)
y = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = parent,movetype = H
trigger1 = parent,Anim!= [1200,1201]
y = .49

[State 0, SprPriority]
type = SprPriority
trigger1 = Vel X >= 0
value = 4
ignorehitpause = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = Vel X < 0
value = -1
ignorehitpause = 1

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1211
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 901:projectile]
type = hitdef
trigger1 = parent,Anim=1200&&parent,animelemtime(17)<0
sparkxy = -10,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(12*(root,fvar(10))),1
guardflag = MA
hitflag = MAF
pausetime = 1,3
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,3
guardsound = s2,0
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6,-12
air.hittime = 18
air.velocity = -5,-11
fall = 1
fall.recover = 0
persistent = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 901:projectile]
type = hitdef
trigger1 = parent,Anim=1200&&parent,animelemtime(17)>=0
sparkxy = -10,0
animtype = hard
attr = A,SP
priority = 3,Hit
damage = ceil(12*(root,fvar(10))),1
guardflag = MA
hitflag = MAF
pausetime = 1,3
sparkno = s8210+(random%8)
guard.sparkno = s8105
hitsound = s1,3
guardsound = s2,0
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-4.5
air.hittime = 18
air.velocity = -2,-4
persistent = 0
fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 0, Helper]
type = null;Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "Fire"
ID = 9995
stateno = 9995
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -75||backedgedist <= -75
trigger2 = pos Y >= 0
trigger2 = Vel Y >= 0

;---------------------------------------------------------------------------;
[Statedef 3090]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3090
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && !prevstateno
value = S10,1
volume = 0
channel = -1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, VarSet]
type = VarSet
trigger1 = !time && !stateno
var(10) = 5

[State 3090, VarSet]
type = VarAdd
trigger1 = !time
var(10) = 1

[State 1090, HitOverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AP,HA
stateno=ifelse(var(10)>=5,3091,3090)
ignorehitpause=1

[State 1090, HitBy]
type=hitby
trigger1= 1
time=-1
value=SCA,AP,HA
ignorehitpause=1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = 1
sparkxy = -10,0
animtype = hard
attr = A,HA
priority = 3,Hit
damage = ceil(13*(root,fvar(10))),1
guardflag = MA
hitflag = MAF
pausetime = 2,4
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,0
air.hittime = 18
air.velocity = 0,0
air.fall=1
getpower=0
fall.recover=0
snap = 10,75
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 0, Explod]
type = Explod
trigger1 = (gametime%2)=1
anim = 3099
ID = 3099
pos = 0,0
postype = p1
bindtime = 1
vel = -6,0
scale = .5,.3
random = 40,40
removetime = 10
scale = 1,1
sprpriority = ifelse(random<500,-3,5)
ownpal = 0

[State 1090, VelSet]
type = VelSet
trigger1 = 1
x = 6

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = frontedgedist <= -140

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
trigger2 = var(10)>=5
trigger3 = frontedgedist <= -140
trigger4 = parent,movetype=H
trigger5 = parent,stateno!=3000
value = 3091

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
trigger1 = var(10)<5
value = 3095
;---------------------------------------------------------------------------;
[Statedef 3091]
type = A
movetype = I
physics = N
juggle = 0
ctrl = 0
anim = 3091
poweradd = 0
sprpriority=4

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .8

[State 0, VelSet]
type = VelSet
trigger1 = var(10)>=5
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, Explod]
type = Explod
trigger1 = (gametime%2)=1
anim = 3099
ID = 3099
pos = 0,0
postype = p1
bindtime = 1
vel = -6,0
random = 40,40
removetime = 10
scale = 1,1
sprpriority = ifelse(random<500,-3,5)
ownpal = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = frontedgedist <= -140
trigger2 = AnimTime=0

[State 1002]
type = Destroyself
trigger1 = frontedgedist <= -140
trigger2 = AnimTime=0

;---------------------------------------------------------------------------;
[Statedef 3095]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3095
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 1090, HitOverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AP,HA
stateno=3095
ignorehitpause=1

[State 1090, HitBy]
type=hitby
trigger1= 1
time=-1
value=SCA,AP,HA
ignorehitpause=1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = AnimElem=1
trigger2 = AnimElem=5
trigger3 = AnimElem=9
trigger4 = AnimElem=13
trigger5 = AnimElem=17
trigger6 = AnimElem=21
trigger7 = AnimElem=25
sparkxy = ifelse(random<500,10,-30),0
animtype = hard
attr = A,HA
priority = 3,Hit
damage = ceil(23*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 2,1
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,0
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 7,0
air.hittime = 18
air.velocity = 7,-1.25
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 901:projectile]
type = hitdef
trigger1 = AnimElem=3
trigger2 = AnimElem=7
trigger3 = AnimElem=11
trigger4 = AnimElem=15
trigger5 = AnimElem=19
trigger6 = AnimElem=23
sparkxy = ifelse(random<500,-10,-50),0
animtype = hard
attr = A,HA
priority = 3,Hit
damage = ceil(23*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 2,1
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,0
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7,0
air.hittime = 18
air.velocity = -7,-.5
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 901:projectile]
type = hitdef
trigger1 = AnimElem=27
sparkxy = -10,0
animtype = hard
attr = A,HA
priority = 3,Hit
damage = ceil(30*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 8,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,0
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -9,-12
air.hittime = 18
air.velocity = -8,-11
fall=1
fall.recover=0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!=3000
value=3091

;------------------------------
; Photon Shot 1
[Statedef 3110]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1110
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.hittime = 18
air.velocity = 3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 2
[Statedef 3111]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1111
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = -5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.hittime = 18
air.velocity = 3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 3
[Statedef 3112]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1112
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.hittime = 18
air.velocity = 3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 4
[Statedef 3113]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1113
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = -3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.hittime = 18
air.velocity = 3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 5
[Statedef 3114]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1114
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = -2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.hittime = 18
air.velocity = 3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 6
[Statedef 3115]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1115
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = -1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.hittime = 18
air.velocity = 3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
;------------------------------
; Photon Shot 7
[Statedef 3116]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1116
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, NotHitBy]
type = NotHitBy
trigger1 = movecontact
value = SCA

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3116
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=!movecontact
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 3,0
air.hittime = 18
air.velocity = 3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
;------------------------------
; Photon Shot 8
[Statedef 3120]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1120
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
;------------------------------
; Photon Shot 9
[Statedef 3121]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1121
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = -5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
;------------------------------
; Photon Shot 10
[Statedef 3122]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1122
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = -4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 11
[Statedef 3123]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1123
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = -3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
;------------------------------
; Photon Shot 12
[Statedef 3124]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1124
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = -2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480

;------------------------------
; Photon Shot 13
[Statedef 3125]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1125
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = -1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
;------------------------------
; Photon Shot 14
[Statedef 3126]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1126
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2000
value = StateNo-2000

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
;------------------------------
; Photon Shot 15
[Statedef 3130]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1110
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2020
value = StateNo-2020

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
;------------------------------
; Photon Shot 16
[Statedef 3131]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1111
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = 5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2020
value = StateNo-2020

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0

;------------------------------
; Photon Shot 17
[Statedef 3132]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1112
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2020
value = StateNo-2020

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0

;------------------------------
; Photon Shot 18
[Statedef 3133]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1113
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = 3;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2020
value = StateNo-2020

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0

;------------------------------
; Photon Shot 19
[Statedef 3134]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1114
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 2;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2020
value = StateNo-2020

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
;------------------------------
; Photon Shot 20
[Statedef 3135]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1115
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 5;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = 1;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2020
value = StateNo-2020

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
;------------------------------
; Photon Shot 21
[Statedef 3136]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1116
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 0, Explod]
type = null;Explod
trigger1 = (gametime%2)=1
anim = 109
ID = 109
postype = p1  ;p2,front,back,left,right
bindtime = 1
vel = 15,0
random = 0,40
removetime = 15
supermove = 99999
pausemovetime = 99999
scale = .3,.3
sprpriority = 5
ownpal = 0
removeongethit = 1
ignorehitpause = 1
persistent = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-2020
value = StateNo-2020

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
sparkxy = 0,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(15*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 1,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,7
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,0
air.hittime = 18
air.velocity = -3,-5
air.fall = 1
fall.recover = 0
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .5

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3140
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 3140

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -35||frontedgedist <= -35
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
;------------------------------
; Shot dissipate
[Statedef 3140]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 4
juggle = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

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

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70||backedgedist <= -70
trigger2 = animtime = 0

;---------------------------------------------------------------------------;
[Statedef 3290]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
;anim = 3290
velset = 0,0
poweradd = 0
sprpriority=4

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && !prevstateno
value = S10,9
volume = 0
channel = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 3290, VarSet]
type = VarSet
trigger1 = !time && !stateno
var(10) = 17

[State 3290, VarSet (NumHits)]
type = VarAdd
trigger1 = !time
var(10) = 1

[State 1090, HitBy]
type=hitby
trigger1= 1
time=-1
value=SCA,AP,HA
ignorehitpause=1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = var(10)<17
trigger1 = (time%2)
sparkxy = -10,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(20*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 4,3
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 22
ground.hittime = 22
ground.velocity = ifelse(p2bodydist X>=15,2,0),-15
air.hittime = 22
air.velocity = ifelse(p2bodydist X>=15,2,0),-12.5
fall=1
fall.recovertime=30
getpower=0
palfx.add = 120,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,5
palfx.time = 15
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 901:projectile]
type = hitdef
trigger1 = var(10)>=17
sparkxy = -10,0
animtype = hard
attr = A,HP
priority = 3,Hit
damage = ceil(34*(root,fvar(10))),2
guardflag = MA
hitflag = MAF
pausetime = 8,8
sparkno = s8220+(random%8)
guard.sparkno = s8105
hitsound = s1,8
guardsound = s2,1
ground.type = low
air.type = low
ground.slidetime = 22
ground.hittime = 22
ground.velocity = ifelse(enemynear,backedgedist <= 50, 8,-8),-15
air.hittime = 22
air.velocity = ifelse(enemynear,backedgedist <= 50, 7,-7),-12.5
fall=1
palfx.add = 120,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,5
palfx.time = 60
getpower=0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = .65

[State 0, Helper]
type = Helper
triggerall = numhelper(9995)=0
triggerall = numtarget
trigger1 = var(10)>=17
trigger1 = movehit=1
helpertype = normal ;player
name = "p2 Fire"
ID = 9995
stateno = 9995
postype = p2    ;p2,front,back,left,right
keyctrl = 0
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = (gametime%2)=1
anim = 3299
ID = 3299
pos = 0,0
postype = p1
bindtime = 1
vel = 0,10
scale = .2,.5
random = 40,40
removetime = 10
scale = 1,1
sprpriority = ifelse(random<500,-3,5)
ownpal = 0

[State 1090, VelSet]
type = VelSet
trigger1 = 1
y = -10

[State 3005, HitOverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AP,HA
stateno = 3290
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = var(10)<=17
trigger1 = movecontact
value = 3290

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(10)>17
trigger2 = Pos Y <= ceil(p2dist Y - 750)
movetype = I

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Pos Y <= ceil(p2dist Y - 750)

;------------------------------------------------------------------------
[Statedef 7005]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9741
sprpriority = 5
juggle = 0

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7001,1
volume = ifelse(numhelper(7005)>1,127,255)
channel = 15

[State 0, EnvColor]
type = BGPalFX
;trigger1 = animelem = 1
trigger1 = time <= 50
add = -200,-200,-200
;sinadd=-255,-255,-255,160
;mul = 10-((time)*10),10-((time)*10),10-((time-45)*10)
;mul = ceil(1-((animtime-15)*10)),ceil(10-((animtime)*15)),ceil(140-((animtime-30)*10))
time = 1
;invertall = 1
;ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = (time = 0) && (parent,stateno=3500)
helpertype = normal ;player
name = "portraitlvl3"
ID = 7006
stateno = 7006
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove = 99999
pausemove = 99999
supermovetime=9999

[State 0, Explod]
type = Explod
trigger1 = !numexplod(7005)
trigger1 = time =0
anim = 7005
ID =  7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =999999
pausemove =999999
supermovetime=9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = parent,stateno !=3500
trigger1 = time =0
anim = 7009
ID =  7009
pos = 73,133
postype = back ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 5
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove =999999
pausemove =999999
scale = .5,.5
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
triggerall = !numexplod(7010)
triggerall= parent,stateno !=3500
trigger1 = time =10
anim = 7009
ID =  7010
pos = 73,133
postype = back ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 5
vel = -.15,0
accel = 0,0
random = 0,0
removetime = 50
supermove =999999
pausemove =999999
scale = .5,.5
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7009) && time <=10
ID=7009
scale = 2.5-(.21*(time)),2.5-(.21*(time))

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7009) && time >10
ID=7010
scale = .5,.5

[State 4300, circle]
type=explod
trigger1=time = 28
anim=7007
ID=7007
sprpriority=5
postype=p1
ownpal = 1
removetime=30
supermovetime=300

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7007)
ID=7007
scale = .5+(.04*(time-28)),.5+(.04*(time-28))

[State 4300, circle]
type=explod
trigger1=time = 20
anim=7008
ID=7008
sprpriority=5
postype=p1
ownpal = 1
removetime=30
supermovetime=300

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7008)
ID=7008
scale = .5+(.08*(time-20)),.5+(.08*(time-20))

[State -3, StopSnd]
type = StopSnd
trigger1 = time >=50
trigger2 = parent,movetype=H
channel = 15
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >=50
trigger2 = parent,movetype=H

[State 901:destroyself]
type = destroyself
trigger1 = time >=50
trigger2 = parent,movetype=H
;------------------------------------------------------------------------
[Statedef 7105]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9741
sprpriority = 5
juggle = 0

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = !numexplod(7005)
trigger1 = time =0
anim = 7005
ID =  7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =999999
pausemove =999999
supermovetime=9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 4300, circle]
type=explod
trigger1=time = 28
anim=7007
ID=7007
sprpriority=5
postype=p1
ownpal = 1
removetime=30
supermovetime=300

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7007)
ID=7007
scale = .5+(.04*(time-28)),.5+(.04*(time-28))

[State 4300, circle]
type=explod
trigger1=time = 20
anim=7008
ID=7008
sprpriority=5
postype=p1
ownpal = 1
removetime=30
supermovetime=300

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7008)
ID=7008
scale = .5+(.08*(time-20)),.5+(.08*(time-20))

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >=50
trigger2 = parent,movetype=H

[State 901:destroyself]
type = destroyself
trigger1 = time >=50
trigger2 = parent,movetype=H
;------------------------------------------------------------------------
[Statedef 7006]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9741
sprpriority = 5
juggle = 0

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 2
;facing = 0
;pos = 0,0
;ignorehitpause =
;persistent =

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 901: NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA,AA,AT
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time =0
anim = 7010
ID =  7010
pos = 160,119
postype = back ;p2,front,back,left,right
facing = ifelse((root,facing= 1),1,-1)
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove =999999
pausemove =999999
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7010) && time <=8
ID=7010
scale = .5,.5;2-(.145*(time)),2-(.145*(time))

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7010) && time = [9,40]
ID=7010
scale = .5,.5

[State 4300, shrink]
type=modifyexplod
trigger1=numexplod(7010) && time >40
ID=7010
scale = .5+(.16*(time-40)),.5+(.16*(time-40))

[State 0, PalFX]
type = PalFX
trigger1=numexplod(7010) && time <=20
time = 1
add = 255-(10*(time)),255-(10*(time)),255-(10*(time))

[State 0, PalFX]
type = PalFX
trigger1=numexplod(7010) && time >40
time = 1
add = 0-(10*(time-40)),0-(10*(time-40)),0-(10*(time-40))

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >=50
trigger2 = root,movetype=H

[State 901:destroyself]
type = destroyself
trigger1 = time >=50
trigger2 = root,movetype=H
;========================<KANJI B.G.>=============================
[Statedef 7610]
physics=N
velset=0,0
anim=9741

[State 7610, assert]
type=assertspecial
trigger1=time<120
flag=nomusic

[State 7610, snd]
type=playsnd
trigger1=!time
value=7610,0

[State 7610, black]
type=bgpalfx
trigger1=time<120
time=2
add=-255,-255,-255

[State 7610, black]
type=bgpalfx
trigger1=time=120
time=60
add=-255,-255,-255
sinadd=255,255,255,240

[State 7610, fade]
type=palfx
trigger1=time=120
time=60
sinadd=-255,-255,-255,240

[State 7610, kanji]
type=explod
trigger1=!time
anim=7610
ID=7610
sprpriority=-5
postype=left
pos=160,120
scale=.5,.5
bindtime=-1

[State 7610, shrink]
type=modifyexplod
trigger1=time<6
ID=7610
scale=(5.5-time),(5.5-time)

[State 7610, shrink]
type=modifyexplod
trigger1=time>=6
ID=7610
scale=.5,.5

[State 7610, flamebg]
type=explod
trigger1=!time
anim=7611
ID=7611
sprpriority=5
postype=left
pos=0,0
bindtime=-1
removetime=-1
pausemovetime=300
supermovetime=300

;[State 9999, PlaySnd]
;type = PlaySnd
;triggerall = roundstate = 4
;trigger1 = root,stateno = 362
;trigger2 = root,stateno = [382,383]
;value = s9999,0
;ignorehitpause = 1
;volume = 255
;persistent = 0
;abspan = 1

[State 7610, assert]
type=assertspecial
trigger1=1
flag=invisible
flag2=nobardisplay
ignorehitpause=1

[State 7610, assert]
type=assertspecial
trigger1=time<120
flag=noFG
ignorehitpause=1

[State 7610, safety]
type=removeexplod
trigger1=time>=180

[State 7610, end]
type=destroyself
trigger1=time>=180
;========================<CAMERA CONTROL>=============================
[Statedef 7650]
physics=N
velset=0,0
anim=9741
[State 7650, bound]
type=screenbound
trigger1= 1
value=0
movecamera=1,1
[State 7650, end]
type=destroyself
trigger1= roundstate=2
;---------------------------------------------------------
;hyper bg
[Statedef 7021]
physics = N
anim = 9741
sprpriority = -3

[State 0, PalFXWiz]
type = PalFX
trigger1 = root, stateno = [3500,3505]
trigger1 = time = 0
time =  99999
add = 30,-150,-150
;mul = 256,256,256
;sinadd = 40,80,40,10
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 7020, 9]
type = AssertSpecial
trigger1 = 1;1
flag = noFG
ignorehitpause = 1

[State 7020, 9]
type   = Explod
;triggerall = p2life >0
trigger1 = numexplod(7021)=0
anim = 7021
postype = left
ID = 7021
sprpriority = -10
removetime = -2
pos = 0,0;160,0
scale = 1,1
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 7020, 9] ;animação de fundo
type  = null;Explod
;triggerall = p2life >0
trigger1 = numexplod(7022)=0
anim = 7021
postype = right
ID = 7022
sprpriority = -4
removetime = -2
pos = -160,0
scale = 0.642,1
bindtime = -1
facing=-1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

;[State 8000, 1] ;Anim for Super KO FX
;type = ChangeAnim
;trigger1 = anim=9741 && roundstate=3 && p2life=0
;value = 8550

[State 8500, 7]
Type = RemoveExplod
trigger1 = root, movetype = H
trigger2 = root, var(45)=0;stateno!=3000
trigger3 = numhelper(9998) = 1
trigger4 = numhelper(9999) = 1
trigger5 = numhelper(7005) = 1
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3

[State 8500, 7]
Type = destroyself
trigger1 = root, movetype = H
trigger2 = root, var(45)=0;stateno!=3000
trigger3 = numhelper(9998) = 1
trigger4 = numhelper(9999) = 1
trigger5 = numhelper(7005) = 1
;value = 7022
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3
;---------------------------------------------------------
;hyper bg
[Statedef 7022]
physics = N
anim = 9741
sprpriority = -3

[State 0, Trans]
type = Trans
trigger1 = 1
trans = Add

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0-(time*4),0-(time*4),0-(time*4)
;mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 7020, 9]
type = AssertSpecial
trigger1 = 1;1
flag = noFG
ignorehitpause = 1

[State 7020, 9]
type   = Explod
triggerall = p2life >0
trigger1 = numexplod(7021)=0
anim = 70210
postype = left
ID = 7021
sprpriority = -5
supermovetime = 1
removetime = -2
pos = 160,0
scale = 0.642,1
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal=0

[State 7020, 9] ;animação de fundo
type  = Explod
triggerall = p2life >0
trigger1 = numexplod(7022)=0
anim = 70210
postype = right
ID = 7022
sprpriority = -5
supermovetime = 1
removetime = -2
pos = -160,0
scale = 0.642,1
bindtime = -1
facing=-1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal=0

;[State 8500, 7]
;Type = RemoveExplod
;trigger1 = root, movetype = H
;trigger2 = root, var(45)=0;stateno!=3000
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3

[State 8500, 7]
Type = Destroyself
trigger1 = time >=40
;trigger2 = root, var(45)=0;stateno!=3000
;trigger3 = p2life <= 0
;triggerall = root, var(9)<=0
;triggerall = anim=8500
;trigger1 = root, stateno!=3000
;trigger1 = root, stateno!=3100
;trigger1 = root, stateno!=[3000,3604]
;trigger2 = anim=8500 && roundstate=3

;------------------------------------
[StateDef 9741]
type = S
movetype = I
physics = N
anim = 9741
ctrl = 0

[State 9741, Safety]; Just in case your opponent is very poorly coded.
type = SelfState
trigger1 = !IsHelper
value = 0

[State 9741, PauseCheck]
type = VarSet
trigger1 = (GameTime>(Parent,var(59)))
trigger2 = !(Parent,Alive)
trigger3 = (RoundState != 2)
trigger4 = Parent,var(59)
trigger5 = (var(3):=0)
var(2) = (var(3):=1)+(var(4):=0)

[State 9741, Facing]
type = Turn
trigger1 = (var(9):=(Facing != Parent,Facing))

[State 9741, DirTurnOnAI]
type = ParentVarSet
triggerall = !var(3)
triggerall = !var(9)
trigger1 = (Parent,command = "holdfwd")
trigger2 = (Parent,command = "holdback")
trigger3 = (Parent,command = "holdup")
trigger4 = (Parent,command = "holddown")
trigger5 = !(var(4):=1)
var(59) = var(4)

[State 9741, DirTurnOffAI]
type = ParentVarSet
triggerall = !var(3)
triggerall = Parent,var(59)
trigger1 = (command = "holdfwd")
trigger1 = (Parent,command = "holdfwd")
trigger2 = (command = "holdback")
trigger2 = (Parent,command = "holdback")
trigger3 = (command = "holdup")
trigger3 = (Parent,command = "holdup")
trigger4 = (command = "holddown")
trigger4 = (Parent,command = "holddown")
var(59) = (var(4):=0)

[State 9741, ButtonTurnOnAI]
type = ParentVarSet
triggerall = var(1)
triggerall = !var(2)
trigger1 = (Parent,command = "a")
trigger2 = (Parent,command = "b")
trigger3 = (Parent,command = "c")
trigger4 = (Parent,command = "x")
trigger5 = (Parent,command = "y")
trigger6 = (Parent,command = "z")
trigger7 = (Parent,command = "start")
var(59) = 1

[State 9741, ButtonTurnOffAI]
type = ParentVarSet
triggerall = !var(2)
trigger1 = (command = "a")
trigger1 = (Parent,command = "a")
trigger2 = (command = "b")
trigger2 = (Parent,command = "b")
trigger3 = (command = "c")
trigger3 = (Parent,command = "c")
trigger4 = (command = "x")
trigger4 = (Parent,command = "x")
trigger5 = (command = "y")
trigger5 = (Parent,command = "y")
trigger6 = (command = "z")
trigger6 = (Parent,command = "z")
trigger7 = (command = "start")
trigger7 = (Parent,command = "start")
var(59) = -1

[State 9741, UnPauseCheck]
type = VarSet
triggerall = var(2)
trigger1 = (Parent,command = "a")
trigger2 = (Parent,command = "b")
trigger3 = (Parent,command = "c")
trigger4 = (Parent,command = "x")
trigger5 = (Parent,command = "y")
trigger6 = (Parent,command = "z")
trigger7 = (Parent,command = "start")
trigger8 = (var(2) = 2)
trigger8 = (var(2):=0)
var(2) = 2

[State 9741, Goodbye]
type = DestroySelf
triggerall = (var(1):=1)
trigger1 = Parent,var(59)
trigger2 = !(Parent,Alive)
trigger3 = (RoundState != 2)


;------------------
; AI Activation Helper State - Compatibly Partnered Version
;
; var(1) - First tick dir activation prevention
; var(2) - Used for pause/superpause and custom state check, basically.
; var(3) - (Super/)Pause & custom state-triggered dir detection disabler.
; var(4) - Hitpause check.
; var(5) - No button on previous tick.
; var(6) - Any dir on this tick.
; var(7) - Any button on this tick.
; var(8) - Matching partner button detected.
; var(9) - AutoTurn bug fixer.
; parent's var(57) - Parent's GameTime var, for pause and custom state check.
; parent's var(59) - Parent's primary AI variable.
;
; The code in this state is mostly simply copy/pasteable.
; But if you're using different indices for the parent's variables,
; or if you change your character's basic commands' names, you'll
; of course need to change the code in this state accordingly.

[StateDef 9742]
type = S
movetype = I
physics = N
anim = 9741
ctrl = 0

[State 9742, Safety]; Just in case your opponent is very poorly coded.
type = SelfState
trigger1 = !IsHelper
value = 0

[State 9742, PauseCheck]
type = VarSet
trigger1 = (GameTime>Parent,var(57))
trigger2 = !(Parent,Alive)
trigger3 = (RoundState != 2)
trigger4 = Parent,var(59)
trigger5 = (var(3):=0)
var(2) = (var(3):=1)

[State 9742, Facing]
type = Turn
trigger1 = (var(9):=(Facing != Parent,Facing))

[State 9742, ParentDirCheck]
type = VarSet
trigger1 = (Parent,command = "holdfwd")
trigger2 = (Parent,command = "holdback")
trigger3 = (Parent,command = "holdup")
trigger4 = (Parent,command = "holddown")
trigger5 = (var(6):=0)
var(6) = 1

[State 9742, ParentButtonCheck]
type = VarSet
trigger1 = (Parent,command = "a")
trigger2 = (Parent,command = "b")
trigger3 = (Parent,command = "c")
trigger4 = (Parent,command = "x")
trigger5 = (Parent,command = "y")
trigger6 = (Parent,command = "z")
trigger7 = (Parent,command = "start")
trigger8 = (var(7):=0)
var(7) = 1

[State 9742, SameButtonCheck]
type = VarSet
triggerall = var(7)
triggerall = !var(2)
triggerall = NumPartner
trigger1 = (Parent,command = "a")
trigger1 = (Partner,command = "a")
trigger2 = (Parent,command = "b")
trigger2 = (Partner,command = "b")
trigger3 = (Parent,command = "c")
trigger3 = (Partner,command = "c")
trigger4 = (Parent,command = "x")
trigger4 = (Partner,command = "x")
trigger5 = (Parent,command = "y")
trigger5 = (Partner,command = "y")
trigger6 = (Parent,command = "z")
trigger6 = (Partner,command = "z")
trigger7 = (Parent,command = "start")
trigger7 = (Partner,command = "start")
trigger8 = (var(15):=0)
var(15) = 1

[State 9742, DirTurnOnAI]
type = ParentVarSet
trigger1 = var(1)
trigger1 = var(6)
trigger1 = !var(3)
trigger1 = !var(4)
trigger1 = !var(16)
var(59) = 1

[State 9742, DirTurnOffAI]
type = ParentVarSet
triggerall = var(6)
triggerall = !var(3)
triggerall = Parent,var(59)
trigger1 = (command = "holdfwd")
trigger1 = (Parent,command = "holdfwd")
trigger2 = (command = "holdback")
trigger2 = (Parent,command = "holdback")
trigger3 = (command = "holdup")
trigger3 = (Parent,command = "holdup")
trigger4 = (command = "holddown")
trigger4 = (Parent,command = "holddown")
var(59) = 0

[State 9742, ButtonTurnOnAI]
type = ParentVarSet
trigger1 = var(5)
trigger1 = var(7)
trigger1 = !var(2)
trigger1 = !var(15)
var(59) = 1

[State 9742, ButtonTurnOffAI]
type = ParentVarSet
triggerall = var(7)
triggerall = !var(2)
triggerall = !var(15)
trigger1 = (command = "a")
trigger1 = (Parent,command = "a")
trigger2 = (command = "b")
trigger2 = (Parent,command = "b")
trigger3 = (command = "c")
trigger3 = (Parent,command = "c")
trigger4 = (command = "x")
trigger4 = (Parent,command = "x")
trigger5 = (command = "y")
trigger5 = (Parent,command = "y")
trigger6 = (command = "z")
trigger6 = (Parent,command = "z")
trigger7 = (command = "start")
trigger7 = (Parent,command = "start")
var(59) = -1

[State 9742, UnPauseCheck]
type = VarSet
triggerall = var(2)
triggerall = !var(4)
trigger1 = var(7)
trigger2 = (var(2) = 2)
trigger2 = (var(2):=0)
var(2) = 2

[State 9742, Goodbye]
type = DestroySelf
trigger1 = Parent,var(59)
trigger2 = !(Parent,Alive)
trigger3 = (RoundState != 2)

[State 9742, HitPauseCheck]
type = VarSet
trigger1 = var(6)
trigger2 = var(7)
trigger3 = !(Parent,HitPauseTime)
var(4) = Parent,HitPauseTime

[State 9742, Delay]
type = VarSet
trigger1 = (var(1):=1)
var(5) = !var(7)
;-------------------------------------------
; Ffffffinish!!
[StateDef 9998]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9741

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,2
ignorehitpause = 1
volume = -255
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,3
ignorehitpause = 1
volume = 255
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = root,stateno = [180,185]
value = s9999,0
ignorehitpause = 1
volume = 255
persistent = 0
abspan = 1

[State 9999, Short Pause]
type = Pause
trigger1 = Time = 1
time = 60
movetime = 0
ignorehitpause = 1

[State 9999, Explod]
type = Explod
trigger1 = time = 0
anim = 9997
postype = back  ;p2,front,back,left,right
pos = 0,240
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
ontop = 1
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

;-------------------------------------------
; Hyper Combo Finish!!
[StateDef 9999]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9741

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,4
volume = 255
ignorehitpause = 1
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s9999,5
volume = 0
ignorehitpause = 1
abspan = 1

[State 9999, PlaySnd]
type = PlaySnd
trigger1 = root,stateno = [180,185]
value = s9999,0
ignorehitpause = 1
volume = 255
persistent = 0
abspan = 1

[State 9999, Explod]
type = Explod
trigger1 = time = 0
anim = 9999
id = 9999
postype = left  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
facing = 1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -5
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = parent, movetype = H
id = 9999
