;-------------------------------------------------------------------------------
;BASE COMMON
[Statedef 37564]
type    = S
movetype= I
physics = S
juggle  = 1
;Commonly-used controllers:
velset = 0,0                     ;̃Xe[gn܂Ɉړ邩i0,0œȂj
ctrl = 0                         ;̃Xe[gɑ̃R}h󂯕t邩(1Ŏ󂯕t)
anim = 3                       ;̃Xe[gŕ\XvCgXe[gԍ(0ŕω)
poweradd = 0                    ;̃Xe[gg̃p[(0ŕω)
sprpriority = 2                  ;\G̏dȂ(2ԑO@0ʏ@-1)

[State ,]
type = destroyself
trigger1 = 1

[State -2]
type = varset
trigger1 = var(10) >= 6
var(0) = 5

[State -2]
type = ChangeState
trigger1 = roundstate = 3
value = 0

[State 100, 2]
type = AfterImage
trigger1 = time = 0
time = -1
length = 20
palcolor = 0
palinvertall = 0
palbright = 0,0,0
palcontrast = 0,0,0
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0,0,0

[state -1]
type = velset
triggerall = roundstate = 2
trigger1 = command ! = "holdfwd"
trigger2 = command ! = "holdback"
trigger3 = command ! = "holdup"
trigger4 = command ! = "holddown"
trigger5 = var(0) >= 1
trigger5 = P2bodydist Y <= 10
trigger6 = var(0) >= 1
trigger6 = P2bodydist Y >= -10
trigger7 = vel X > 0
trigger8 = vel X < 0
x = 0
y = 0

[state -1]
type = velset
triggerall = roundstate = 2
trigger1 = command = "holdfwd"
trigger1 = var(0) < 1
x = 6

[state -1]
type = velset
triggerall = roundstate = 2
trigger1 = command = "holdback"
trigger1 = var(0) < 1
x = -6

[state -1]
type = velset
triggerall = roundstate = 2
triggerall = POS Y <= 0
trigger1 = command  = "holddown"
trigger1 = var(0) < 1
trigger2 = var(0) >= 1
trigger2 = P2bodydist Y > 10
y = 6

[state -1]
type = velset
triggerall = roundstate = 2
trigger1 = command = "holdup"
trigger1 = var(0) < 1
trigger2 = var(0) >= 1
trigger2 = P2bodydist Y < -10
y = -6

[State 10000]
type = PosSet
trigger1 = POS Y > 0
y = 0

[state -1]
type = turn
trigger1 = P2dist X < 0
;-------------------------------------------------------------------------------
;Triple Shot
[Statedef 10300]
type = A
physics = A

[State 10300]
type = PlaySnd
trigger1 = time = 0
value = s0,15

[State 10300]
type = EnvShake
trigger1 = time = 0
time = 10
freq = 60
ampl = -4
phase = 0

[State 10300]
type = PosSet
trigger1 = Pos Y > 0
y = 0

[State 10300]
type = Projectile
trigger1 = time = 0
projanim = 10900
velocity = 6,0
projheightbound = -10000,10000
projremove = 0
attr = A, NP
hitflag = MAFD
guardflag = MA
damage    = 10,5
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -10,-3
airguard.velocity = -10,-3
air.velocity = -10,-3
guard.sparkno = s2500
fall = 1
pausemovetime = 300

[State 10300]
type = Projectile
trigger1 = time = 0
projanim = 11000
velocity = 6,-3
projheightbound = -10000,10000
projremove = 0
attr = A, NP
hitflag = MAFD
guardflag = MA
damage    = 10,5
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
sparkno = s2500
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -10,-3
airguard.velocity = -10,-3
air.velocity = -10,-3
guard.sparkno = s2500
fall = 1
pausemovetime = 300

[State 10300]
type = Projectile
trigger1 = time = 0
projanim = 11100
velocity = 6,3
projheightbound = -10000,10000
projremove = 0
attr = A, NP
hitflag = MAFD
guardflag = MA
damage    = 10,5
animtype = hard
getpower = 0,0
givepower = -100,-100
pausetime = 1,1
numhits = 1
hitsound = s0,13
guardsound = s0,14
ground.type = High
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -10,-3
airguard.velocity = -10,-3
air.velocity = -10,-3
fall = 1
pausemovetime = 300

[State 10300]
type = SelfState
trigger1 = time = 0
value = 37564
ctrl = 1

;-------------------------------------------------------------------------------
;Proton Blast
[Statedef 10030]
type    = S
movetype= I
physics = S
juggle  = 1
;Commonly-used controllers:
velset = 0,0                     ;̃Xe[gn܂Ɉړ邩i0,0œȂj
ctrl = 0                         ;̃Xe[gɑ̃R}h󂯕t邩(1Ŏ󂯕t)
anim = 4                       ;̃Xe[gŕ\XvCgXe[gԍ(0ŕω)
poweradd = -700000                    ;̃Xe[gg̃p[(0ŕω)
sprpriority = 2                  ;\G̏dȂ(2ԑO@0ʏ@-1)

[State 200, 7]
type = PlaySnd
trigger1 = time = 0
value = s2562,4

[State -2, Helper]
type = Helper
trigger1 = numhelper(23004) = 0
trigger1 = time = 0
trigger1 = ctrl
helpertype = normal
name = "ABOMBKILLER"
ID = 23004
stateno = 23000
pos = 0,0
postype = p1
supermove = 999999
pausemove = 999999

[State -2, Helper]
type = Helper
trigger1 = numhelper(23005) = 0
trigger1 = ctrl
trigger1 = time = 0
helpertype = normal
name = "ABOMBKILLER2"
ID = 23005
stateno = 23001
pos = 0,0
postype = p1
supermove = 999999
pausemove = 999999

[State -2]
Type = Helper
Triggerall = NumHelper(13713) = 0
trigger1 = ctrl
trigger1 = time = 0
OwnPal = 1
ID = 13713
StateNo = 13713
keyctrl = 1
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "HIPERHIZZ'S CODE USED AGAINST HIM"

[State 195, @A[gK[            ]
type=helper
helpertype=player
triggerall=numhelper(40000)<=0
trigger1 = ctrl
trigger1 = time = 0
name="SPsummon"
id=40000
pos=0,-83
postype=p1
facing=1
stateno=40000

[State 195, @A[gK[            ]
type=helper
helpertype=player
triggerall=numhelper(40010)<=0
trigger1 = ctrl
trigger1 = time = 0
name="SPsummon"
id=40010
pos=0,-83+12000
postype=p1
facing=1
stateno=40010

[State -2, 1]
type = Helper
triggerall = numHelper(9998) = 0
trigger1 = ctrl
trigger1 = time = 0
helpertype=normal
name = "OTHK"
ID = 9998
stateno = 9998
ignorehitpause=1
persistent = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = s9600
hitsound = s0,26
p2stateno = 0

[state 2]
type = targetlifeadd
trigger1 = 1
value = -9999999999

[state 2]
type = targetstate
trigger1 = time > 153
value = 0

[state 3]
type = Projectile
trigger1 = enemy,movereversed
trigger2 = time = 153
projanim = 9999
projremove = 1
projremovetime = -1
attr = A,AA
hitflag = MAFPD
damage = 1,1
sparkno = s2500
hitsound = s0,0
p2stateno = 0

[State 10000]
type = BGpalfx
trigger1 = time < 165
mul = 0,0,0
time = 1

[State 10000]
type = BGpalfx
trigger1 = time >= 165
add = 256,256,256
time = 1

[State 10000]
type = superpause
trigger1 = time = 0
pos = 0, -69
postype = p1
time = 165
movetime = 165

[State 1200, Shake Screen]
type = EnvShake
trigger1 = time = 0
time = 165
ampl = 4
freq = 150

[State 1200, Shake Screen]
type = EnvShake
trigger1 = time = 165
time = 180
ampl = 20
freq = 160

[State 10000]
type = playsnd
trigger1 = time = 40
trigger2 = time = 50
value = s0,27

[State 10000]
type = playsnd
trigger1 = time = 153
value = s2563,5

[State 10000]
type = posadd
trigger1 = time = 50
x = (frontedgebodydist)-20

[State 1000, 0]
type = turn
trigger1 = time = 51

[State 10000]
type = explod
trigger1 = time = 40
trigger2 = time = 50
anim = f100
postype = p1
pos = 0,-69
supermovetime = 270
ontop = 1

[State 10000]
type = explod
trigger1 = time = 153
anim = 7100
postype = p1
pos = 40,-69
ontop = 1
removetime = 180
supermovetime = 270

[State 10000]
type = pause
trigger1 = time%2 = 1
trigger1 = time > 165
trigger1 = time <= 225
time = 1

[State 10000]
type = changestate
trigger1 = time = 340
trigger1 = roundstate = 2
value = 37564

; Heaven Hit Reversal
[Statedef 9999]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 9999

[State 9998, 1]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value2 = S,NA
time = 9999999999999999999999999999999
ignorehitpause = 1
persistent = 1

[State 300]
type = ReversalDef
triggerall = enemy,stateno!=9997
trigger1 = ishelper
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 9997
ignorehitpause = 1
persistent = 1

[State 9998, 1]
type = ReversalDef
triggerall = enemy,stateno=9997
trigger1 = ishelper
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AP
pausetime = 0,2
sparkno = -1
numhits = random%9
p2stateno = 1000043

[State 10002, ChangeState]
type = Destroyself
trigger1 = time = 99

;Heaven Hit
[statedef 3500]
type = S
movetype = A
anim  = 4
poweradd= 0
ctrl = 0
velset = 0

[State 4000]
type = poweradd
trigger1 = Time = 0
value = -1000

[State 4000]
type = superpause
trigger1 = Time = 1
time = 30
anim = 101
pos = 0, -50
movetime = 30
darken = 3
SprPriority = -5

[State 64003]
type = Explod
trigger1 = time >= 0
trigger1 = time <= 80
anim = 10084
id = 10084
sprpriority = -2147483647
postype = p1
pos = 0,-35
vel = 0,0
trans = add
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
bindtime = -1
removetime = 16
supermove = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 64003]
type = RemoveExplod
trigger1 = time = 80
id = 10084

[State 4000]
type = PlaySnd
trigger1 = Time = 1
value = 4000, 18
volume = 255

[State 4000]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 60
under = 1
supermove = 1

[State 4000]
type = Helper
trigger1 = Time = 31
ID = 3520
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 3520
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State -2, 1]
type = Helper
trigger1 = time = 31
helpertype=normal
name = "Heaven Hit Reversal"
ID = 9999
stateno = 9999
ignorehitpause=1
persistent = 1

[State -2, Helper]
type = Helper
trigger1 = numhelper(23003) = 0
trigger1 = time = 31
trigger1 = ctrl
helpertype = normal
name = "ABOMBKILLER"
ID = 23003
stateno = 23000
pos = 0,0
postype = p1
supermove = 999999
pausemove = 999999

[State -2, Helper]
type = Helper
trigger1 = numhelper(23002) = 0
trigger1 = ctrl
trigger1 = time = 31
helpertype = normal
name = "ABOMBKILLER2"
ID = 23002
stateno = 23001
pos = 0,0
postype = p1
supermove = 999999
pausemove = 999999

[State 4000]
type = Explod
trigger1 = Time = 31
anim = 3550
scale = 1.12,1.12
id = 3550
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 0
bindtime = -1

[State 4000]
type = RemoveExplod
trigger1 = movetype = H
id = 3550

[State 4000]
type = changestate
trigger1 = Time = 150
value = 0
ctrl = 1

;Heaven Helper
[Statedef 3520]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 3555
sprpriority = -1

[State 8220, Anti-block]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA, AA, AP, AT
stateno = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 4060]
type = PlayerPush
trigger1 = 1
value = 0

[State 4060]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 4060]
type = PlaySnd
trigger1 = Time = 0
value = 48,0
volume = 255

[State 2500,Hit]
type = HitDef
Trigger1 = time = [0,98]
trigger1 = root,var(30) = 0
attr = S, HP
hitflag = MAFD
guardflag = M
animtype = Hard
damage = 100+(random%100),0
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
ground.velocity = 0,0
air.velocity = 0,0
getpower = 0,0
givepower = 0,0
fall = 1

[State 2500,Hit]
type = HitDef
trigger1 = time = 99
trigger1 = root,var(30) = 0
attr = S, HP
hitflag = MAFD
guardflag = M
animtype = DiagUp
damage = 9999+(random%9999),0
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
ground.velocity = -0,-6
air.velocity = 0,-6
fall = 1
getpower = 0,0
givepower = 0,0

[State 2500,Hit]
type = HitDef
Trigger1 = time = [0,98]
trigger1 = root,var(30) = 1
attr = S, HP
hitflag = MAFP
guardflag = N
animtype = Hard
damage = 900+(random%900)
pausetime = 0,5
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
ground.velocity = 0,0
air.velocity = 0,0
getpower = 0,0
givepower = -10000,-10000
fall = 1

[State 2500,Hit]
type = HitDef
trigger1 = time = 99
trigger1 = root,var(30) = 1
attr = S, HP
hitflag = MAFP
guardflag = N
animtype = DiagUp
damage = 9999999
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -5,-5
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
guard.hittime = 18
air.hittime = 13
yaccel = 5
ground.velocity = -0,-300
air.velocity = 0,-300
fall = 1
getpower = 0,0
givepower = -10000,-10000

[State 4060]
type = destroyself
trigger1 = AnimTime = 0
