; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1150			;Amount of life to start with
power = 9001		;Amount of maximum power
attack = 120		;attack power (more is stronger)
defence = 80		;defensive power (more is stronger)
fall.defence_up = 99	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 99		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 0	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 255			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 30			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.6		;Walk forward
walk.back = -2.2		;Walk backward
run.fwd  = 4.6, 0		;Run forward (x, y)
run.back = -4.5,-3.8	;Hop backward (x, y)
jump.neu = 0,-8.4		;Neutral jumping velocity (x, y)
jump.back = -2.55		;Jump back Speed (x, y)
jump.fwd = 2.5		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 2		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .44		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "You seem very strong, someday you will become a champion."
victory2 = "You are a decent fighter, but you lack the proper true power."
victory3 = "As a legendary dragon, I sense you might be able to unlock true power some day..."
victory4 = "Power is something not to be tampered with unless you really know how to handle it."
victory5 = "You think you can beat me in 1 second? Chances of that happening are 0%"
victory6 = "Your moves are too predictable, you need to practice your timing a bit more."
victory7 = "No one said I would go easy on you."

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
[statedef 24640]
movetype = I
ctrl = 1

[State 24640]
type = lifeadd
triggerall = palno = [1,6]
triggerall = name = "White Kyurem"
trigger1 = 1
value = lifemax
kill = 0
ignorehitpause = 1

[State 24640]
type = lifeadd
triggerall = palno = [11,12]
triggerall = name = "White Kyurem"
trigger1 = life < lifemax/4
value = lifemax/4
kill = 0
ignorehitpause = 1

[state 24640]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[State 24640]
type = poweradd
trigger1 = name = "White Kyurem"
value = powermax
ignorehitpause = 1

[state 24640]
type = varset
trigger1 = 1
var(55) = gametime+123456789

[State 24640]
type = NotHitBy
trigger1 = !ishelper
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 120

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1

[state 24640]
type = selfstate
trigger1 = time >= 0
trigger1 = alive
trigger1 = pos Y < 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 170
value = 0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, win]
type=changestate
trigger1= prevstateno=4312
value=4312

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 9800

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 180
value = 0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; PREINTRO
;
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 2] ;Special intro for Dark Palette.
type = ChangeState
triggerall = Time = 0
trigger1 = palno = 11
value = 192

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 190
value = 0,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 470
trigger1 = Anim = 190
value = 0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 535
trigger1 = Anim = 190
value = 0,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[Statedef 192]
type = S
anim = 188
[State 188, intro]
type = assertspecial
trigger1 = 1
flag = intro

[State 188, selfstate]
type = changestate
trigger1 = ishelper(8901)
value = 10001

[State 188, I'll form the arms]
type = explod
trigger1 = animelemtime(2) = -40
anim = 6100
ID = 6100
sprpriority = 2
postype = p1
pos = -448, 0
vel = 16, 0
facing = -1
removetime = -animelemtime(2)
ownpal = 1
[State 188, I'll form the legs]
type = explod
trigger1 = animelemtime(2) = -40
anim = 6101
ID = 6101
sprpriority = 2
postype = p1
pos = 448, 0
vel = -16, 0
facing = 1
removetime = -animelemtime(2)
ownpal = 1

[State 188, Flash]
type = allpalfx
trigger1 = animelemtime(2) = -16
time = 4
add = 255, 255, 255
sinadd = -255, -255, -255, 16
[State 188, Flash]
type = bgpalfx
trigger1 = animelemtime(2) = [ -16, -1]
time = 1
color = 0

[State 188]
type = modifyexplod
trigger1 = animelemtime(2) = [ -16, 0]
ID = 6100
postype = p1
pos = (animelemtime(2) * 4)
facing = -1
[State 188]
type = modifyexplod
trigger1 = animelemtime(2) = [ -16, 0]
ID = 6101
postype = p1
pos = -(animelemtime(2) * 4)
facing = 1

[State 2300]
type = Explod
trigger1 = time = 65
anim = 3062
sprpriority = -4
postype = p1
pos = 0,-35
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = helper
trigger1 = time = 65 ;|| time = 0 ;|| AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 0,-35
postype = P1
stateno = 26380
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = PlaySnd
trigger1 = time = 65;animelemtime(2) = -40
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = time = 65;animelemtime(2) = -20
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = time = 65 ;animelemtime(2) = -20
value = 4000,18

[State 188, Flash]
type = allpalfx
trigger1 = animelemtime(2) = -1
time = 120
add = 255, 255, 255
sinadd = -255, -255, -255, 480

[State 188, End]
type = changestate
trigger1 = !animtime
value = 0
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 195
value = 0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 23, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 1, 8			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = 5, 0			;Sound to play on hit
guardsound = 6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 12			;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 200

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 240, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 200

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 250, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 200

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 200

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 200

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 200

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 23
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 200

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 450, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 200
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 45
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 2
guardsound = 6, 0
ground.type = Trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = Trip
air.velocity = -1.4,-3
air.hittime = 12

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 600
value = 0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Sword Frenzy (hyper)
; CNS difficulty: medium
; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes
;        sure KFM doesn't recharge his super guage as he hits.
;        Also, the attributes for the HitDefs is "HA" for "hyper attack",
;        ie. "attr = S, HA".
;        Notice how the first HitDef is reused twice by allowing it to
;        trigger on two animation elements.
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 2000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -45
anim = -1
time = 20
sound = S20, 0
poweradd = -9000

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3062
sprpriority = -4
postype = p1
pos = 0,-35
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = helper
trigger1 = time = 0 || time = 0 ;|| AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 0,-35
postype = P1
stateno = 26380
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,18

;DREAM CANCEL IF CANCELED FROM MAIN ATTACK
[State 3000, Super]
type = Helper
trigger1 = !time
trigger1 = PrevStateNo = 2200 || PrevStateno = 4310 || Prevstateno = 2000 || Prevstateno = 4567
persistent = 0
id = 30006
name = "DREAM Cancel Helper"
pos = 0,0
postype = P1
stateno = 2320
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 13
trigger4 = AnimElem = 19
trigger5 = AnimElem = 21
trigger4 = AnimElem = 31
x = 10

[State 3000, 4]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
trigger3 = AnimElem = 21
x = 6

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
attr = S, HA
animtype  = Hard
damage    = 50,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -3,-2.8
air.fall = 1
fall.animtype = Hard
fall.recover = 0

[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype  = Hard
damage    = 80,10
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 4300
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1
trigger1 = Anim = 3000
value = 0,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 25, -75

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -90

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = -50, -50

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 4300
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;------------------------------
; Dinner that summons King
[Statedef 2201]
type=S
physics=N
movetype=A
ctrl = 0
anim = 1001
sprpriority = 3
velset = 2,-2
juggle = 1

[State 1001,Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1001,playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1505, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 47
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,HA
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = 30,2
pausetime = 1,9
sparkxy = -10,-30
sparkno = S8210
guard.sparkno = S8105
hitsound   = S2,6
guardsound = S3,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-1, -11
air.type=Low
air.hittime=16
air.velocity=-1,-10
yaccel=.5
getpower=30
envshake.time=14
envshake.freq=120
envshake.ampl=4
removeongethit = 1
fall = 1
fall.recover = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, movetype = H
;ignorehitpause =
;persistent =


[State 1001]
type = changestate
trigger1 = time >= 45
value= 2210
;------------------------------------------------------------------------
[Statedef 7005]
type = S
movetype = I
physics = N
ctrl = 0
anim = 7005
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 = 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, Explod]
type = Explod
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 !=[2900,3000]
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 = parent,stateno !=[2900,3000]
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 = 33
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 -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

;---------------------------------------------
; King's Dinner
[StateDef 2200]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2200
poweradd = 0
sprpriority = 2

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 9
invertall = 1
time = 15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S1200,4
volume= 320
channel = 1

[State 2000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 9
pos = -5, -45
anim = -1
time = 45
sound = S20, 0
poweradd = -1000

[State 1020, HyperBg1]
type = Explod
trigger1 = AnimElem = 11
anim = 7021
ID = 7021
pos = 0,0
sprpriority = -7
postype = right
bindtime = -1
removetime = 255
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
shadow = 68,68,68
ownpal = 1


[State 1020, HyperBg1]
type = Explod
trigger1 = AnimElem = 11
anim = 7021
ID = 7021
pos = 0,0
sprpriority = -7
postype = left
bindtime = -1
removetime = 255
removeongethit = 1
facing = ifelse(Facing = -1, -1, 1)
shadow = 68,68,68
ownpal = 1

[State 2000, Superpause spark]
type=helper
trigger1=animelem = 9
helpertype=normal
stateno=7005
ID=7005
name="Spark"
postype=p1
pos = 30,-35
ownpal=1
persistent=0
supermovetime=9999

;DREAM CANCEL IF CANCELED FROM MAIN ATTACK
[State 3000, Super]
type = Helper
trigger1 = animelem = 9
trigger1 = PrevStateNo = 2000 || PrevStateno = 4310 || Prevstateno = 3000 || Prevstateno = 4567
persistent = 0
id = 30006
name = "DREAM Cancel Helper"
pos = 0,0
postype = P1
stateno = 2320
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1000, Helper]
type = Helper
triggerall = numhelper(2201) = 0;<= 1
trigger1 = AnimElem = 4
helpertype = player ;player
name = "The Dinner that will call the King"
ID = 2201
stateno = 2201
pos = 50,-20
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=1
size.yscale=1
removeongethit =1

[State 1000, Helper]
type = Helper
triggerall = numhelper(2202) <= 1
trigger1 = AnimElem = 10
helpertype = normal ;player
name = "King Harkiann"
ID = 2202
stateno = 2202
pos = -55, 5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=0.5
size.yscale=0.5
supermovetime = 45
pausemovetime = 45
removeongethit =1

[State 2000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 10
pos = -5, -45
anim = -1
time = 94
sound = S20, 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S1200,5
volume= 320
channel = 1

[State 2200, end]
type = ChangeState
trigger1 = time >= 200
value = 0
ctrl = 1

;------------------------------
; Stationary Dinner
[Statedef 2210]
type=S
physics=N
movetype=A
ctrl = 0
anim = 2210
sprpriority = 3
velset = 0, 0
juggle = 1

[State 1001,Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1001,playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1505, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1015, 4]
type = Projectile
triggerall = numhelper(2202)
trigger1 = animelem = 2
projanim = 2204
projremove = 0
projshadow = -1
offset = 30, -30
velocity = 0, 7
accel = 0, 0
sprpriority = 5
attr = A,HP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = 11,1
pausetime = 1,4
sparkxy = 0,-30
sparkno = 2
guard.sparkno = 2
hitsound   = S0,3
guardsound = S0,3
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-0
air.type=Low
air.hittime=16
air.velocity=0,-2
yaccel=.5
getpower = 0
fall = 1
fall.recover = 0
air.fall = 1
air.fall.recover= 0
removeongethit = 1

[State 1015, 4]
type = Projectile
triggerall = numhelper(2202)
trigger1 = animelem = 2
projanim = 2204
projremove = 0
projshadow = -1
offset = 30, -30
velocity = 3, 7
accel = 0, 0
sprpriority = 5
attr = A,HP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = ifelse(root,palno=11,20,2),4;11,1
pausetime = 1,4
sparkxy = 0,-30
sparkno = 2
guard.sparkno = 2
hitsound   = S0,3
guardsound = S0,3
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=0
air.type=Low
air.hittime=16
air.velocity=0,-2
yaccel=.5
fall = 1
fall.recover = 0
air.fall = 1
air.fall.recover= 0
removeongethit = 1
getpower = 0
[State 1015, 4]
type = Projectile
triggerall = numhelper(2202)
trigger1 = animelem = 2
projanim = 2204
projremove = 0
projshadow = -1
offset = 30, -30
velocity = -3, 7
accel = 0, 0
sprpriority = 5
attr = A,HP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = ifelse(root,palno=11,20,2),4;11,1
pausetime = 1,4
sparkxy = 0,-30
sparkno = 2
guard.sparkno = 2
hitsound   = S0,3
guardsound = S0,3
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=0
air.type=Low
air.hittime=16
air.velocity=0,-2
yaccel=.5
fall = 1
fall.recover = 0
air.fall = 1
air.fall.recover= 0
removeongethit = 1
getpower = 0
[State 1001]
type = destroyself
trigger1 = time >= 150
trigger2 = parent, movetype = H
;------------------------------
; King Harkiann
[Statedef 2202]
type=S
physics=N
movetype=A
ctrl = 0
anim = 2201
sprpriority = 3
velset = 0, 0
juggle = 0

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


[State 1001]
type = changestate
trigger1 = time >= 40
value = 2203

;------------------------------
; King Harkiann throws dinner.
[Statedef 2203]
type=S
physics=N
movetype=A
ctrl = 0
anim = 2202
sprpriority = 3
velset = 0, 0
juggle = 0

[State 0, HitOverride]
type = HitOverride
trigger1 = !time
attr =SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 2204
time = 240

[State 0, HitDef]
type = HitDef
trigger1 = animelem = 1
trigger2 =animelem = 2
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = ifelse(root,palno=11,20,2),4;2,01
pausetime = 1,9
sparkxy = 0,-30
sparkno = 2
guard.sparkno = 2
hitsound   = S2,6
guardsound = S3,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-5,-7
air.type=Low
air.hittime=16
air.velocity=-5,-7
fall = 1
fall.recover = 0
air.fall = 1
air.fall.recover= 0
yaccel=.5


[State 1015, 4]
type = Projectile
trigger1 = animelem = 1
trigger2 = animelem = 2
projanim = 2204
projshadow = -1
projsprpriority = 10
projremove = 0
projremovetime = 15
offset = 40, -50
velocity = 5, -5
accel = 0, 0
sprpriority = 5
attr = A,HP
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = ifelse(root,palno=11,20,2),4;2,01
pausetime = 1,9
sparkxy = 0,-30
sparkno = S8210
guard.sparkno = S8105
hitsound   = S2,6
guardsound = S3,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-7
air.type=Low
air.hittime=16
air.velocity=-5,-7
fall = 1
fall.recover = 0
air.fall = 1
air.fall.recover= 0
yaccel=.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1200,6
volume = 320
channel = 1


[State 1001]
type = changestate
trigger1 = time >= 150
value = 2204

;------------------------------
; King Harkiann leaves
[Statedef 2204]
type=S
physics=N
movetype=I
ctrl = 0
anim = 2203
sprpriority = 3
velset = 0, 0
juggle = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1200,7
volume= 320
channel = 1

[State 1505, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = !animtime

;========================<TSUKI TSUKI DA!>=============================
[Statedef 4300]
type=A
physics=N
movetype=A
anim=4300
ctrl=0
velset=0,0
sprpriority=1
[State 4300, strengthvar]
type=varset
trigger1= var(10)!=6
var(10)=6

[State Pos]
type=posset
trigger1= !time && pos y>0
y=0

[State 4300, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 4300, mc]
type=screenbound
trigger1= 1
value=0
movecamera=0,0

[State 4300, vel]
type=velset
trigger1= time
x=0
y=-12

;DREAM CANCEL IF CANCELED FROM MAIN ATTACK
[State 3000, Super]
type = Helper
trigger1 = !time
trigger1 = PrevStateNo = 2200 || PrevStateno = 2000 || Prevstateno = 3000 || Prevstateno = 4567
persistent = 0
id = 30006
name = "DREAM Cancel Helper"
pos = 0,0
postype = P1
stateno = 2320
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 4300, end]
type=changestate
trigger1= time>=8 && screenpos y<=-60
value=4301


;---Falling---
[Statedef 4301]
type=A
physics=N
movetype=A
anim=4301
ctrl=0
velset=0,0
sprpriority=3

[State 4301, pos]
type=posadd
trigger1= !time
x= ceil(p2dist x-8)
[State 4301, pos]
type=posset
trigger1= !time
y= ceil(pos y-screenpos y)-240

[State 4301, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7005
ID=7500
name="Super Charge"
postype=p1
pos=0,240
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 4301, superchargepause]
type=superpause
trigger1= !time
time=53
anim=-1
sound=S1200,4
poweradd=-2000*(var(20)<=0)
p2defmul=1
darken=0

[State 4301, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 4301, mc]
type=screenbound
trigger1= 1
value=0
movecamera=0,0

[State 4301, moon]
type=helper
trigger1= time=1
helpertype=normal
stateno=4305
ID=4305
name="Moon"
postype=p1
facing=facing
size.xscale=1
size.yscale=1
ownpal=1
pausemovetime=var(20)

[State 4301, vel]
type=velset
trigger1= time
x=0
y=16
[State 4301, snd]
type=null
trigger1=time=1
value=445,1+random%7
channel=1

[State 4301, hit]
type=hitdef
trigger1= time && !movecontact
ID=4300
attr=A,HA
damage=ifelse(root,palno=11,350,150),50;150,20
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=7,Hit
pausetime=0,12
sparkno=3
guard.sparkno=40
sparkxy=-10,ceil(p2dist y-48)
hitsound=s5,32
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=0,0
air.type=Low
air.velocity=0,0
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p1sprpriority=3
kill=0
absolute = 1

[State 4301, p2state]
type=targetstate
trigger1= movehit && numtarget(4300)
trigger1= !(target(4300),hitshakeover)
value=4330
ID=4300
ignorehitpause=1

[State 4301, land]
type=changestate
trigger1= time && (pos y+230)>-vel y
value= ifelse(movehit, 4310, 4302)


;---End---
[Statedef 4302]
type=A
physics=A
movetype=I
anim=4300
ctrl=0
velset=-2,-12
movehitpersist=1
sprpriority=3

[State useless]
type=varset
trigger1= !time && prevstateno=4301
trigger1= !var(35) && !movecontact && !movereversed
trigger1= (p2dist y=[0,240]) && (p2dist x=[-64,64]) && p2stateno!=5120
var(35)=1

[State 4302, ctrl]
type=posset
trigger1=!time
y=-230

[State 4302, mc]
type=screenbound
trigger1=prevstateno=4311
value=1
movecamera=1,0
[State 4302, snd]
type=playsnd
trigger1=!time && prevstateno=4301
value=5,10
channel=1

[State 4302, ctrl]
type=ctrlset
trigger1=time>=8
value=1


;---Combo---
[Statedef 4310]
type=A
physics=N
movetype=A
anim=4310
ctrl=0
velset=0,0
sprpriority=3

[State 4310, nhb]
type=nothitby
trigger1= time<94
time=1
value=SCA
ignorehitpause=1

[State 4310, mc]
type=width
trigger1=time<24
edge=320,320
ignorehitpause=1
[State 4310, mc]
type=screenbound
trigger1=1
value=0
movecamera=1,(time>=24)
ignorehitpause=1

;[State 4310]
;type=assertspecial
;trigger1= 1
;flag=nomusic
;ignorehitpause=1
[State 4310]
type=assertspecial
trigger1= time>=24
flag=nobardisplay
ignorehitpause=1

[State 4310, pos]
type=posset
trigger1=1
y=-230

[State 4310, snd]
type=playsnd
trigger1= time=24
value=9,12
channel=7
[State 4310, snd]
type=playsnd
trigger1=!time
value=5,10
channel=1

[State 4310, snd]
type=playsnd
trigger1=animelem=4
value=4,11
channel=0
[State 4310, snd]
type=playsnd
trigger1=animelem=16
value=1,6
channel=1

[State 4310, shake]
type=envshake
trigger1=!time
time=16
freq=60
ampl=6
ignorehitpause=1

[State 4310, hit]
type=hitdef
trigger1= animelem=5 || animelem=17
ID=4300
attr=A,HA
damage=20,5
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=7,Hit
pausetime=0,12
sparkno=3
guard.sparkno=40
sparkxy=0,0
hitsound=s5,32
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=0,0
air.type=Low
air.velocity=0,0
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p1sprpriority=3
kill=0

[State 4310, armor-piercing damage] ;I added this -- thelordanon
type = TargetLifeAdd
trigger1 = animelem=5 || animelem=17
value = ifelse(random>750, -ceil(enemynear,Const(data.life)/1000), 0)
absolute = 1
ignorehitpause = 1
kill = 0

[State 4310, superkilling damage] ;I added this -- thelordanon
type = TargetLifeAdd
trigger1 = animelem=5 || animelem=17
trigger1 = var(40) = 1
value = -Ceil(enemynear,const(data.life))
absolute = 1
ignorehitpause = 1
kill = 0

[State 4010, VarSet]
type = VarSet
trigger1 = !time
v = 55
value = random%2
ignorehitpause = 1

[State 4310, p2state]
type=targetstate
trigger1= movehit && numtarget(4300)
trigger1= !(target(4300),hitshakeover)
value=4330
ID=4300
ignorehitpause=1
[State 4301, p2state]
type=targetbind
trigger1= numtarget(4300)
ID=4300
pos=0,-ceil(pos y)
ignorehitpause=1

[State 4310, end]
type=changestate
trigger1= time>=180 && !animtime
trigger2= animelemtime(15)>=0 && (roundstate!=2 || movecontact>=64)
value= 4311


;---Finish---
[Statedef 4311]
type=A
physics=N
movetype=A
anim=4311
ctrl=0
velset=0,0
sprpriority=3

[State 4311, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
ignorehitpause=1

[State 4311, mc]
type=screenbound
trigger1=1
value=0
movecamera=1,(animelemtime(5)<0)
ignorehitpause=1
[State 4311]
type=assertspecial
trigger1= animelemtime(5)<0
flag=nokoslow
flag2=nobardisplay
ignorehitpause=1

[State 4311, pos]
type=posset
trigger1=1
y=-230
ignorehitpause=1

[State 4311, snd]
type=playsnd
trigger1=!time
value=4,10
channel=0

[State 4311, hit]
type=hitdef
trigger1= animelem=4
ID=4300
attr=A,HA
damage=40,7
guardflag=HA
hitflag=MAFD
priority=7,Hit
pausetime=24,24
sparkno=3
guard.sparkno=40
sparkxy=-30,0
hitsound=s5,32
guardsound=s2,0
animtype=Diagup
fall.animtype=Diagup
ground.type=High
air.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-12,-12
air.velocity=-12,-12
down.velocity=-12,-12
air.velocity=0,0
getpower= ifelse(p2movetype=H,96,192), 48
envshake.time=16
envshake.freq=60
envshake.ampl=5
fall=1
fall.recover=0
p1sprpriority=3

[State 4311, p2state]
type=targetstate
trigger1= movehit && numtarget(4300)
trigger1= (target(4300),life<=1)
value=4330
ID=4300
ignorehitpause=1

[State 4311, end]
type=changestate
trigger1= animelemtime(5)>=0 && winko
value= 4312
[State 4311, end]
type=changestate
trigger1= !animtime
value= 4302


;---Win---
[Statedef 4312]
type=S
physics=N
movetype=I
sprpriority=3

[State 4312, anim]
type=changeanim
trigger1= anim!=4312
value=4312

[State 4312, mc]
type=width
trigger1=1
edge=160,160
[State 4312, mc]
type=screenbound
trigger1=1
value=0
movecamera=1,1

[State 4312, snd]
type=playsnd
trigger1= anim=4312 && animelem=6
value=0,0
channel=0

[State 4312, win]
type=changestate
trigger1= prevstateno!=180 && time>120
value=180
ctrl=1


;-----TARGET-----
[Statedef 4330]
type=C
physics=C
movetype=H
ctrl=0
velset=0,0
[State 4330, pos]
type=posset
trigger1= 1
y=0
[State 4330, anim]
type=changeanim
trigger1= 1
value=5080
[State 4330, end]
type=changestate
trigger1= hitshakeover
value=4331

[Statedef 4331]
type=C
physics=C
movetype=H
ctrl=0
velset=0,0
[State 4331, pos]
type=posset
trigger1= 1
y=0
[State 4331, end]
type=selfstate
trigger1= !alive
value=5150
[State 4331, end]
type=selfstate
trigger1= time>=120
value=5120

;========================<MOON>=============================
[Statedef 4305]
type=A
physics=N
movetype=I
anim=4325;ifelse(random<80,4315,ifelse(random<400,4305,4325))
velset=0,0
sprpriority=2

[State 4305, VarSet]
type = VarSet
trigger1 = !time
v = 56
value = ifelse(anim = 4315, 1, ifelse(anim = 4325, 2, 0))
ignorehitpause = 1
persistent = 1

[State 4305, bind]
type=bindtoroot
trigger1= root,stateno=4301
pos=0,230
[State 4305, bind]
type=posset
trigger1= root,stateno=4310 && root,movetype!=H
x=ceil(root,pos x)
[State 4305, bind]
type=posset
trigger1= root,stateno!=4301
y=0

[State 4305, fx]
type=explod
triggerall=!numexplod(4307)
trigger1=anim != 4315
trigger1=anim != 4316
anim=4307
ID=4307
sprpriority=3
postype=p1
pos=0,-230
bindtime=-1
removetime=-1
ignorehitpause=1

[State 4305, anim]
type=changeanim
trigger1= anim=4305 && (root,movecontact=[1,8])
value=4306
[State 4305, anim]
type=changeanim
trigger1= anim=4306 && !(root,movecontact=[1,8])
value=4305
[State 4305, anim]
type=changeanim
trigger1= anim=4315 && (root,movecontact=[1,8])
value=4316
[State 4305, anim]
type=changeanim
trigger1= anim=4316 && !(root,movecontact=[1,8])
value=4315
[State 4305, anim]
type=changeanim
trigger1= anim=4325 && (root,movecontact=[1,8])
value=4326
[State 4305, anim]
type=changeanim
trigger1= anim=4326 && !(root,movecontact=[1,8])
value=4325

[State 4305, end]
type=changestate
trigger1= root,movetype=H
trigger2= root,stateno!=4301 && (root,stateno!=[4310,4312])
value=4306


[Statedef 4306]
type=A
physics=N
movetype=I
anim=4314 ;4305 + (10*(var(56)))
velset=0,24
sprpriority=2

[State 4306, fx]
type=removeexplod
trigger1=numexplod

[State 4306, trans]
type=angledraw
trigger1= 1
scale= 1 + (time*.0625), 1 + (time*.0625)
[State 4306, trans]
type=trans
trigger1= 1
trans=addalpha
alpha= 256 - (time*16), (time*16)

[State 4306, end]
type=destroyself
trigger1= pos x!=[-480,480]
trigger2=time>=16

;---------------------------------------------------------------------
; 3x rush
;------------------------１段目
[Statedef 1300]
type = S
movetype = A
physics = N
poweradd= 72
anim = 1300
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,ifelse(Var(39)=1,102,4)
channel = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 13,13
sparkno = 2
guard.sparkno = S2010
sparkxy = 0,-60
hitsound   = s5,121
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5
air.hittime = 13
air.velocity = -3,-5
guard.velocity = -7
air.fall = 1
fall.recover = 0
yaccel = .4

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------二段目
[Statedef 1301]
type = S
movetype = A
physics = N
poweradd= 0
anim = 1301
ctrl = 0
velset = 0,0
juggle = 15

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -60

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3,=1
value = 2,1

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,3;ifelse(Var(39)=1,103,5)
channel = 0

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2,=1
x = 6

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage    = ifelse(Var(39)=1,42,35),4
getpower = 72,18
givepower = 36
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = ifelse(Var(39)=1,20,20),27
sparkno = 2
guard.sparkno = S2010
sparkxy = 0,-60
hitsound   = s5,121
guardsound = s4,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.75,0
air.hittime = 13
air.velocity = -3.75,-7.5
guard.velocity = -7
;fall = 1
fall.recover = 0
yaccel = .5

[State -2, MoveContact]
type = VarSet
trigger1 = MoveContact && Var(39)
var(28) = 1
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 5,=0
x = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------三段目
[Statedef 1302]
type = A
movetype = A
physics = N
poweradd= 0
anim = 1302
ctrl = 0
velset = 0,0
juggle = 0

[State 1065, 1]
type = VarSet
trigger1 = Time = 0
var(31) = -55

[State 200,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1200,4

[State 200,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1,=1
value = 0,3;0,ifelse(Var(39)=1,104,15)
channel = 0

[State 105,VelSet]
type = VelSet
trigger1 = Time = 0
x = 5
y = -5 ;-6

[State 1301,VarSet(15)]
type = VarSet
trigger1  = Time = 0
var(15) = 0

[State 105, Veladd]
type = Veladd
trigger1 = Time > 0
y = .6

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = ifelse(Var(39)=1,63,70),8
getpower = 72,18
givepower = 36
animtype = Up
hitflag = MAF
guardflag = HA
pausetime = 12,12
sparkno = S9001+(random%2)
guard.sparkno = 2
sparkxy = 0,-55
hitsound   = s0,8
guardsound = s5,121
ground.type = Low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -4,-8
air.hittime = 13
air.velocity = -4,-8
guard.velocity = -7
fall = 1
fall.recover = 0
yaccel = .5

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1303

;------------------------ 停止
[Statedef 1303]
type = S
movetype = I
physics = S
anim = 1303
velset = 0, 0

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

[State 106, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 1,4

[State 106, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 大?
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 2310
ctrl = 0

[State 2000]
type = varset
trigger1 = palno=11&&time=0
fv = 13
value = 1
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 2000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4301, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7005
ID=7500
name="Super Charge"
postype=p1
pos=30,-35
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

;DREAM CANCEL IF CANCELED FROM MAIN ATTACK
[State 3000, Super]
type = Helper
trigger1 = Time = 0
trigger1 = PrevStateNo = 2200 || PrevStateno = 4310 || Prevstateno = 3000 || Prevstateno = 4567
persistent = 0
id = 30006
name = "DREAM Cancel Helper"
pos = 0,0
postype = P1
stateno = 2320
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 4301, superchargepause]
type=superpause
trigger1= !time
time=53
anim=-1
sound=S1200,4
poweradd=-3000*(var(20)<=0)
p2defmul=1
darken=0

[State 2000]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2000]
type = EnvColor
trigger1 = time = 10
persistent = 0
ignorehitpause = 1
time = 28
value = 255,255,255
under = 2

[State 2000]
type = EnvColor
trigger1 = time = 38
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[state 2000]
type = changestate
trigger1 = animtime = 0
value = 200000
;---------------------------------------------------------------------------
[statedef 200000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 74124
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 23000]
type = PlaySnd
trigger1 = Time = 10 || Time = 20 || Time = 30 || Time = 40 || Time = 50 || Time = 60 || Time = 70 || Time = 80 || Time = 90 || Time = 100 || Time = 110 || Time = 120 || Time = 130 || Time = 140 || Time = 150 || Time = 160 || Time = 170 || Time = 180
value = 1150,0
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 4000,17
volume = 250
channel = 9

[State 23000]
type = null;PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 150

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 2650
id = 2650
postype = back
sprpriority = 999999999
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = sub

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = Projectile
triggerall = palno = 11
trigger1 = fvar(16)!=1&&(time=[20,220])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,220])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -9999999999
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 5110

[State 23000]
type = Projectile
triggerall = palno = 11
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 5110

[State 23000]
type = Projectile
triggerall = palno = 11
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = ((random<=10)*(random%150))+(random<=(2+(var(1)*5)))*21474836,(random<=20)*(random%200)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0

[State 23000]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3063
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 1,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State reversal]
type = ReversalDef
Trigger1 = time >= 121
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0
p2stateno = 5110
palfx.time = 60
palfx.add = -180,-180,100
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
triggerall = time >= 125
trigger1 = target,ishelper
trigger2 = animtime = 0
trigger3 = numtarget > 6
ignorehitpause = 1

[state state];おまけ
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
Triggerall = time >= 125
trigger1 = gametime%8 = 1
value = 0
ignorehitpause = 1

[state state];おまけ
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
Triggerall = time >= 125
trigger1 = random%8=1
trigger2 = gametime%8 = 1
value = 5110
ignorehitpause = 1

[state 2000]
type = changestate
trigger1 = time >= 250
value = 275274

;-----------------------------------------------------------------------------------
[Statedef 275274]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 78427
ctrl = 0

[State 24401]
type = nothitby
trigger1 = 1
value = sca

[State 24401]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 24401]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; PRUNE JUICE
[StateDef 500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500
poweradd = 30
sprpriority = 2

[State 330, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Prunes Juice"
ID = 504
stateno = ifelse(random>900,505,504);504
pos = 40,-40
postype = p1
facing = 1
ownpal = 0

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

;-----------------------------------------------------------------------------;

[StateDef 504]
type = S
movetype= A
physics = N
juggle  = 1
velset = 2,0
ctrl = 0
anim = 504

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 3
range = 2,6

[State 0, AngleSet]
type = AngleSet
trigger1 = movecontact = 0
value = 90

[State 0, AngleSet]
type = AngleAdd
trigger1 = movecontact
value = 10*var(3)

[State 0, VelAdd]
type = VelAdd
trigger1 = movecontact
y = .3

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .6

[State 0, VelSet]
type = VelSet
trigger1 = movecontact = 1
x = Var(3)*-1
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact = 1
value = S666,27+random%3
freqmul = 0.5 + (Parent,var(11)*0.1)

[State 300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = ifelse(root,palno=11,40,2),4;10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -76
hitsound = S1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = Time = 999
trigger2 = Pos Y > 0

;-----------------------------------------------------------------------------;
[Statedef 505];bloodring
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 4252
sprpriority = 3

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 210, ]
type = playerpush
trigger1 = 1
value = 0

[State 1000, 0]
type = PosSet
trigger1 = Pos y >= 6
y = 6

[State 1000, 0]
type = VelSet
trigger1 = 1
y = ifelse(Pos y <= -1,5,0)

[State 1000, 0]
type = VelSet
trigger1 = 1
x = 8

[State 1000, 0]
type = Changestate
trigger1 = pos x >= 130
trigger2 = pos x <= -130
trigger3 = time >= 100
value = 4251
ignorehitpause = 1

[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = C, HA
animtype  = Diaguo
damage    = 1;+ceil(random%10)
guardflag = MA
hitflag = MALF
pausetime = 0,0
hitsound   = s1040,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-1
air.velocity = -5,-1
sparkno = 1+ceil(random%4)
sparkxy = 0,-50
fall.recover = 0

;---------------------------------
[Statedef 4251];bloodring4
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 4251
sprpriority = 3

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 333, 1

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 180
volume = 255

[State 1000, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 210, Width]
type = Width
trigger1 = 1
value = 0,0

[State 1000, 0]
type = PosSet
trigger1 = pos x >= 0
x = 152

[State 1000, 0]
type = PosSet
trigger1 = pos x <= 0
x = -152

[State 1000, 0]
type = VelSet
trigger1 = 1
y = (0-(vel x))

[State 210, 2]
type = HitDef
trigger1 = 1
attr = A, HA
animtype  = Diagup
damage    = 1+ceil(random%10)
guardflag = H
hitflag = MALF
pausetime = 0,0
hitsound   = s1040,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 5,-1
air.velocity = 5,-1
sparkno = 1+ceil(random%4)
sparkxy = 0,-50
fall = 1
p2stateno = ifelse(random>500,2800,7600)

[State 1000, 0]
type = DestroySelf
trigger1 = time >= 200
trigger2 = Pos y <= -300


;------------------------------------------------------------------
; Armor mode
[StateDef 10666]
physics = N

[State anim]
type = ChangeAnim
trigger1 = 1
value = parent,anim
elem = parent,animelemno(0)

[State 10000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State bind]
type = BindToParent
trigger1 = 1

[State turn]
type = turn
trigger1 = facing!= parent,facing

[State hit]
type = NotHitBy
trigger1 = parent,movetype = H
trigger2 = parent,stateno = [3900,4999]
trigger3 = parent,stateno = [5100,5300]
value = SCA, NT, ST, HT, NA, SA, HA ,NP, SP, HP

[State hit]
type = NotHitBy
trigger1 = parent,movetype!= H
value = ,NT, ST, HT

[State hit]
type = HitOverride
trigger1 = parent,movetype!= H
attr = SCA, NT, ST, HT, NA, SA, HA ,NP, SP, HP
slot = 7
stateno = 10666
ignorehitpause = 1

[State end]
type = DestroySelf
trigger1 = parent,life = 0

;---------------------------------------------------------------------------
; AUTO ESCAPE FROM REVERSAL (Standing and Crouching)
[Statedef 1915]
type = S
movetype = I
physics = N
juggle = 4
poweradd= 100
ctrl = 0
anim = 1915
sprpriority = 2
velset = 0,0

[State 0, ]
type = EnvShake
trigger1 = alive
trigger1 = Time = 0
time = 20
freq = 120
ignorehitpause = 1

[State 0, ]
type = SelfState
trigger1 = !alive
trigger2 = life <= 0
value = 5150

[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; AUTO ESCAPE FROM REVERSAL (Aerial)
[Statedef 1916]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd= 100
ctrl = 0
anim = 1916
sprpriority = 2
velset = 0,0

[State 0, ]
type = EnvShake
trigger1 = alive
trigger1 = Time = 0
time = 20
freq = 120
ignorehitpause = 1

[State 610, 2]
type = PlaySnd
trigger1 = alive
trigger1 = Time = 0
value = s0, 0
persistent = 0

[State 0, ]
type = StateTypeSet
trigger1 = animelem = 1
movetype = I
physics = A
ignorehitpause = 1

[State 0, ]
type = SelfState
trigger1 = !alive
trigger2 = life <= 0
value = 5150

;-----------------------------------------------------------
;--------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------------
;  アシスト出現（NC）
[Statedef 4350]
type    = A
movetype= I
physics = N
anim = 4341
ctrl = 0
sprpriority = 1

[State 6221]
type = PlaySnd
trigger1 = time = 1
value = 4545,37
ignorehitpause = 1
volume = 255
abspan = 0

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  ,NT
time = -1
ignorehitpause = 1

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  SCA
time = -1
ignorehitpause = 1


[State 40, 5]
type = playsnd
trigger1 = time = 0
value = 9999,12

[State 1051, 1]
type = playerpush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 1051, 1]
type = velset
trigger1 = 1
trigger1 = root,palno != 11
x = 13
y = 7

[State 1051, 1]
type = velset
trigger1 = 1
trigger1 = root,palno = 11
x = 20
y = 7

[State 409]
Type     = turn
trigger1 = root,palno = 11
Trigger1 = p2dist X < 0
ignorehitpause = 1

[State 1051, 1]
type = posset
trigger1 = time = 0
y = -160

[State 1051, 1]
type = VelAdd
trigger1 = 1
y = .4

[State 1051, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 4451

;---------------------------------------------------------------------------
; Gun DX
[Statedef 4451]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 4342
sprpriority = 1

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  ,NT
time = -1
ignorehitpause = 1

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  SCA
time = -1
ignorehitpause = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 4545, 1
volume = 255

[State 1051, 1]
type = playerpush
trigger1 = 1
value = 1
ignorehitpause = 1

[State 1110, posadd]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[State 1600, 物理的なキャラの幅]
type = Width
trigger1 = animelemtime(4) >= 0
player = 40,0
ignorehitpause = 1

[State 6221]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4545,36
ignorehitpause = 1
volume = 255
abspan = 0
channel = 12

[State 3411]
type = Helper
trigger1 = AnimElem = 6
stateno = 6221
id = 6221
ownpal = 1
pos = 60,-107
size.xscale = 0.5
size.yscale = 0.5

[State 3411]
type = Helper
trigger1 = root,palno = 11
trigger1 = AnimElem = 6
stateno = 6221
id = 6221
ownpal = 1
pos = 60,-137
size.xscale = 0.5
size.yscale = 0.5

[State 3411]
type = Helper
trigger1 = root,palno = 11
trigger1 = AnimElem = 6
stateno = 6221
id = 6221
ownpal = 1
pos = 60,-77
size.xscale = 0.5
size.yscale = 0.5

;[State 507, ChangeState]
;type = ChangeState
;trigger1 = root,palno = 12
;trigger1 = prevstateno != 4434
;trigger1 = Animelem = 6
;value = 4451

[State 507, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4452

;------------------------------------------------------------------------------------------------------------
;Stand Strong Punch Helper
[Statedef 6221]
type = S
movetype = A
physics =N
anim = 4343
ctrl = 0
sprpriority = 2
velset = 0,0

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  ,NT
time = -1
ignorehitpause = 1

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  SCA
time = -1
ignorehitpause = 1

[State 6221]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6221]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = ifelse(root,palno=11,140,60),4
guardflag = MA
pausetime = 0,7
sparkno = S28
guard.sparkno = 40
sparkxy = -10,-10
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 25
ground.hittime  = 30
ground.velocity = -9
air.velocity = -9
palfx.time = 30
palfx.add = 255,63,-255
color = 0
fall = 1
fall.recover = 0

[State 500, Projectile]
type = Projectile
trigger1 = time = 0
projanim = 4344
projscale = 1,1
projremove = 1
projremovetime = -1
velmul = 1
velocity = 40,0
projhits = 1
projpriority = 1
projsprpriority = 3
offset = 0,7
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 0,0
givepower = 0,0
animtype  = Hard
damage    = ifelse(root,palno=11,160,80),4
guardflag = MA
pausetime = 0,7
sparkno = S27
guard.sparkno = 40
sparkxy = 10,0+floor(enemy,pos y)
hitsound   = S2,21
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 30
ground.velocity = -9
air.velocity = -9
palfx.time = 30
palfx.add = 255,63,-255
color = 0
air.fall = 1
fall = 1
fall.recover = 0

[State 6221]
type = PlaySnd
trigger1 = time = 0
value = 666,29
volume = 255
ignorehitpause = 1

[State 6221]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------
;   アシスト退場（nc）
[Statedef 4452]
type    = S
movetype= I
physics = N
anim = 4341
ctrl = 0
velset = 0,0
sprpriority = 1

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  ,NT
time = -1
ignorehitpause = 1

[State 10000, 3]
type = NotHitBy
trigger1 = 1
value =  SCA
time = -1
ignorehitpause = 1

[State 40, 5]
type = playsnd
trigger1 = time = 0
value = 120,7

[State 1051, 1] ;Gravity
type = Velset
trigger1 = time = 0
x = -14
y = -7

[State 1051, 1] ;Gravity
type = VelAdd
trigger1 = time >= 0
y = .30

[State 1051, 3] ;Change state when KFM is close to ground
type = destroyself
trigger1 = Time >= 10
trigger1 = backedgedist < -75

;==========< BENNY HILL >==========
[Statedef 9800]
type = S
physics = N
anim = 9800
sprpriority = 1
ctrl = 0
[State wait]
type = assertspecial
trigger1 = !ishelper
flag = roundnotover


[State 9800]
type = changestate
trigger1 = time >= 45
value = 9801
[Statedef 9801]
type = S
physics = N
anim = 9801
sprpriority = 1
ctrl = 0
[State wait]
type = assertspecial
trigger1 = time < 255 && !ishelper
flag = roundnotover

[State 9801, Camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0, 1
;[State 9801, Camera]
;type = helper
;trigger1 = !numhelper(7650) && !ishelper
;helpertype = normal
;stateno = 7650
;ID = 7650
;name = "Camera"
;postype = p1

[State 9800, snd]
type = playsnd
trigger1 = time = 180
value = S666, 28
channel = 9

[State 9800, snd]
type = playsnd
trigger1 = time = 40
value = S666, 29
channel = 9

[State 9801, FX]
type = helper
trigger1 = !time
helpertype = normal
name = "Possy"
stateno = 6180
postype = p1
pos = -480, 0
size.xscale = 1
size.yscale = 1
ownpal = 1

[State 9801, FX]
type = helper
trigger1 = !(time % 4)
trigger1 = time >= 180 && random < 750
helpertype = normal
name = "Possy"
stateno = 6181
postype = back
pos = -160, 0
size.xscale = 0.375 + (random / 2666.6)
size.yscale = 0.375 + (random / 2666.6)
ownpal = 1

[State 9801, fx]
type=helper
triggerall = roundstate = 4
trigger1= time = 140
helpertype = normal ;player
name="Homer"
stateno=6182
ID=6182
postype=p1
pos=-480,0
size.xscale=1
size.yscale=1
ownpal=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 9801, fx]
type=helper
triggerall = roundstate = 4
trigger1= time = 160
helpertype = normal ;player
name="DIO"
stateno=6183
ID=6183
postype=p1
pos=-480,0
size.xscale=1
size.yscale=1
ownpal=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 9801]
type = turn
trigger1 = time = 120
[State 9801]
type = velset
trigger1 = 1
x = 8

;===========< POSSY >==========  ;Borrowed from Rare Akuma.
;--- Chase ---
[Statedef 6180]
type = S
physics = N
anim = 12345
sprpriority = -1
ctrl = 0

[State 6180]
type = turn
trigger1 = time = 120
[State 6180]
type = velset
trigger1 = 1
x = 10


;--- Mini Chaser ---
[Statedef 6181]
type = S
physics = N
anim = 12345;Random-sized people ;10020 ;Breloom
sprpriority = -1
ctrl = 0
[State 6181]
type = velset
trigger1 = !time
x = 8 + (random / 250.0)

[Statedef 6182]
type = S
physics = N
anim = 6001 ;Homer
sprpriority = -1
ctrl = 0
[State 6182]
type = velset
trigger1 = !time
x = 8 + (random / 250.0)

[Statedef 6183]
type = S
physics = N
anim = 34567 ;Normal DIO
sprpriority = -1
ctrl = 0
[State 6183]
type = velset
trigger1 = !time
x = 8 + (random / 250.0)
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

[Statedef 0]
type = S
physics = S
sprpriority = 0

[state 0]
type = destroyself
trigger1 = ishelper

[State 0]
type = ChangeAnim
triggerall = name = "White Kyurem"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0]
type = VelSet
triggerall = name = "White Kyurem"
trigger1 = Time = 0
y = 0

[State 0]
type = VelSet
triggerall = name = "White Kyurem"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0]
type = lifeset
trigger1 = name != "White Kyurem"
ignorehitpause = 1
value = 0

[State 0]
type = powerset
trigger1 = name != "White Kyurem"
ignorehitpause = 1
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
value = 0

[State 0]
type = VarRangeSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
fvalue = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0]
type = changeanim
triggerall = name != "White Kyurem"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0]
type = statetypeset
trigger1 = name != "White Kyurem"
value = S
physics = N

[State 0]
type = VelSet
trigger1 = name != "White Kyurem"
x = 0
y = 0

[State 0]
type = CtrlSet
triggerall = name != "White Kyurem"
trigger1 = alive
value = 0

[State 0]
type = AssertSpecial
trigger1 = name != "White Kyurem" && !alive
flag = invisible

[State 0]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = alive && time >= 20
value = 13121

[State 0]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = !alive
value = 104010

[State 0]
type = ChangeState
triggerall = name = "White Kyurem"
trigger1 = !alive
value = 5050

; Downed get-hit (getting up)
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = anim != 5120
trigger1 = !numhelper(950) || !numhelper(951) || !numhelper(952) || !numhelper(953) || !numhelper(954) || !numhelper(955)
trigger2 = numhelper(950)
trigger2 = abs(helper(950),parentdist x)<=4
trigger2 = numhelper(951)
trigger2 = abs(helper(951),parentdist x)<=4
trigger2 = numhelper(952)
trigger2 = abs(helper(952),parentdist x)<=4
trigger2 = numhelper(953)
trigger2 = abs(helper(953),parentdist x)<=4
trigger2 = numhelper(954)
trigger2 = abs(helper(954),parentdist x)<=4
trigger2 = numhelper(955)
trigger2 = abs(helper(955),parentdist x)<=4
value = 5120

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = anim = 5120
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = anim = 5120
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = anim = 5120
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = anim = 5120
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Init
[Statedef 950]
type = S
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0,8

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 950
elem = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 959

;---------------------------------------------------------------------------
; Init
[Statedef 951]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 950
elem = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 959

;---------------------------------------------------------------------------
; Init
[Statedef 952]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 950
elem = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 959

;---------------------------------------------------------------------------
; Init
[Statedef 953]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 950
elem = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 959

;---------------------------------------------------------------------------
; Init
[Statedef 954]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 950
elem = 5
scale = .4, .4


[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 959

;---------------------------------------------------------------------------
; Init
[Statedef 955]
type = S
ctrl = 0
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 950
elem = 6

[State 0, ChangeState]
type = ChangeState
trigger1 = 1
value = 959


;---------------------------------------------------------------------------
; Break
[Statedef 959]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 1+random%10

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fvar(0) = 10+random%200
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fvar(1) = 10+random%200
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fvar(2) = -200+random%400
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
fvar(3) = 0-random%612

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = (parent,vel x)*(fvar(0)/100)+(fvar(2)/100)
y = 0 - abs((parent,vel y)*(fvar(1)/100))+(fvar(3)/100)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1
[State 0, AngleAdd]
type = AngleAdd
trigger1 = 1
value = (abs(vel x)+abs(vel y))*2
ignorehitpause = 1

[State 0, VelMul]
type = VelMul
triggerall = var(5) = 0
trigger1 = vel x > 0
trigger1 = frontedgedist < -8
trigger2 = vel x < 0
trigger2 = backedgedist < -8
x = -1
[State Krusty]
type = PlaySnd
trigger1 = vel y > 0
trigger1 = vel y + pos y >= 0
value = S3,0+random%5
persistent = 0
[State Krusty]
type = PlaySnd
trigger1 = var(5) = 1
value = S3,0+random%5
persistent = 0
[State 0, VelMul]
type = VelMul
trigger1 = vel y > 0
trigger1 = vel y + pos y >= 0
x = 0.8
y = -0.6
persistent = 0
[State 0, VarSet]
type = VarSet
trigger1 = var(5) = 0
trigger1 = vel y > 0
trigger1 = vel y + pos y >= 0
var(5) = 1
[State 0, VelMul]
type = PosSet
trigger1 = var(5) = 1
y = 0
[State 0, VelMul]
type = VelSet
trigger1 = var(5) = 1
x = 0
y = 0
[State 0, VelAdd]
type = VelMul
trigger1 = time
trigger1 = var(5) = 0
x = 0.98
[State 0, VelAdd]
type = VelAdd
trigger1 = time
trigger1 = var(5) = 0
y = 0.79
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time
value = anim
elem = animelemno(0)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = parent,stateno=5150
trigger1 = time >= 260
trigger1 = (time%3)=0
flag = invisible

[State 0, VarSet]
type = VarSet
trigger1 = parent,alive
trigger1 = parent,stateno != 5120
fvar(11) = 0.09
[State 0, VarSet]
type = VarAdd
trigger1 = parent,alive
trigger1 = parent,stateno = 5120
fvar(11) = 0.01
[State 0, PosAdd]
type = PosAdd
trigger1 = parent,alive
trigger1 = parent,stateno != 5120
x = (parentdist x)*0.001
[State 0, PosAdd]
type = PosAdd
trigger1 = parent,alive
trigger1 = parent,stateno = 5120
x = (parentdist x)*fvar(11)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent,statetype!=L
trigger1 = parent,anim != [5080,5190]
trigger2 = parent,stateno = 5120
trigger2 = parent,anim = 5120

;---------------------------------------------------------------------------
; Shun Goku Satsu - Startup
[Statedef 4567]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4567
velset = 0,0

[State 1300, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
anim = -1
sound = 121,331
pos = 0,-35
move = 1
darken = 1
unhittable = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3062
sprpriority = -4
postype = p1
pos = 0,-35
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;DREAM CANCEL IF CANCELED FROM MAIN ATTACK
[State 3000, Super]
type = Helper
trigger1 = Time = 0
trigger1 = PrevStateNo = 2200 || PrevStateno = 4310 || Prevstateno = 3000 || Prevstateno = 2000
persistent = 0
id = 30006
name = "DREAM Cancel Helper"
pos = 0,0
postype = P1
stateno = 2320
helpertype = normal
supermove = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 2300]
type = helper
trigger1 = time = 0 || time = 0 ;|| AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 0,-35
postype = P1
stateno = 26380
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,18

[State 1300, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -9000

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4568

;---------------------------------------------------------------------------
; Shun Goku Satsu - Glide
[Statedef 4568]
type = S
movetype = A
physics = N
ctrl = 0
anim = 4568
velset = 0,0

[State 1301, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = unguardable

[State 1301, AfterImage]
type = AfterImage
trigger1 = AnimTime = 0
time = 0

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

[State 1301, VelSet]
type = VelSet
trigger1 = time > 0
x = 8

[State 1301, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
palcontrast = 220,220,220
palbright = 20,20,20
palmul = .75,.75,.75
length = 15
paladd = 255,0,0
framegap = 4

[State 1301, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HT
hitflag = MAF
guardflag = MA
priority = 1,Miss
getpower = 0,0
givepower = 0,0
p1stateno = 4569
p2stateno = 1310
sparkno = 0
hitsound = s1300,1
numhits = 0

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1300,0

;---------------------------------------------------------------------------
; Shun Goku Satsu - Attack
[Statedef 4569]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4569
velset = 0,0

[State 1302, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = nobardisplay

[State 1302, NotHitBy]
type = NotHitBy
trigger1 = time > 0
value = SCA

[State 1302, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = NoKoSlow

[State 1302, AllPalFX]
type = AllPalFX
trigger1 = AnimElemTime(1) = 15
time = 15
sinadd = -255,-255,-255,60

[State 1302, EnvColor]
type = EnvColor
trigger1 = AnimElemTime(2) = 0
value = 0,0,0
time = 150

[State 1302, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(5) = 0
trigger5 = AnimElemTime(6) = 0
trigger6 = AnimElemTime(7) = 0
trigger7 = AnimElemTime(8) = 0
trigger8 = AnimElemTime(9) = 0
trigger9 = AnimElemTime(10) = 0
trigger10 = AnimElemTime(11) = 0
trigger11 = AnimElemTime(12) = 0
trigger12 = AnimElemTime(13) = 0
trigger13 = AnimElemTime(14) = 0
trigger14 = AnimElemTime(15) = 0
trigger15 = AnimElemTime(16) = 0
trigger16 = AnimElemTime(17) = 0
trigger17 = AnimElemTime(18) = 0
trigger18 = AnimElemTime(19) = 0
trigger19 = AnimElemTime(20) = 0
trigger20 = AnimElemTime(21) = 0
trigger21 = AnimElemTime(22) = 0
trigger22 = AnimElemTime(23) = 0
trigger23 = AnimElemTime(24) = 0
trigger24 = AnimElemTime(25) = 0
trigger25 = AnimElemTime(26) = 0
trigger26 = AnimElemTime(27) = 0
trigger27 = AnimElemTime(28) = 0
trigger28 = AnimElemTime(29) = 0
trigger29 = AnimElemTime(30) = 0
trigger30 = AnimElemTime(31) = 0
anim = 3062;10020+(random%2)
pos = 0,-40
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 120,120
removetime = -2
ontop = 1

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(5) = 0
trigger5 = AnimElemTime(6) = 0
trigger6 = AnimElemTime(7) = 0
trigger7 = AnimElemTime(8) = 0
trigger8 = AnimElemTime(9) = 0
trigger9 = AnimElemTime(10) = 0
trigger10 = AnimElemTime(11) = 0
trigger11 = AnimElemTime(12) = 0
trigger12 = AnimElemTime(13) = 0
trigger13 = AnimElemTime(14) = 0
trigger14 = AnimElemTime(15) = 0
trigger15 = AnimElemTime(16) = 0
trigger16 = AnimElemTime(17) = 0
trigger17 = AnimElemTime(18) = 0
trigger18 = AnimElemTime(19) = 0
trigger19 = AnimElemTime(20) = 0
trigger20 = AnimElemTime(21) = 0
trigger21 = AnimElemTime(22) = 0
trigger22 = AnimElemTime(23) = 0
trigger23 = AnimElemTime(24) = 0
trigger24 = AnimElemTime(25) = 0
trigger25 = AnimElemTime(26) = 0
trigger26 = AnimElemTime(27) = 0
trigger27 = AnimElemTime(28) = 0
trigger28 = AnimElemTime(29) = 0
trigger29 = AnimElemTime(30) = 0
trigger30 = AnimElemTime(31) = 0
value = s5,32

[State 1302, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(3) = 0
trigger3 = AnimElemTime(4) = 0
trigger4 = AnimElemTime(5) = 0
trigger5 = AnimElemTime(6) = 0
trigger6 = AnimElemTime(7) = 0
trigger7 = AnimElemTime(8) = 0
trigger8 = AnimElemTime(9) = 0
trigger9 = AnimElemTime(10) = 0
trigger10 = AnimElemTime(11) = 0
trigger11 = AnimElemTime(12) = 0
trigger12 = AnimElemTime(13) = 0
trigger13 = AnimElemTime(14) = 0
trigger14 = AnimElemTime(15) = 0
trigger15 = AnimElemTime(16) = 0
trigger16 = AnimElemTime(17) = 0
trigger17 = AnimElemTime(18) = 0
trigger18 = AnimElemTime(19) = 0
trigger19 = AnimElemTime(20) = 0
trigger20 = AnimElemTime(21) = 0
trigger21 = AnimElemTime(22) = 0
trigger22 = AnimElemTime(23) = 0
trigger23 = AnimElemTime(24) = 0
trigger24 = AnimElemTime(25) = 0
trigger25 = AnimElemTime(26) = 0
trigger26 = AnimElemTime(27) = 0
trigger27 = AnimElemTime(28) = 0
trigger28 = AnimElemTime(29) = 0
trigger29 = AnimElemTime(30) = 0
value = -18
kill = 0

[State 1302, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(31) = 0
value = -99999999
kill = 1

[State 1302, HitAdd]
type = HitAdd
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(4) = 0
trigger3 = AnimElemTime(5) = 0
trigger4 = AnimElemTime(6) = 0
trigger5 = AnimElemTime(7) = 0
trigger6 = AnimElemTime(8) = 0
trigger7 = AnimElemTime(9) = 0
trigger8 = AnimElemTime(10) = 0
trigger9 = AnimElemTime(11) = 0
trigger10 = AnimElemTime(12) = 0
trigger11 = AnimElemTime(13) = 0
trigger12 = AnimElemTime(14) = 0
trigger13 = AnimElemTime(15) = 0
trigger14 = AnimElemTime(16) = 0
trigger15 = AnimElemTime(17) = 0
trigger16 = AnimElemTime(18) = 0
trigger17 = AnimElemTime(19) = 0
trigger18 = AnimElemTime(20) = 0
trigger19 = AnimElemTime(21) = 0
trigger20 = AnimElemTime(22) = 0
trigger21 = AnimElemTime(23) = 0
trigger22 = AnimElemTime(24) = 0
trigger23 = AnimElemTime(25) = 0
trigger24 = AnimElemTime(26) = 0
trigger25 = AnimElemTime(27) = 0
trigger26 = AnimElemTime(28) = 0
trigger27 = AnimElemTime(29) = 0
trigger28 = AnimElemTime(30) = 0
trigger29 = AnimElemTime(31) = 0
trigger30 = AnimElemTime(2) = 0
value = 1

[State 1302, TargetState]
type = TargetState
trigger1 = AnimTime = 0
value = 1311

[State 1302, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 4670
ctrl = 0
 [State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,2
volume = 255

;---------------------------------------------------------------------------
; Shun Goku Satsu - Custom State
[Statedef 1310]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1310, PosAdd]
type = PosAdd
trigger1 = pos y < 0
y = 4

[State 1310, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 1310, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1310

;---------------------------------------------------------------------------
; Shun Goku Satsu - LieDown State
[Statedef 1311]
type = L
movetype = H
physics = N
ctrl = 0
velset = 0,0

[State 1311, SelfState]
type = SelfState
trigger1 = !Alive
value = 5150

[State 1311, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1311

[State 1311, Get up]
type = SelfState
trigger1 = AnimTime = 0
value = 5120

;---------------------------------------------------------------------------
; Shun Goku Satsu - End
[Statedef 4670]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4570

[State 1303, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = p2life != 0
value = 0
ctrl = 1

[State 1303, ChangeState]
type = ChangeState
trigger1 = time = 160
trigger1 = p2life = 0
value = 0
ctrl = 1

;Play end quote - KO
[State 0, PlaySnd]
type = PlaySnd
triggerall = P2Life = 0
triggerall = RoundState > 2
trigger1 = Time = 4
value = 6, 6
;---------------------------------------------------------------------------
;超必演出ヘルパ
;---------------------------------------------------------------------------

[Statedef 26380]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3061
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

[State a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

;---------------------------------------------------------------------------
;Bus of Doom
[Statedef 2005]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 78427                   ;Change animation (Def: no change)
sprpriority = 2                  ;Set layering priority to 2 (in front)

[State 0, ]
type = SuperPause
trigger1 = Time = 0
time = 20
anim = -1
sound = S4, 3
poweradd = -4000
ignorehitpause = 1

[State 4301, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=7005
ID=7500
name="Super Charge"
postype=p1
pos=0,-35
ownpal=1
persistent=0
pausemovetime=255
supermovetime=255

[State 4301, superchargepause]
type=superpause
trigger1= !time
time=53
anim=-1
sound=S1200,4
poweradd=-4000*(var(20)<=0)
p2defmul=1
darken=0

[State 0, ]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Bus"
ID = 2000
pos = -200,0
postype = back
facing = 1
stateno = 2001
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
affectteam = T

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

;---------------------------------------------------------------------------
; Bus of doom strike
[Statedef 2001]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N                      ;Physics: S-stand, C-crouch, A-air
;Commonly-used controllers:
velset = 13,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 23456                   ;Change animation (Def: no change)
sprpriority = 10                  ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = movecontact = 0
attr = S, HP                     ;Attribute: Standing, Normal Attack
damage = 125, 0                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =                   ;Flags on how move is to be guarded against
hitflag = MAFPD                    ;Flags of conditions that move can hit
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = S7000                      ;Spark anim no (Def: set above)
sparkxy = 0,0
hitsound = S13, 5               ;Sound to play on hit
guardsound = -1                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -1,-30             ;Velocity at which opponent is pushed
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-30           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
palfx.time = 450
palfx.add = 100,100,100
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
fall.damage = 30
p2stateno = 7600

[State 0, ]
type = DestroySelf
trigger1 = time >= 300
ignorehitpause = 1

;------------------------------------------------------------------
; Electric State
[Statedef 7600]
type = A
physics = N
movetype = H
velset = 0,0
ctrl = 0
anim = 5030
juggle = 0

[State 7600, Shock]
type = ChangeAnim
trigger1 = AnimExist(7696)
trigger1 = Anim != 7696
value = 7696

[State 7600, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 3, 1
time = 2
mul = 199,198,226

[State 7600, Fau-Shock]
type = Palfx
trigger1 = !AnimExist(7696) && TimeMod = 4, 2
time = 3
mul = 50,26,50

[State 7600, No hit]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1302, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = TimeMod = 1, 100
value = -2
kill = 0

[State 7600, Fall Back]
type = velset
trigger1 = Time = 300
x = -4.5
y = -6.4

[State 7600, Fall Back]
type = gravity
trigger1 = Time >= 300

[State 7600, Change]
type = Selfstate
trigger1 = Pos Y > 0
value = 5100

;---------------------------------------------------------------------------
; Dream Cancel Display Helper
;------------------------ 1
[Statedef 2320]
type = A
movetype = I
physics = N
ctrl = 0
anim = 20000
velset = 0,0
ownpal = 1

[State 3000, 1] ;Dream Cancel Enter
type = Explod
trigger1 = Time = 0
anim = 30006
id = 30006
postype = left
pos = 320,0
vel = -40,0
facing = 1

sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent = 0

[State 2310, Kill Dream Cancel Entry]
type = RemoveExplod
trigger1 =  time > 5
id =  30006
;ignorehitpause =
;persistent =

[State 3000, 1] ;Dream Cancel Freeze
type = Explod
trigger1 = Time = 5
anim = 30006
id = 30016
postype = left
pos = 0,0
vel = 0,0
facing = 1
bindtime = -1
sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent = 0

[State 2310, Kill Dream Cancel Freeze]
type = RemoveExplod
trigger1 =  time > 35
id =  30016
;ignorehitpause =
;persistent =

[State 3000, 1] ;Dream Cancel Exit
type = Explod
trigger1 = Time = 35
anim = 30006
id = 30026
postype = left
pos = 0,0
vel = -40,0
facing = 1

sprpriority = 7
pausemovetime = 99999999999999
supermovetime = 99999999999999
persistent = 0

[State 2310, Kill Dream Cancel Exit]
type = RemoveExplod
trigger1 =  time > 40
id =  30026
;ignorehitpause =
;persistent =

[State 2310, DestroySelf]
type = DestroySelf
trigger1 = time > 40
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Power Charge
[Statedef 730]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 730
sprpriority = 2

[State 40, Afterimage]
type = PalFX
trigger1 = Anim = 730
length = 13
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,10
time = 5

[State 730, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 4533
id = 730
pos = 0,-35
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
sprpriority = 3
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 8
value = 2

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 28
value = 2

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 48
value = 2

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 68
value = 4

[State 730, Power]
type = PowerAdd
trigger1 = Time >= 88
value = 5

[State 730, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = S730,1
channel = 5

[State 730, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2562,4
channel = 0

[State 730, Modify]
type = ModifyExplod
trigger1 = NumExplod(730) && power < 3000
ID = 730
scale = 0.75,0.1 + 0.00013 * (power)
[State 731, Stop]
type = StopSnd
trigger1 = Time = 0
channel = 10
[State 730, Modify]
type = ModifyExplod
trigger1 = NumExplod(730) && power >= 3000
ID = 730
scale = 0.75,0.5

[State 730, Stop]
type = ChangeState
triggerall = Time >= 8
trigger1 = !var(0) && (Command != "hold_a")
trigger2 = var(0) && RoundState = 2 && (inguarddist || P2bodydist X <= 50)
trigger3 = power >= powermax
value = 731
ctrl = 1

[Statedef 731]
type    = S
movetype= I
physics = S
anim = 731

[State 731, Stop]
type = StopSnd
trigger1 = Time = 0
channel = 5

[State 731, Stop]
type = StopSnd
trigger1 = Time = 0
channel = 0

[State 730, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = S730,2
channel = 10
[State 731, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 730

[State 731, Done]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------

[Statedef 100000]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2835
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s2791
hitsound = s2700,5
getpower = powermax/40
p1stateno = 1000001
p2stateno = 2800

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 0

[state a]
type = destroyself
trigger1 = p2movetype = H && enemynear,time < 2 || root,stateno = 2401 || (EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP)

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 1000001]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2835
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 0

[state a]
type = destroyself
trigger1 = time>=1

;---------------------------------------------------------------------------

[Statedef 2800]
type    = A
movetype = H
poweradd = 0
velset = 0,0
sprpriority = -1
ctrl = 0

[state a]
type = destroyself
trigger1 = ishelper

[State 2800]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 2800]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 2800]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 2800]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 2800]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 2800]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 2800]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 2800]
type = changestate
trigger1 = time = 120
value = 2802


;---------------------------------------------------------------------------

[Statedef 2802]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 2407]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 2802]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2802]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; Celestial Star
[Statedef 22059]
type = S
movetype = I
physics = N
ctrl = 0
anim = 22059
velset = 0,0

[State 1300, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
anim = -1
sound = 121,331
pos = 0,-35
move = 1
darken = 1
unhittable = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3062
sprpriority = -4
postype = p1
pos = 0,-35
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = helper
trigger1 = time = 0 || time = 0 ;|| AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 0,-35
postype = P1
stateno = 26380
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,18

[State 1300, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -9000

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 22050
;---------------------------------------------------------------------------
; 攻撃
;---------------------------------------------------------------------------

[Statedef 22050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22060
ctrl = 0

[state 1]
type = varset
trigger1 = palno=11&&fvar(38)=2
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = ReversalDef
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s22133
hitsound = s2562,31
p2facing = 1
p2stateno = 169995

[state 1]
type = targetstate
trigger1 = palno=11&&fvar(18)!=0&&fvar(38)=2
trigger1 = enemy,alive&&time<150
value = 169995

[State 1]
type = targetLifeAdd
trigger1 = palno=11&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 200
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 190,1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2990
id = 2200
sprpriority = 99999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202
;trigger1 = (GameTime%6) = 1
value = 11,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 192
value = 2562,1
volume = -40

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202
;trigger1 = (GameTime%6) = 1
value = 2562,14

[State 1020, 4]
type = EnvShake
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 3221, 0]
type = Pause
trigger1 = time >= 202
time = 1

[State 2900, 1]
type = helper
trigger1 = time = 30
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 60
id = 2100
persistent = 0
name = "muni"
pos = -80,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 74
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 88
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = 20,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = -10,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 112
id = 2100
persistent = 0
name = "muni"
pos = -50,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 120
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 126
id = 2100
persistent = 0
name = "muni"
pos = 70,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 130
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 140
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 30,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 180
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 195
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1

[state a]
type = changestate
trigger1 = time >= 230
value = 22100

;---------------------------------------------------------------------------
; 終了
;---------------------------------------------------------------------------

[Statedef 22100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 2562,20

[State 10000, sombras]
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 0
under = 2

[state a]
type = removeexplod
trigger1 = time = 0
is = 2220

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

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

[Statedef 22220]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag =
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag =
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; ヘルパー
;---------------------------------------------------------------------------

[Statedef 22221]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag =
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag =
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 2
value = prevstateno

[state 169995]
type = varset
trigger1 = ishelper && time = 0
v = 3
value = anim

[State 169995]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=2))
value = IfElse((ishelper),169994,0)

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[state 169994]
type = null;varset
trigger1 = ishelper&&root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 4
value = root,stateno

[state 169994]
type = null;varset
triggerall = ishelper&&time<14
trigger1 =root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP
v = 5
value = 1

[State 169994]
type = Projectile
trigger1 = time<=1&&enemynear,name="White Kyurem"&&enemynear,fvar(38)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag =
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 = time>=30&&enemynear,name="White Kyurem"&&enemynear,fvar(38)=1&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag =
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = Projectile
trigger1 =enemynear,time>=146&&enemynear,name="White Kyurem"&&enemynear,fvar(38)=2&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
trigger1 =numprojid(169994)=0
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 169994
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag =
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = (enemynear,time>=148)*40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = null;Projectile
trigger1 = ishelper&&roundstate<=2&&time<=10
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = var(4)
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 169994]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="White Kyurem"&&enemynear,stateno!=22050&&enemynear,fvar(38)=2
trigger2 = enemynear,name="White Kyurem"&&enemynear,fvar(38)=1&&time>=30

;---------------------------------------------------------------------------

[Statedef 13121]
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 13121]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=11
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=11
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(4) = 0
IgnoreHitPause = 1

[State 1]
type = changestate
triggerall = time = 0
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1
trigger1 = (ishelper(1120)||ishelper(2000)||ishelper(2222))
trigger1 = root,var(46)>=1&&root,palno=11
value = 2229902

[State 1]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 1]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 812,4]
type = changeanim
trigger1 =!ishelper
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="White Kyurem"&&enemynear,fvar(38)=2
v = 2
value = prevstateno

[state 1]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="White Kyurem"&&enemynear,fvar(38)=2
v = 3
value = anim

[state 1]
type = destroyself
trigger1 = ishelper&&time>=1&&enemynear,name="White Kyurem"&&enemynear,fvar(19)!=0&&enemynear,fvar(38)=2
trigger2 = ishelper&&time>=1&&enemynear,name="White Kyurem"&&enemynear,fvar(38)=1
trigger3 = ishelper&&time>=5

[state 1]
type = changestate
trigger1 = ishelper&&time>=1&&enemynear,name="White Kyurem"&&enemynear,fvar(19)!=1&&enemynear,fvar(38)=2
value = 2229900

[State 1]
type = changestate
trigger1 = time >=1&&!ishelper
value = 10380

;---------------------------------------------------------------------------

[Statedef 2229900]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 2229900]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229900]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229900]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = AssertSpecial
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229900]
type = ChangeAnim
trigger1 = time=0&&!ishelper
value = 5070

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 96968484321
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2229900]
type = null;helper
trigger1 = numhelper(96968484321)=0&&roundstate<=2&&time=0
id = 96968484321
persistent = 1
name = "flag"
pos = 0,0
postype = P1
stateno = 2229901
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[state 2229900]
type = changestate
trigger1 = IfElse((ishelper),enemynear,name="White Kyurem"&&(enemynear,stateno=22050),(time>=1))
value = IfElse((ishelper),169994,13120)

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 2229901]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = 0,0

[State 2229901]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 2229901]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2229901]
type = PosSet
trigger1 = 1
Y = 2500

[State 2229901]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2229901]
type = ChangeAnim
trigger1 = time=0
value = 0

[state 2229901]
type = destroyself
trigger1 =roundstate!=2||root,alive=0
trigger2 =enemynear,name="White Kyurem"&&enemynear,stateno=22100

;---------------------------------------------------------------------------

[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=11
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=11
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 5050, 1]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
; 画面端判定
;---------------------------------------------------------------------------

[Statedef 7000]
type = S
velset = ifelse(IsHelper(7000),Facing*20,Facing*-20),0
anim = 1

[State 7000]
type = Projectile
trigger1 = time = 0
ProjID = ifelse(IsHelper(7000),7010,7011)
Projanim = 1
Projremovetime = -1
Projstagebound = 0
Projedgebound = 2073741664
Velocity = Vel X,Vel Y

[State 7000]
type = VelSet
trigger1 = Parent,NumProjID(ifelse(IsHelper(7000),7010,7011)) = 0
x = 0


; Reversal
[Statedef 9998]
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

; From TROY's Death Star (Permission From TROY)
[Statedef 1000043]
type = S
physics = S


[State 1000044]
type = NotHitBy
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper = 0
value = SCA
time = 1

[State 0, AngleDraw]
type = AngleDraw
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
ignorehitpause = 1
persistent = 1

[State 0, AngleAdd]
type = AngleAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
value = random
ignorehitpause = 1
persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
time = 999999999999999999999999999999999999
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[State 1000044, LifeSet]
type = LifeSet
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper;!((const(data.defence)+const(data.attack) = 111) && const(data.intpersistindex) = 10)
value = 0

[State 0, LifeAdd]
type = LifeAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
value = -99999999999999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000044, ChangeAnim]
type = ChangeAnim2
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
value = 6656

[State 1000044, 2]
type = VelSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
x = 0
y = 0

[State 1000044, VarRangeSet]
type = VarRangeSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
value = 0
first = 0
last = 69
ignorehitpause = 1

[State 1000044]
type = destroyself
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
trigger1 = time > 1

[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1
[state 1]
type = Null
trigger1 = 1
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
triggerall = enemy,name= "Dan"
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1
persistent = 1
; Get Hit by Reversal
[Statedef 9997]
statetype=U
physics=N
movetype=U
ctrl = 1
anim = anim
hitdefpersist=(name="White Kyurem")

[state ]
type=statetypeset
triggerall = enemy,name= "White Kyurem"
trigger1=alive&&!ishelper
trigger1=hitpausetime<4
movetype=A
ignorehitpause=1

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
var(20) = 1

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
var(10) = 0

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
var(11) = 1

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
var(12) = 1

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
var(15) = 0

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
var(16) = 0

[State 1000044]
type = Projectile
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
projanim = anim
projremove = 1
projremovetime = 1
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno

[State 1000044]
type = changeanim2
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
value = 6656

[State 0, AngleDraw]
type = AngleDraw
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=0
trigger1 = time <=50
scale = 1,1
ignorehitpause = 1
persistent = 1

[State 0, AngleDraw]
type = AngleDraw
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=51
trigger1 = time <=70
scale = 0.8,0.8
ignorehitpause = 1
persistent = 1

[State 0, AngleDraw]
type = AngleDraw
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=71
trigger1 = time <=90
scale = 0.6,0.6
ignorehitpause = 1
persistent = 1

[State 0, AngleDraw]
type = AngleDraw
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=91
trigger1 = time <=110
scale = 0.4,0.4
ignorehitpause = 1
persistent = 1

[State 0, AngleDraw]
type = AngleDraw
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=111
trigger1 = time <=130
scale = 0.2,0.2
ignorehitpause = 1
persistent = 1

[State 0, AngleDraw]
type = AngleDraw
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=131
trigger1 = time < 9999999999999
scale = 0.0,0.0
ignorehitpause = 1
persistent = 1

[State 0, AngleAdd]
type = AngleAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=0
trigger1 = time <=50
value = 60
ignorehitpause = 1
persistent = 1

[State 0, AngleAdd]
type = AngleAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=51
trigger1 = time <=70
value = 60
ignorehitpause = 1
persistent = 1

[State 0, AngleAdd]
type = AngleAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=71
trigger1 = time <=90
value = 60
ignorehitpause = 1
persistent = 1

[State 0, AngleAdd]
type = AngleAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=90
trigger1 = time <=110
value = 60
ignorehitpause = 1
persistent = 1

[State 0, AngleAdd]
type = AngleAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
trigger1 = time >=111
trigger1 = time <=130
value = 60
ignorehitpause = 1
persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
time = 999999999999999999999999999999999999
add = -256,-256,-256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
persistent = 1

[state 1000043]
type = hitdef
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
attr = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP,AP
hitflag = MAFD
pausetime = 0,0
damage = 0,0
sparkno = -1
givepower = 0,0
getpower = 0,0
ignorehitpause = 1

[State 1000044, LifeSet]
type = LifeSet
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
value = 0

[State 0, LifeAdd]
type = LifeAdd
triggerall = enemy,name= "White Kyurem"
trigger1 = !ishelper
value = -99999999999
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 1000044, 2]
type = VelSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
x = 0
y = 0

[State 1000044, VarRangeSet]
type = VarRangeSet
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
value = 0
first = 0
last = 69
ignorehitpause = 1

[State 1000044]
type = destroyself
triggerall = enemy,name= "White Kyurem"
trigger1 = ishelper
trigger1 = time > 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = enemy,name= "White Kyurem"
value = 0
ignorehitpause = 1
persistent = 1

[state ]
type=tagin
triggerall = enemy,name= "White Kyurem"&&!ishelper
trigger1=numpartner
trigger1=time >= 0
stateno=5150
partnerstateno=5150
ignorehitpause=1

[State 0, SelfState]
type = SelfState
triggerall = enemy,name= "White Kyurem"
trigger1 = !alive
value = 5150
ignorehitpause = 1
persistent = 1

;-------------------------------------------------------------------------
;totally pwn3d!!!
[Statedef 944]
type = A
movetype = H
physics = N
ctrl = 0

[State ]
type=lifeset
trigger1=name="Dan"
value= 0

[State 944, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 944, ParentVarSet]
type = ParentVarSet
trigger1 = ishelper(15)
var(11) = -10000

[State 944, ChangeAnim2]
type = ChangeAnim2
trigger1 = ishelper
trigger1 = time > 0
value = 3102

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = numhelper(200)
trigger1 = ishelper(198)
trigger2 = ishelper(199)
var(5) = 3

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = numhelper(200)
trigger1 = ishelper(198)
trigger2 = ishelper(199)
var(18) = 26

[State 944, ParentVarSet]
type = ParentVarSet
triggerall = numhelper(200)
trigger1 = ishelper(198)
trigger2 = ishelper(199)
var(46) = 100

[State 944, ParentVarSet]
type = ParentVarSet
trigger1 =  ishelper(666)
var(42)=9999

[State 944, ParentVarSet]
type = ParentVarSet
trigger1 =  ishelper(666)
var(30)=1

[State 944, DestroySelf]
type = DestroySelf
trigger1 = ishelper
trigger1 = time = 2
ignorehitpause = 1

[State 944, 0]
type = ChangeAnim
trigger1 = !ishelper
value = 5010

[State 944, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 944, 2]
type = PosSet
trigger1 = time = 0
trigger1 = !ishelper
y = 999

[State 944, 2]
type = LifeSet
trigger1 = name != "White Kyurem"
value = 0

[State 944, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 944, 4]
type = PlayerPush
trigger1 = 1
value = 0

[State 944, VarSet]
type = VarSet
trigger1 = name = "Kamek's Rival"
var(40) = 0

[State 944, VarSet]
type = VarSet
trigger1 = name = "Kamek's Rival"
var(41) = 0

[State 944, VarSet]
type = VarSet
trigger1 = name = "Kamek's Rival"
var(42) = 0

[State 0, SelfState]
type = SelfState
triggerall = !ishelper
trigger1 = life>0
trigger1 = time = 0
value = 5110

[State 214, 6]
type = ChangeState
triggerall = !ishelper
trigger1 = lose
trigger2 = win
value = 5150

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 無に還ろう
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2600]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 15
poweradd = -4000
anim = 2310
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

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

[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 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,19

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 4000,18

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
time = 50
value = 0,0,0
under = 2
ignorehitpause = 1

[state a]
type = changestate
trigger1 = animtime = 0
value = 2650

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 2650]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 15
anim = 2410
ctrl = 0

[State 2650]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 2650]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = nokoslow
ignorehitpause = 1

;[State 2650]
;type = statetypeset
;triggerall = palno = 11
;trigger1 = !ishelper
;statetype = A
;movetype = I
;physics = N
;ignorehitpause = 1

[State 2650]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2650]
type = EnvColor
trigger1 = 1
time = 10
value = 0,0,0
under = 2
ignorehitpause = 1

[State 2650]
type = PlaySnd
trigger1 = Time = 1
value = 2563,4
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 2650]
type = PlaySnd
trigger1 = Time = 10
value = 2563,5
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 2650]
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2650]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2650]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

[State 2650]
type = Projectile
triggerall = !ishelper
triggerall = 1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836,21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2636
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2650]
type = Projectile
triggerall = !ishelper
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
supermovetime = 2147483647
pausemovetime = 2147483647

;[State 2650]
;type = AttackDist
;trigger1 = 1
;value = 0
;ignorehitpause = 1

[State 2650]
type = ReversalDef
triggerall = palno = 11
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636
ignorehitpause = 1

[State 2650]
type = targetdrop
triggerall = palno = 11
triggerall = numtarget > 0
trigger1 = target,ishelper
trigger2 = numtarget >= 8
ignorehitpause = 1

[state 2650]
type = targetdrop
triggerall = palno = 11
triggerall = numtarget > 0
trigger1 = time > 230
trigger2 = numtarget > 7
ignorehitpause = 1

[state 2650]
type = targetstate
triggerall = palno != 11
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636
ignorehitpause = 1

[State 2650]
type = targetLifeAdd
triggerall = palno != 11
triggerall = numtarget > 0
trigger1 = !target,ishelper
value = -9999999999999
absolute = 1
ignorehitpause = 1

[State 2650]
type = targetpoweradd
triggerall = numtarget > 0
trigger1 = !target,ishelper
value = -2147483647
absolute = 1
ignorehitpause = 1

[state 2650]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 2650]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = F1+random%3
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
bindtime = -1
supermove = 1
ownpal = 1
ontop = 1

[State 2650]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state 2650]
type = changestate
trigger1 = time >= 250
value = 2700

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[Statedef 2700]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2700]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2700]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1

[state 2700]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2635]
type = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2635]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 1
ctrl = 1
ignorehitpause = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
triggerall = name != "White Kyurem"
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
triggerall = name != "White Kyurem"
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
triggerall = name != "White Kyurem"
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635]
type = changestate
triggerall = name != "White Kyurem"
trigger1 = time >= 8
value = 2637

;---------------------------------------------------------------------------
;やられ
;---------------------------------------------------------------------------

[Statedef 2636]
type = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 1
ctrl = 1
ignorehitpause = 1

[State 2636]
type = lifeset
triggerall = name != "White Kyurem"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
triggerall = name != "White Kyurem"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
value = 0

[State 2636]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
fvalue = 0

[State 2636]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(1) = 0

[State 2636]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(2) = 0

[State 2636]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(3) = 0

[State 2636]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(4) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(14) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&enemynear,palno=11&&ishelper
fvar(39) = 0

[State 2636]
type = AssertSpecial
triggerall = name != "White Kyurem"
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
value = 5070

[State 2636]
type = Trans
triggerall = name != "White Kyurem"
trigger1 = 1
trans = add1
alpha = 250,70

[state 2636]
type = destroyself
triggerall = name != "White Kyurem"
trigger1 = ishelper&&time>=1

[State 2636]
type = changestate
triggerall = name != "White Kyurem"
trigger1 = !ishelper&&time >= 8
value = 2637

;---------------------------------------------------------------------------
;相手落下1
;---------------------------------------------------------------------------

[Statedef 2637]
type = A
movetype= H
physics = N
sprpriority = 4

[State 2637]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 1
ctrl = 1
ignorehitpause = 1

[state 2637]
type = destroyself
triggerall = name != "White Kyurem"
trigger1 = ishelper

[State 2637]
type = lifeset
triggerall = name != "White Kyurem"
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
triggerall = name != "White Kyurem"
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2637]
type = powerset
triggerall = name != "White Kyurem"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
value = 0

[State 2637]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
fvalue = 0

[State 2637]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(1) = 0

[State 2637]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(2) = 0

[State 2637]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(3) = 0

[State 2637]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(4) = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
triggerall = name != "White Kyurem"
trigger1 = time = 0
x = ifelse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
triggerall = name != "White Kyurem"
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
triggerall = name != "White Kyurem"
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------------------------------------
[Statedef 18102]
;type = StateTypeSet
;trigger1 = ishelper(18102)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1

[State 0]
type = VelSet
trigger1 = ishelper(18102)
x = 0
y = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = changeanim
trigger1 = ishelper(18102)
value = 18106
persistent = 0
ignorehitpause = 1

[State 0]
type = ctrlset
trigger1 = ishelper(18102)
value = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = HitOverride
trigger1 = ishelper(18102)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 130
ignorehitpause = 1

[State 0]
type = ScreenBound
triggerall = ishelper(18102)
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1

[State 0]
type = trans
triggerall = ishelper(18102)
trigger1 = anim = 18102 || anim = 18103 || anim = 18104
trans = add
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = ishelper(18102)
value = SCA
ignorehitpause = 1

[State 0]
type = AngleDraw
trigger1 = ishelper(18102)
scale = 1.0,1.0

[State 0]
type = AngleAdd
trigger1 = ishelper(18102)
value = -7

[state 0]
type = AssertSpecial
trigger1 = ishelper(18102)
flag = noshadow
ignorehitpause = 1

[State 0]
type = VarRandom
triggerall = ishelper(18102)
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
v = 48
range = 0,5

[State 0]
type = Projectile
triggerall = ishelper(18102)
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 19000 + (random%3)
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projheightbound = -2000,1
projremove = 0
projremovetime = 30
projscale = 0.5,0.5
postype = p1
offset = 0,150
velocity = 0,-10
numhits = 1
pausetime = 16,16
sparkno = 2
guard.sparkno = 2
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 19000 + (random%3)
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projheightbound = -2000,1
projremove = 0
projremovetime = 30
projscale = 0.5,0.5
postype = p1
offset = 120,150
velocity = 0,-10
numhits = 1
pausetime = 16,16
sparkno = 2
guard.sparkno = 2
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = Projectile
triggerall = ishelper(18102)
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 68,10
getpower = 61,61
guardflag = M
projanim = 19000 + (random%3)
projhitanim = -1
projid = 18102
projpriority = 2147483647
projsprpriority = 2147483647
projheightbound = -2000,1
projremove = 0
projremovetime = 30
projscale = 0.5,0.5
postype = p1
offset = -120,150
velocity = 0,-10
numhits = 1
pausetime = 16,16
sparkno = 2
guard.sparkno = 2
sparkxy = 0,(ceil(p2bodydist Y)-170)
hitsound   = s225,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0]
type = targetlifeadd
triggerall = ishelper(18102)
triggerall = numtarget > 0
trigger1 = !target,ishelper
trigger1 = root,palno = 11
value = -2147483648
absolute = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 0]
type = playsnd
triggerall = ishelper(18102)
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
value = 801,1
ignorehitpause = 1

[state 0]
type = destroyself
triggerall = ishelper(18102)
trigger1 = time = 178
ignorehitpause = 1

;---------------------------------
[Statedef 18103]
;type = StateTypeSet
;trigger1 = ishelper(16500)
statetype = S
movetype = I
physics = N
persistent = 0
ignorehitpause = 1

[State 0]
type = VelSet
trigger1 = ishelper(16500)
x = 0
y = 0
persistent = 0
ignorehitpause = 1

[State 0]
type = changeanim
trigger1 = ishelper(16500)
value = 40001
persistent = 0
ignorehitpause = 1

[State 0]
type = ctrlset
trigger1 = ishelper(16500)
value = 0
persistent = 0
ignorehitpause = 1

[State 150]
type = nothitby
trigger1 = ishelper(16500)
value = SCA
time = -1
ignorehitpause = 1

[State 150]
type = hitoverride
trigger1 = ishelper(16500)
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 130
ignorehitpause = 1

[State 150]
type = posset
trigger1 = ishelper(16500)
x = 0
y = -90
ignorehitpause = 1

[State 150]
type = AngleDraw
trigger1 = ishelper(16500)
scale = 1.0,1.0

[State 150]
type = AngleAdd
trigger1 = ishelper(16500)
value = -7

[State 150]
type = AssertSpecial
trigger1 = ishelper(16500)
flag = noshadow

[State 150]
type = PlaySnd
triggerall = ishelper(16500)
trigger1 = Time = 0
value = 5,17
volume = 255
freqmul = 0.4

[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 18106
id = 26001
sprpriority = 2147483648
postype = p1
pos = 0,0
removetime = 280
bindtime = -1
ontop = 1
ownpal = 1
scale = 0.5,0.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 150]
type = ModifyExplod
triggerall = ishelper(16500)
trigger1 = time <= 20
scale = 0.02*time,0.02*time
id = 26001

[State 150]
type = ModifyExplod
triggerall = ishelper(16500)
trigger1 = time > 260
scale = 0.02*(280-time),0.02*(280-time)
id = 26001

[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(22138)=0&&time=0
anim = 2791
id = 22138
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(221380)=0&&time=10
anim = 2791
id = 221380
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(221381)=0&&time=20
anim = 2791
id = 221381
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 260
under = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Explod
triggerall = ishelper(16500)
trigger1 = numexplod(221382)=0&&time=30
anim = 2791
id = 221382
sprpriority = 214748364
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 250
under = 1
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 19000 + (random%3)
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.5,0.5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 3.5,-5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 19000 + (random%3)
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.5,0.5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = Projectile
triggerall = ishelper(16500)
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 19000 + (random%3)
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.5,0.5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,-5
attr = S, SP
animtype = Hard
damage = 30+random%10,10+random%10
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s120,0
pausetime = 0,10
sparkno = -1
guard.sparkno = s22184
sparkxy = 20,0
ground.type = high
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
p2stateno = 9000
supermovetime = 2147483647
pausemovetime = 2147483647

[State 150]
type = destroyself
triggerall = ishelper(16500)
trigger1 = time = 280
ignorehitpause = 1

;---------------------------------------------------------------------------
[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 13121]
type = lifeadd
triggerall = name != "White Kyurem"
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = name != "White Kyurem"
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = name != "White Kyurem"
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
triggerall = name != "White Kyurem"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999
absolute = 1

[State 13121]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
value = 0

[State 1]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(4) = 0
IgnoreHitPause = 1

[state a]
type = destroyself
triggerall = name != "White Kyurem"
triggerall = root,name != "White Kyurem"
trigger1 = ishelper

[State 9000, 2]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
[Statedef 9001]
type    = S
movetype= H
physics = S

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9001]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 9002]
type    = S
movetype= H
physics = N
velset = 0,0

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 13121]
type = lifeadd
triggerall = name != "White Kyurem"
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.1 * Const(data.life)))
absolute = 1

[State 13121]
type = lifeset
triggerall = name != "White Kyurem"
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=11
trigger1 = life <= (Ceil(0.1 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = name != "White Kyurem"
triggerall = enemynear,name="White Kyurem"&&enemynear,palno=11
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
triggerall = name != "White Kyurem"
trigger1 = life <= (Ceil(0.05 * Const(data.life)))
value = -9999999999
absolute = 1

[State 13121]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
value = 0

[State 1]
type = VarRangeSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
triggerall = name != "White Kyurem"
trigger1 = enemynear,name="White Kyurem"&&enemynear,fvar(37)=1&&!ishelper&&name!="White Kyurem"
sysvar(4) = 0
IgnoreHitPause = 1

[state a]
type = destroyself
triggerall = name != "White Kyurem"
triggerall = root,name != "White Kyurem"
trigger1 = ishelper

[State 9000, 2]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9010, 2]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
[Statedef 9011]
type    = C
movetype= H
physics = C

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9020, 2]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = name != "White Kyurem"
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = name != "White Kyurem"
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
triggerall = name != "White Kyurem"
trigger1 = AnimTime = 0
value = 9035

;---------------------------------------------------------------------------
[Statedef 9035]
type    = A
movetype= H
physics = N

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9035, 2]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
triggerall = name != "White Kyurem"
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = name != "White Kyurem"
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = name != "White Kyurem"
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

;---------------------------------------------------------------------------
[Statedef 9050]
type    = A
movetype= H
physics = N

[State 910013]
type = SelfState
triggerall = name = "White Kyurem"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 9050, 2]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
triggerall = name != "White Kyurem"
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
triggerall = name != "White Kyurem"
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = name != "White Kyurem"
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = name != "White Kyurem"
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
triggerall = name != "White Kyurem"
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]
;-------------------------------------------------------------------------------
;CONFIG
;1 = ON
;0 = OFF
[State -2] ;NC striker and Monsyou is auto in Dark palette.
type = VarSet
trigger1 = palno = 11
ignorehitpause = 1
var(41) = 1

[State -2] ;ONI-MIKO follows Kyurem around in Dark Palette.
type = VarSet
trigger1 = palno = 11
ignorehitpause = 1
var(42) = 1
;-------------------------------------------------------------------------------

[State -2]
type = helper
trigger1 = numhelper(100000) = 0 && palno=11 && stateno != 2401 && !(EnemyNear,HitDefAttr = SCA,NA,SA,HA,NP,SP,HP)
id = 100000
persistent = 0
name = "godfild"
pos = 0,0
postype = P1
stateno = 100000
helpertype = normal
keyctrl = 0
ownpal = 1

[state -2, ONI MIKO]
type = Helper
triggerall = NumHelper(8901) = 0
trigger1 = Time = 0
trigger1 = palno = 11
trigger1 = var(42) = 1
ID = 8901
pos = -80,0
postype = p1
stateno = 10000
helpertype = normal
name = "ONI-MIKO-REIMU"
size.xscale = 1
size.yscale = 1
ownpal = 1
keyctrl = 0
ignorehitpause = 0

;[State 10000, sombras]
;type = Afterimage
;trigger1 = TIME = 12
;trigger1 = palno = 11
;trans = add
;PalContrast =  250, 250, 250
;PalBright = 0,0,0
;time    =  -1
;length  = 13
;TimeGap = 1
;FrameGap = 1

[State -2, ひかる2]
type = PalFX
triggerall = palno = 12
trigger1 = (GameTime%60)=0
time = 120
sinadd = 100, 200, 30, 70

[State -2, LifeAdd]
type = LifeAdd
triggerall = PalNo = 11
triggerall = life >= 1
triggerall = life <= 250
trigger1 = 1
value = 5
ignorehitpause = 1
persistent = 1

[State -2, LifeAdd]
type = LifeAdd
triggerall = PalNo = 11
triggerall = life >= 1
triggerall = life <= 50
trigger1 = 1
value = 10
ignorehitpause = 1
persistent = 1

[State -2, LifeAdd]
type = LifeAdd
triggerall = PalNo = 11
triggerall = life >= 250
triggerall = life <= 500
trigger1 = 1
value = 3
ignorehitpause = 1
persistent = 1

[State -2, LifeAdd]
type = LifeAdd
triggerall = PalNo = 11
triggerall = life >= 1
triggerall = life <= (lifemax)
trigger1 = 1
value = 10
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = Palno = 11
trigger1 = enemy,life!=0
trigger2 = life=0
flag = noko
flag2 = noko
flag3 = noko
ignorehitpause = 1
persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 = enemy,time<= 100
trigger1 = life = 0
trigger2 = gethitvar(damage)>=100
v = 24 ;fv = 10
value = 1
ignorehitpause = 1
persistent = 1

[State -2, LifeSet]
type = LifeSet
triggerall = PalNo = 11
triggerall = life = 0
trigger1 = var(24)=1
value = lifemax
ignorehitpause = 1
persistent = 1

[State -2, TargetState]
type = TargetState
trigger1 = enemynear,life = 0
trigger2 = enemynear,name = "Dan"
value = 944

[State -2, PowAdd]
type = PowerAdd
trigger1 = palno = 11
trigger1 = !(gametime%5)
value = 10
ignorehitpause =1
persistent =1

[State -2, Red PaletteFX]
type = PalFX
triggerall = Palno = 11
trigger1 = (GameTime%40) = 0
time = 100
add = 0,0,0
mul = 256,100,100
sinadd = 70,0,0,40
invertall = 0
color = 256

[state -2]
type = varset
triggerall = palno != 11
trigger1 = var(11) = 1
var(29) := 2

[state -2]
type = varadd
triggerall = palno != 11
trigger1 = var(11) != 1
v = 29
value = -1

[State -2]
type = Helper
trigger1 = RoundState = 2
trigger1 = palno = 11
trigger1 = var(41) = 1
trigger1 = Random = [300,399]
trigger1 = facing = 1
trigger1 = numhelper(4350) = 0
helpertype = normal
name = "NC"
id = 4350
postype = left
facing = 1
pos = 0,-60
stateno = 4350
keyctrl = 0

[State -2]
type = Helper
trigger1 = RoundState = 2
trigger1 = palno = 11
trigger1 = var(41) = 1
trigger1 = Random = [300,399]
trigger1 = facing = -1
trigger1 = numhelper(4350) = 0
helpertype = normal
name = "NC"
id = 4350
postype = right
facing = -1
pos = 0,-60
stateno = 4350
keyctrl = 0

[State 0, ]
type = Helper
trigger1 = RoundState = 2
trigger1 = palno = 11
trigger1 = var(41) = 1
trigger1 = Random = [300,399]
trigger1 = numhelper(16500) = 0
helpertype = normal
name = "Monsyou"
id = 16500
postype = p1
size.xscale = 0.7
size.yscale = 0.7
stateno = 18103
keyctrl = 0

[State -2, 1]
type = Helper
triggerall = numHelper(9998) = 0
trigger1 = life <= 100
trigger1 = ctrl
trigger1 = PalNo = 11
helpertype=normal
name = "OTHK"
ID = 9998
stateno = 9998
ignorehitpause=1
persistent = 1

[State -2, 1]
type = Helper
triggerall = numHelper(9998) = 0
trigger1 = enemy, name = "OmegaTH"
trigger2 = enemy, name = "Luggy"
trigger3 = enemy, name = "Dan"
trigger4 = enemy, name = "Omega Tom Hanks"
trigger5 = enemy, name = "OmegaTomHanks"
helpertype=normal
name = "OTHK"
ID = 9998
stateno = 9998
ignorehitpause=1
persistent = 1

[state -2]
type = SelfState
triggerall = ishelper(10145)
trigger1 = stateno != (10145)||1
trigger2 = var(55)!=gametime+123456789||var(36) != 18782*gametime
value = 10145
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state -2]
type = SelfState
triggerall = ishelper(10146)
trigger1 = stateno != (10145)||1
trigger2 = var(55)!=gametime+123456789||var(36) != 18782*gametime
value = 10145
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

;[State -2, クリップボード]
type = DisplayToClipboard
trigger1 = NumHelper(7000)
text = "pp0x=%f, pp1x=%f"
params = (Helper(7000),Pos X), (Helper(7001),Pos X)

[State -2, 画面端判定発射]
type = Helper
trigger1 = RoundState = 2
trigger1 = !NumHelper(7000)
stateno = 7000
ID = 7000

[State -2, 画面端判定発射]
type = Helper
trigger1 = RoundState = 2
trigger1 = !NumHelper(7001)
stateno = 7000
ID = 7001

[State GIVE ME SOMETHING TO BREAK]
type = Helper
trigger1 = pos y <= 1234 || stateno != 5150 || alive
trigger1 = statetype = L || (anim = [5080,5190])
trigger1 = !numhelper(950)
trigger1 = stateno != 5120
trigger1 = anim != 5120
helpertype = normal
name = "Piece"
ID = 950
stateno = 950
pos = -111,-61
postype = p1
facing = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
[State GIVE ME SOMETHING TO BREAK]
type = Helper
trigger1 = pos y <= 1234 || stateno != 5150 || alive
trigger1 = statetype = L || (anim = [5080,5190])
trigger1 = !numhelper(951)
trigger1 = stateno != 5120
trigger1 = anim != 5120
helpertype = normal
name = "Piece"
ID = 951
stateno = 951
pos = -88,-61
postype = p1
facing = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
[State GIVE ME SOMETHING TO BREAK]
type = Helper
trigger1 = pos y <= 1234 || stateno != 5150 || alive
trigger1 = statetype = L || (anim = [5080,5190])
trigger1 = !numhelper(952)
trigger1 = stateno != 5120
trigger1 = anim != 5120
helpertype = normal
name = "Piece"
ID = 952
stateno = 952
pos = -65,-61
postype = p1
facing = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
[State GIVE ME SOMETHING TO BREAK]
type = Helper
trigger1 = pos y <= 1234 || stateno != 5150 || alive
trigger1 = statetype = L || (anim = [5080,5190])
trigger1 = !numhelper(953)
trigger1 = stateno != 5120
trigger1 = anim != 5120
helpertype = normal
name = "Piece"
ID = 953
stateno = 953
pos = -42,-61
postype = p1
facing = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
[State GIVE ME SOMETHING TO BREAK]
type = Helper
trigger1 = pos y <= 1234 || stateno != 5150 || alive
trigger1 = statetype = L || (anim = [5080,5190])
trigger1 = !numhelper(954)
trigger1 = stateno != 5120
trigger1 = anim != 5120
helpertype = normal
name = "Piece"
ID = 954
stateno = 954
pos = -19,-61
postype = p1
facing = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
[State GIVE ME SOMETHING TO BREAK]
type = Helper
trigger1 = pos y <= 1234 || stateno != 5150 || alive
trigger1 = statetype = L || (anim = [5080,5190])
trigger1 = !numhelper(955)
trigger1 = stateno != 5120
trigger1 = anim != 5120
helpertype = normal
name = "Piece"
ID = 955
stateno = 955
pos = -4,-61
postype = p1
facing = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = palno = 11
trigger1 = life > 0
trigger1 = numhelper(10666) = 0
name = "armor2"
stateno = 10666
ID = 10666
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1

[State -2, Unhit]
type = NotHitBy
trigger1 = numhelper(10666) = 1
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
ignorehitpause = 1

[State -2, life-]
type = lifeadd
triggerall = life >= lifemax / 4
triggerall = numhelper(10666) = 1
triggerall = helper(10666),Gethitvar(Damage) >= 10
triggerall = stateno != [3900,4999]
trigger1 = var(30) = 0
trigger1 = var(35) = 0
value = -helper(10666),Gethitvar(Damage)
absolute = 1

[State -2, life-]
type = lifeadd
triggerall = life < lifemax / 4
triggerall = numhelper(10666) = 1
triggerall = helper(10666),Gethitvar(Damage) >= 10
triggerall = stateno != [3900,4999]
trigger1 = var(30) = 0
trigger1 = var(35) = 0
value = -helper(10666),Gethitvar(Damage)

[State -2, life-]
type = lifeadd
triggerall = life >= lifemax / 4
triggerall = numhelper(10666) = 1
triggerall = helper(10666),Gethitvar(Damage) >= 10
triggerall = stateno != [3900,4999]
trigger1 = var(30) = 1
trigger1 = var(35) = 0
value = -helper(10666),Gethitvar(Damage)

[State -2, life-]
type = lifeadd
triggerall = life < lifemax / 4
triggerall = numhelper(10666) = 1
triggerall = helper(10666),Gethitvar(Damage) >= 10
triggerall = stateno != [3900,4999]
trigger1 = var(30) = 1
trigger1 = var(35) = 0
value = -10
absolute = 1

[State -2, Damage]
type = LifeSet
trigger1 = numhelper(10666) = 1
trigger1 = var(30) = 1
trigger1 = var(35) = 1
value = ceil(9*const(data.life))

[State -2, Damage]
type = PowerSet
trigger1 = numhelper(10666) = 1
trigger1 = var(30) = 1
trigger1 = var(35) = 1
value = ceil(const(data.power))

[State -2, CannotReversed]
type = SelfState
triggerall = alive || life >= 1
triggerall = numhelper(10666) = 1
trigger1 = movetype = H
trigger2 = movereversed
value = ifelse(statetype=A,1916,1915)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State ]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = noairguard
flag3 = nocrouchguard

[state ]
type=lifeset
trigger1=palno=12
value=lifemax
ignorehitpause=1

[state ]
type=poweradd
trigger1=palno=12
value=1
ignorehitpause=1

[state ]
type = selfstate
triggerall = !ishelper&&stateno!=120&&roundstate<3
trigger1 = palno = 12
value = 120
ctrl = 0
ignorehitpause = 1
movetime = 5
supermovetime = 5

[state ]
type=selfstate
triggerall = alive!=1&&hitpausetime>=2&&roundstate<3
trigger1 = palno = 12
value=121
ctrl=0
ignorehitpause=1

[state ]
type=selfstate
triggerall = alive=1&&hitpausetime>=2&&roundstate<3
trigger1 = palno = 12
value=122
ctrl=0
ignorehitpause=1

[state -2]
type = selfstate
triggerall = !ishelper&&stateno!=120&&roundstate<3
trigger1 = P2name="Luggy"||P4name="Luggy"
trigger1 = enemynear(0),authorname="ravenboy9"||enemynear(1),authorname="ravenboy9"
trigger2 = P2name="genjitsu"||P4name="genjitsu"
trigger3 = P2name="Giygas"||P4name="Giygas"
trigger4 = P2name="Kaleidoscope"||P4name="Kaleidoscope"
trigger5 = P2name="AxAyAzSSS"||P4name="AxAyAzSSS"
trigger5 = (enemynear(0),palno=[10,12])||(enemynear(1),palno=[10,12])
trigger6 = P2name="Ayu Tukimiya"||P4name="Ayu Tukimiya"
trigger7 = P2name="cheapest KFM!!!"||P4name="cheapest KFM!!!"
trigger8 = P2name="DarkOswald"||P4name="DarkOswald"
trigger9 = P2name="Karma"||P4name ="Karma"
trigger9 = (enemynear(0),palno=[10,12])||(enemynear(1),palno=[10,12])
trigger10 = P2name = "G Magaki" || P4name = "G Magaki"
trigger10 = (enemynear(0),palno=12) || (enemynear(1),palno=12)
trigger11 = P2name = "Phantom Mizuchi Elisir" || P4name = "Phantom Mizuchi Elisir"
trigger11 = (enemynear(0),palno=12) || (enemynear(1),palno=12)
trigger12 = P2name = "Phantom Mizuchi JP" || P4name = "Phantom Mizuchi JP"
trigger12 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger13 = P2name = "Debugger" || P4name = "Debugger"
trigger13 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger14 = P2name = "Haruhi Suzumiya" || P4name = "Haruhi Suzumiya"
trigger14 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger15 = P2name = "Rare Akuma" || P4name = "Rare Akuma"
trigger15 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger16 = P2name = "PREDATOR WARRIOR" || P4name = "PREDATOR WARRIOR"
trigger16 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger17 = P2name = "Peter Griffin" || P4name = "Peter Griffin"
trigger17 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger18 = P2name = "Arcueid_MA" || P4name = "Arcueid_MA"
trigger18 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger19 = P2name = "orochi" || P4name = "orochi"
trigger19 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger20 = P2name = "ZERO" || P4name = "ZERO"
trigger20 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger21 = P2name = "Sawaki-chan" || P4name = "Sawaki-chan"
trigger21 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger22 = P2name = "Developer Fags You Imbecile" || P4name = "Developer Fags You Imbecile"
trigger22 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger23 = P2name = "CrazyCatastrophe" || P4name = "CrazyCatastrophe"
trigger23 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger24 = P2name = "Dark-Arc-Angel" || P4name = "Dark-Arc-Angel"
trigger24 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger25 = P2name = "Phantom Mizuchi Abyss" || P4name = "Phantom Mizuchi Abyss"
trigger25 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger26 = P2name = "Seinosuke" || P4name = "Seinosuke"
trigger26 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger27 = P2name = "OverKill" || P4name = "OverKill"
trigger27 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
value = 120
ctrl = 0
ignorehitpause = 1
movetime = 5
supermovetime = 5

[state -2]
type=selfstate
triggerall = alive!=1&&hitpausetime>=2&&roundstate<3
trigger1 = P2name="Luggy"||P4name="Luggy"
trigger1 = enemynear(0),authorname="ravenboy9"||enemynear(1),authorname="ravenboy9"
trigger2 = P2name="genjitsu"||P4name="genjitsu"
trigger3 = P2name="Giygas"||P4name="Giygas"
trigger4 = P2name="Kaleidoscope"||P4name="Kaleidoscope"
trigger5 = P2name="AxAyAzSSS"||P4name="AxAyAzSSS"
trigger5 = (enemynear(0),palno=[10,12])||(enemynear(1),palno=[10,12])
trigger6 = P2name="Ayu Tukimiya"||P4name="Ayu Tukimiya"
trigger7 = P2name="cheapest KFM!!!"||P4name="cheapest KFM!!!"
trigger8 = P2name="DarkOswald"||P4name="DarkOswald"
trigger9 = P2name="Karma"||P4name ="Karma"
trigger9 = (enemynear(0),palno=[10,12])||(enemynear(1),palno=[10,12])
trigger10 = P2name = "G Magaki" || P4name = "G Magaki"
trigger10 = (enemynear(0),palno=12) || (enemynear(1),palno=12)
trigger11 = P2name = "Phantom Mizuchi Elisir" || P4name = "Phantom Mizuchi Elisir"
trigger11 = (enemynear(0),palno=12) || (enemynear(1),palno=12)
trigger12 = P2name = "Phantom Mizuchi JP" || P4name = "Phantom Mizuchi JP"
trigger12 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger13 = P2name = "Debugger" || P4name = "Debugger"
trigger13 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger14 = P2name = "Haruhi Suzumiya" || P4name = "Haruhi Suzumiya"
trigger14 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger15 = P2name = "Rare Akuma" || P4name = "Rare Akuma"
trigger15 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger16 = P2name = "PREDATOR WARRIOR" || P4name = "PREDATOR WARRIOR"
trigger16 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger17 = P2name = "Peter Griffin" || P4name = "Peter Griffin"
trigger17 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger18 = P2name = "Arcueid_MA" || P4name = "Arcueid_MA"
trigger18 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger19 = P2name = "orochi" || P4name = "orochi"
trigger19 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger20 = P2name = "ZERO" || P4name = "ZERO"
trigger20 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger21 = P2name = "Sawaki-chan" || P4name = "Sawaki-chan"
trigger21 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger22 = P2name = "Developer Fags You Imbecile" || P4name = "Developer Fags You Imbecile"
trigger22 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger23 = P2name = "CrazyCatastrophe" || P4name = "CrazyCatastrophe"
trigger23 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger24 = P2name = "Dark-Arc-Angel" || P4name = "Dark-Arc-Angel"
trigger24 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger25 = P2name = "Phantom Mizuchi Abyss" || P4name = "Phantom Mizuchi Abyss"
trigger25 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger26 = P2name = "Seinosuke" || P4name = "Seinosuke"
trigger26 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger27 = P2name = "OverKill" || P4name = "OverKill"
trigger27 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
value=121
ctrl=0
ignorehitpause=1

[state -2]
type=selfstate
triggerall = alive=1&&hitpausetime>=2&&roundstate<3
trigger1 = P2name="Luggy"||P4name="Luggy"
trigger1 = enemynear(0),authorname="ravenboy9"||enemynear(1),authorname="ravenboy9"
trigger2 = P2name="genjitsu"||P4name="genjitsu"
trigger3 = P2name="Giygas"||P4name="Giygas"
trigger4 = P2name="Kaleidoscope"||P4name="Kaleidoscope"
trigger5 = P2name="AxAyAzSSS"||P4name="AxAyAzSSS"
trigger5 = (enemynear(0),palno=[10,12])||(enemynear(1),palno=[10,12])
trigger6 = P2name="Ayu Tukimiya"||P4name="Ayu Tukimiya"
trigger7 = P2name="cheapest KFM!!!"||P4name="cheapest KFM!!!"
trigger8 = P2name="DarkOswald"||P4name="DarkOswald"
trigger9 = P2name="Karma"||P4name ="Karma"
trigger9 = (enemynear(0),palno=[10,12])||(enemynear(1),palno=[10,12])
trigger10 = P2name = "G Magaki" || P4name = "G Magaki"
trigger10 = (enemynear(0),palno=12) || (enemynear(1),palno=12)
trigger11 = P2name = "Phantom Mizuchi Elisir" || P4name = "Phantom Mizuchi Elisir"
trigger11 = (enemynear(0),palno=12) || (enemynear(1),palno=12)
trigger12 = P2name = "Phantom Mizuchi JP" || P4name = "Phantom Mizuchi JP"
trigger12 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger13 = P2name = "Debugger" || P4name = "Debugger"
trigger13 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger14 = P2name = "Haruhi Suzumiya" || P4name = "Haruhi Suzumiya"
trigger14 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger15 = P2name = "Rare Akuma" || P4name = "Rare Akuma"
trigger15 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger16 = P2name = "PREDATOR WARRIOR" || P4name = "PREDATOR WARRIOR"
trigger16 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger17 = P2name = "Peter Griffin" || P4name = "Peter Griffin"
trigger17 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger18 = P2name = "Arcueid_MA" || P4name = "Arcueid_MA"
trigger18 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger19 = P2name = "orochi" || P4name = "orochi"
trigger19 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger20 = P2name = "ZERO" || P4name = "ZERO"
trigger20 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger21 = P2name = "Sawaki-chan" || P4name = "Sawaki-chan"
trigger21 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger22 = P2name = "Developer Fags You Imbecile" || P4name = "Developer Fags You Imbecile"
trigger22 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger23 = P2name = "CrazyCatastrophe" || P4name = "CrazyCatastrophe"
trigger23 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger24 = P2name = "Dark-Arc-Angel" || P4name = "Dark-Arc-Angel"
trigger24 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger25 = P2name = "Phantom Mizuchi Abyss" || P4name = "Phantom Mizuchi Abyss"
trigger25 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger26 = P2name = "Seinosuke" || P4name = "Seinosuke"
trigger26 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
trigger27 = P2name = "OverKill" || P4name = "OverKill"
trigger27 = (enemynear(0),palno<12) || (enemynear(1),palno<12)
value=122
ctrl=0
ignorehitpause=1

;========================================
[state -2]
type=helper
trigger1=!ishelper&&stateno=120&&numhelper(1)=0
name="1"
id=1
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120&&numhelper(2)=0
name="2"
id=2
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120&&sysvar(3)>0&&sysvar(4)=1
name="3"
id=3
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120&&numhelper(8)=0
name="8"
id=8
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120&&numhelper(9)=0
name="9"
id=9
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=varset
trigger1=!ishelper&&stateno=120
trigger1=teamside=1
sysvar(3)=1
ignorehitpause=1
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(601)=0
name="601"
id=601
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(602)=0
name="602"
id=602
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(603)=0
name="603"
id=603
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(604)=0
name="604"
id=604
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(605)=0
name="605"
id=605
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(606)=0
name="606"
id=606
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(607)=0
name="607"
id=607
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(608)=0
name="608"
id=608
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(609)=0
name="609"
id=609
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(610)=0
name="610"
id=610
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(611)=0
name="611"
id=611
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(612)=0
name="612"
id=612
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(613)=0
name="613"
id=613
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(614)=0
name="614"
id=614
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(615)=0
name="615"
id=615
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(616)=0
name="616"
id=616
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(617)=0
name="617"
id=617
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(618)=0
name="618"
id=618
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(619)=0
name="619"
id=619
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(620)=0
name="620"
id=620
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(621)=0
name="621"
id=621
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(622)=0
name="622"
id=622
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(623)=0
name="623"
id=623
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(624)=0
name="624"
id=624
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(625)=0
name="625"
id=625
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(626)=0
name="626"
id=626
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(501)=0
name="501"
id=501
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(502)=0
name="502"
id=502
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(503)=0
name="503"
id=503
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(504)=0
name="504"
id=504
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(505)=0
name="505"
id=505
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(506)=0
name="506"
id=506
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(507)=0
name="507"
id=507
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(508)=0
name="508"
id=508
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(509)=0
name="509"
id=509
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(510)=0
name="510"
id=510
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(511)=0
name="511"
id=511
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(512)=0
name="512"
id=512
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(513)=0
name="513"
id=513
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(514)=0
name="514"
id=514
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(515)=0
name="515"
id=515
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(516)=0
name="516"
id=516
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(517)=0
name="517"
id=517
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(518)=0
name="518"
id=518
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(519)=0
name="519"
id=519
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(520)=0
name="520"
id=520
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(521)=0
name="521"
id=521
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(522)=0
name="522"
id=522
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(523)=0
name="523"
id=523
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(524)=0
name="524"
id=524
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(525)=0
name="525"
id=525
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=1&&sysvar(4)=0&&numhelper(526)=0
name="526"
id=526
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=varset
trigger1=!ishelper&&stateno=120
trigger1=teamside=2&&(numhelper+enemy,numhelper)<=47
sysvar(3)=2
ignorehitpause=1
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(691)=0
name="691"
id=691
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(692)<7
name="692"
id=692
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(692)<7
name="692"
id=692
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(692)<7
name="692"
id=692
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(692)<7
name="692"
id=692
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(692)<7
name="692"
id=692
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(692)<7
name="692"
id=692
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(692)<7
name="692"
id=692
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=helper
trigger1=!ishelper&&stateno=120
trigger1=sysvar(3)=2&&sysvar(4)=0&&numhelper(591)=0
name="591"
id=591
stateno=120
helpertype=player
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
[state -2]
type=varset
trigger1=!ishelper&&stateno=120&&sysvar(3)>0&&sysvar(4)=0
sysvar(4)=1
ignorehitpause=1
[state samsara]
type=powerset
trigger1=!ishelper&&stateno=120
value=(1000*numprojid(10000))+(1000*numexplod(10000))
ignorehitpause=1
[state -2]
type=assertspecial
trigger1=!ishelper&&stateno=120
trigger1=numhelper=0||alive!=1||lose
flag=intro
flag2=noko
flag3=roundnotover
ignorehitpause=1
[state -2]
type=assertspecial
trigger1=!ishelper&&stateno=120
trigger1=roundstate=4&&sysvar(2)<200
flag=roundnotover
ignorehitpause=1
[state -2]
type=assertspecial
trigger1=!ishelper&&stateno=120
trigger1=numhelper=0||alive!=1||lose
flag=timerfreeze
ignorehitpause=1
[state -2]
type=allpalfx
trigger1=!ishelper&&stateno=120
color=256
time=1
ignorehitpause=1
[state -2]
type=screenbound
trigger1=!ishelper&&stateno=120
value = 0
movecamera = 0,0
ignorehitpause=1
[state -2]
type=hitadd
trigger1=stateno=120
value=-999
ignorehitpause=1
[state -2]
type=pause
trigger1=!ishelper&&stateno=120
time=2000000000
movetime=2000000000
ignorehitpause=1
[state -2]
type=superpause
trigger1=!ishelper&&stateno=120
time=2000000000
movetime=2000000000
anim=-1
sound=s-1
darken=0
p2defmul=1
unhittable=0
ignorehitpause=1
[state -2]
type=varadd
triggerall=!ishelper&&stateno=120
trigger1=roundstate=4&&(win=1||drawgame=1||lose=1)
sysvar(2)=1
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(10)=0
trigger1=enemy,movecontact||enemy,movereversed
var(10)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(10)=[5,6])||(var(10)=[10,12])||(var(10)=[20,21])||(var(10)=[40,47])||var(10)=100||var(10)=105||var(10)=195
trigger2=(var(10)=[5000,5002])||(var(10)=[5005,5007])||(var(10)=[5010,5012])||(var(10)=[5015,5017])||(var(10)=[5020,5022])||(var(10)=[5025,5027])||var(10)=5030||var(10)=5035||var(10)=5040
trigger3=(var(10)=[5050,5051])||var(10)=5061||var(10)=5070||var(10)=5080||var(10)=5090||var(10)=5100||var(10)=5160||var(10)=5170||var(10)=5101||var(10)=5110||var(10)=5120
trigger4=var(10)=5150||var(10)=5200||var(10)=5210||var(10)=5300
trigger5=var(10)=40000||var(10)=40010
var(10)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(11)=0&&var(10)>0
trigger1=enemy,movecontact||enemy,movereversed
var(11)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(11)=[5,6])||(var(11)=[10,12])||(var(11)=[20,21])||(var(11)=[40,47])||var(11)=100||var(11)=105||var(11)=195
trigger2=(var(11)=[5000,5002])||(var(11)=[5005,5007])||(var(11)=[5010,5012])||(var(11)=[5015,5017])||(var(11)=[5020,5022])||(var(11)=[5025,5027])||var(11)=5030||var(11)=5035||var(11)=5040
trigger3=(var(11)=[5050,5051])||var(11)=5061||var(11)=5070||var(11)=5080||var(11)=5090||var(11)=5100||var(11)=5160||var(11)=5170||var(11)=5101||var(11)=5110||var(11)=5120
trigger4=var(11)=5150||var(11)=5200||var(11)=5210||var(11)=5300
trigger5=var(11)=40000||var(11)=40010||var(11)=var(10)
var(11)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(12)=0&&var(10)>0&&var(11)>0
trigger1=enemy,movecontact||enemy,movereversed
var(12)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(12)=[5,6])||(var(12)=[10,12])||(var(12)=[20,21])||(var(12)=[40,47])||var(12)=100||var(12)=105||var(12)=195
trigger2=(var(12)=[5000,5002])||(var(12)=[5005,5007])||(var(12)=[5010,5012])||(var(12)=[5015,5017])||(var(12)=[5020,5022])||(var(12)=[5025,5027])||var(12)=5030||var(12)=5035||var(12)=5040
trigger3=(var(12)=[5050,5051])||var(12)=5061||var(12)=5070||var(12)=5080||var(12)=5090||var(12)=5100||var(12)=5160||var(12)=5170||var(12)=5101||var(12)=5110||var(12)=5120
trigger4=var(12)=5150||var(12)=5200||var(12)=5210||var(12)=5300
trigger5=var(12)=40000||var(12)=40010||var(12)=var(10)||var(12)=var(11)
var(12)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(13)=0&&var(10)>0&&var(11)>0&&var(12)>0
trigger1=enemy,movecontact||enemy,movereversed
var(13)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(13)=[5,6])||(var(13)=[10,12])||(var(13)=[20,21])||(var(13)=[40,47])||var(13)=100||var(13)=105||var(13)=195
trigger2=(var(13)=[5000,5002])||(var(13)=[5005,5007])||(var(13)=[5010,5012])||(var(13)=[5015,5017])||(var(13)=[5020,5022])||(var(13)=[5025,5027])||var(13)=5030||var(13)=5035||var(13)=5040
trigger3=(var(13)=[5050,5051])||var(13)=5061||var(13)=5070||var(13)=5080||var(13)=5090||var(13)=5100||var(13)=5160||var(13)=5170||var(13)=5101||var(13)=5110||var(13)=5120
trigger4=var(13)=5150||var(13)=5200||var(13)=5210||var(13)=5300
trigger5=var(13)=40000||var(13)=40010||var(13)=var(10)||var(13)=var(11)||var(13)=var(12)
var(13)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(14)=0&&var(10)>0&&var(11)>0&&var(12)>0&&var(13)>0
trigger1=enemy,movecontact||enemy,movereversed
var(14)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(14)=[5,6])||(var(14)=[10,12])||(var(14)=[20,21])||(var(14)=[40,47])||var(14)=100||var(14)=105||var(14)=195
trigger2=(var(14)=[5000,5002])||(var(14)=[5005,5007])||(var(14)=[5010,5012])||(var(14)=[5015,5017])||(var(14)=[5020,5022])||(var(14)=[5025,5027])||var(14)=5030||var(14)=5035||var(14)=5040
trigger3=(var(14)=[5050,5051])||var(14)=5061||var(14)=5070||var(14)=5080||var(14)=5090||var(14)=5100||var(14)=5160||var(14)=5170||var(14)=5101||var(14)=5110||var(14)=5120
trigger4=var(14)=5150||var(14)=5200||var(14)=5210||var(14)=5300
trigger5=var(14)=40000||var(14)=40010||var(14)=var(10)||var(14)=var(11)||var(14)=var(12)||var(14)=var(13)
var(14)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(15)=0&&var(10)>0&&var(11)>0&&var(12)>0&&var(13)>0&&var(14)>0
trigger1=enemy,movecontact||enemy,movereversed
var(15)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(15)=[5,6])||(var(15)=[10,12])||(var(15)=[20,21])||(var(15)=[40,47])||var(15)=100||var(15)=105||var(15)=195
trigger2=(var(15)=[5000,5002])||(var(15)=[5005,5007])||(var(15)=[5010,5012])||(var(15)=[5015,5017])||(var(15)=[5020,5022])||(var(15)=[5025,5027])||var(15)=5030||var(15)=5035||var(15)=5040
trigger3=(var(15)=[5050,5051])||var(15)=5061||var(15)=5070||var(15)=5080||var(15)=5090||var(15)=5100||var(15)=5160||var(15)=5170||var(15)=5101||var(15)=5110||var(15)=5120
trigger4=var(15)=5150||var(15)=5200||var(15)=5210||var(15)=5300
trigger5=var(15)=40000||var(15)=40010||var(15)=var(10)||var(15)=var(11)||var(15)=var(12)||var(15)=var(13)||var(15)=var(14)
var(15)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(16)=0&&var(10)>0&&var(11)>0&&var(12)>0&&var(13)>0&&var(14)>0&&var(15)>0
trigger1=enemy,movecontact||enemy,movereversed
var(16)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(16)=[5,6])||(var(16)=[10,12])||(var(16)=[20,21])||(var(16)=[40,47])||var(16)=100||var(16)=105||var(16)=195
trigger2=(var(16)=[5000,5002])||(var(16)=[5005,5007])||(var(16)=[5010,5012])||(var(16)=[5015,5017])||(var(16)=[5020,5022])||(var(16)=[5025,5027])||var(16)=5030||var(16)=5035||var(16)=5040
trigger3=(var(16)=[5050,5051])||var(16)=5061||var(16)=5070||var(16)=5080||var(16)=5090||var(16)=5100||var(16)=5160||var(16)=5170||var(16)=5101||var(16)=5110||var(16)=5120
trigger4=var(16)=5150||var(16)=5200||var(16)=5210||var(16)=5300
trigger5=var(16)=40000||var(16)=40010||var(16)=var(10)||var(16)=var(11)||var(16)=var(12)||var(16)=var(13)||var(16)=var(14)||var(16)=var(15)
var(16)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(17)=0&&var(10)>0&&var(11)>0&&var(12)>0&&var(13)>0&&var(14)>0&&var(15)>0&&var(16)>0
trigger1=enemy,movecontact||enemy,movereversed
var(17)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(17)=[5,6])||(var(17)=[10,12])||(var(17)=[20,21])||(var(17)=[40,47])||var(17)=100||var(17)=105||var(17)=195
trigger2=(var(17)=[5000,5002])||(var(17)=[5005,5007])||(var(17)=[5010,5012])||(var(17)=[5015,5017])||(var(17)=[5020,5022])||(var(17)=[5025,5027])||var(17)=5030||var(17)=5035||var(17)=5040
trigger3=(var(17)=[5050,5051])||var(17)=5061||var(17)=5070||var(17)=5080||var(17)=5090||var(17)=5100||var(17)=5160||var(17)=5170||var(17)=5101||var(17)=5110||var(17)=5120
trigger4=var(17)=5150||var(17)=5200||var(17)=5210||var(17)=5300
trigger5=var(17)=40000||var(17)=40010||var(17)=var(10)||var(17)=var(11)||var(17)=var(12)||var(17)=var(13)||var(17)=var(14)||var(17)=var(15)||var(17)=var(16)
var(17)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(18)=0&&var(10)>0&&var(11)>0&&var(12)>0&&var(13)>0&&var(14)>0&&var(15)>0&&var(16)>0&&var(17)>0
trigger1=enemy,movecontact||enemy,movereversed
var(18)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(18)=[5,6])||(var(18)=[10,12])||(var(18)=[20,21])||(var(18)=[40,47])||var(18)=100||var(18)=105||var(18)=195
trigger2=(var(18)=[5000,5002])||(var(18)=[5005,5007])||(var(18)=[5010,5012])||(var(18)=[5015,5017])||(var(18)=[5020,5022])||(var(18)=[5025,5027])||var(18)=5030||var(18)=5035||var(18)=5040
trigger3=(var(18)=[5050,5051])||var(18)=5061||var(18)=5070||var(18)=5080||var(18)=5090||var(18)=5100||var(18)=5160||var(18)=5170||var(18)=5101||var(18)=5110||var(18)=5120
trigger4=var(18)=5150||var(18)=5200||var(18)=5210||var(18)=5300
trigger5=var(18)=40000||var(18)=40010||var(18)=var(10)||var(18)=var(11)||var(18)=var(12)||var(18)=var(13)||var(18)=var(14)||var(18)=var(15)||var(18)=var(16)||var(18)=var(17)
var(18)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(19)=0&&var(10)>0&&var(11)>0&&var(12)>0&&var(13)>0&&var(14)>0&&var(15)>0&&var(16)>0&&var(17)>0&&var(18)>0
trigger1=enemy,movecontact||enemy,movereversed
var(19)=enemy,anim
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(19)=[5,6])||(var(19)=[10,12])||(var(19)=[20,21])||(var(19)=[40,47])||var(19)=100||var(19)=105||var(19)=195
trigger2=(var(19)=[5000,5002])||(var(19)=[5005,5007])||(var(19)=[5010,5012])||(var(19)=[5015,5017])||(var(19)=[5020,5022])||(var(19)=[5025,5027])||var(19)=5030||var(19)=5035||var(19)=5040
trigger3=(var(19)=[5050,5051])||var(19)=5061||var(19)=5070||var(19)=5080||var(19)=5090||var(19)=5100||var(19)=5160||var(19)=5170||var(19)=5101||var(19)=5110||var(19)=5120
trigger4=var(19)=5150||var(19)=5200||var(19)=5210||var(19)=5300
trigger5=var(19)=40000||var(19)=40010||var(19)=var(10)||var(19)=var(11)||var(19)=var(12)||var(19)=var(13)||var(19)=var(14)||var(19)=var(15)||var(19)=var(16)||var(19)=var(17)||var(19)=var(18)
var(19)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(20)=[10,12])||var(20)=20||var(20)=40||var(20)=45||(var(20)=[50,52])
trigger2=var(20)=100||(var(20)=[105,106])||var(20)=110||var(20)=115||var(20)=120||(var(20)=[130,132])||var(20)=140||(var(20)=[150,155])
trigger3=(var(20)=[5000,5001])||(var(20)=[5010,5011])||var(20)=5020||var(20)=5030||var(20)=5035||var(20)=5040||var(20)=5050||(var(20)=[5070,5071])||(var(20)=[5080,5081])
trigger4=(var(20)=[5100,5101])||var(20)=5110||var(20)=5120||var(20)=5150||(var(20)=[5200,5201])||var(20)=5210
trigger5=(var(20)=[1000666,1000667])
var(20)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(21)=[10,12])||var(21)=20||var(21)=40||var(21)=45||(var(21)=[50,52])
trigger2=var(21)=100||(var(21)=[105,106])||var(21)=110||var(21)=115||var(21)=120||(var(21)=[130,132])||var(21)=140||(var(21)=[150,155])
trigger3=(var(21)=[5000,5001])||(var(21)=[5010,5011])||var(21)=5020||var(21)=5030||var(21)=5035||var(21)=5040||var(21)=5050||(var(21)=[5070,5071])||(var(21)=[5080,5081])
trigger4=(var(21)=[5100,5101])||var(21)=5110||var(21)=5120||var(21)=5150||(var(21)=[5200,5201])||var(21)=5210
trigger5=(var(21)=[1000666,1000667])||var(21)=var(20)
var(21)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(22)=[10,12])||var(22)=20||var(22)=40||var(22)=45||(var(22)=[50,52])
trigger2=var(22)=100||(var(22)=[105,106])||var(22)=110||var(22)=115||var(22)=120||(var(22)=[130,132])||var(22)=140||(var(22)=[150,155])
trigger3=(var(22)=[5000,5001])||(var(22)=[5010,5011])||var(22)=5020||var(22)=5030||var(22)=5035||var(22)=5040||var(22)=5050||(var(22)=[5070,5071])||(var(22)=[5080,5081])
trigger4=(var(22)=[5100,5101])||var(22)=5110||var(22)=5120||var(22)=5150||(var(22)=[5200,5201])||var(22)=5210
trigger5=(var(22)=[1000666,1000667])||var(22)=var(20)||var(22)=var(21)
var(22)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(23)=[10,12])||var(23)=20||var(23)=40||var(23)=45||(var(23)=[50,52])
trigger2=var(23)=100||(var(23)=[105,106])||var(23)=110||var(23)=115||var(23)=120||(var(23)=[130,132])||var(23)=140||(var(23)=[150,155])
trigger3=(var(23)=[5000,5001])||(var(23)=[5010,5011])||var(23)=5020||var(23)=5030||var(23)=5035||var(23)=5040||var(23)=5050||(var(23)=[5070,5071])||(var(23)=[5080,5081])
trigger4=(var(23)=[5100,5101])||var(23)=5110||var(23)=5120||var(23)=5150||(var(23)=[5200,5201])||var(23)=5210
trigger5=(var(23)=[1000666,1000667])||var(23)=var(20)||var(23)=var(21)||var(23)=var(22)
var(23)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(24)=[10,12])||var(24)=20||var(24)=40||var(24)=45||(var(24)=[50,52])
trigger2=var(24)=100||(var(24)=[105,106])||var(24)=110||var(24)=115||var(24)=120||(var(24)=[130,132])||var(24)=140||(var(24)=[150,155])
trigger3=(var(24)=[5000,5001])||(var(24)=[5010,5011])||var(24)=5020||var(24)=5030||var(24)=5035||var(24)=5040||var(24)=5050||(var(24)=[5070,5071])||(var(24)=[5080,5081])
trigger4=(var(24)=[5100,5101])||var(24)=5110||var(24)=5120||var(24)=5150||(var(24)=[5200,5201])||var(24)=5210
trigger5=(var(24)=[1000666,1000667])||var(24)=var(20)||var(24)=var(21)||var(24)=var(22)||var(24)=var(23)
var(24)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(25)=[10,12])||var(25)=20||var(25)=40||var(25)=45||(var(25)=[50,52])
trigger2=var(25)=100||(var(25)=[105,106])||var(25)=110||var(25)=115||var(25)=120||(var(25)=[130,132])||var(25)=140||(var(25)=[150,155])
trigger3=(var(25)=[5000,5001])||(var(25)=[5010,5011])||var(25)=5020||var(25)=5030||var(25)=5035||var(25)=5040||var(25)=5050||(var(25)=[5070,5071])||(var(25)=[5080,5081])
trigger4=(var(25)=[5100,5101])||var(25)=5110||var(25)=5120||var(25)=5150||(var(25)=[5200,5201])||var(25)=5210
trigger5=(var(25)=[1000666,1000667])||var(25)=var(20)||var(25)=var(21)||var(25)=var(22)||var(25)=var(23)||var(25)=var(24)
var(25)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(26)=[10,12])||var(26)=20||var(26)=40||var(26)=45||(var(26)=[50,52])
trigger2=var(26)=100||(var(26)=[105,106])||var(26)=110||var(26)=115||var(26)=120||(var(26)=[130,132])||var(26)=140||(var(26)=[150,155])
trigger3=(var(26)=[5000,5001])||(var(26)=[5010,5011])||var(26)=5020||var(26)=5030||var(26)=5035||var(26)=5040||var(26)=5050||(var(26)=[5070,5071])||(var(26)=[5080,5081])
trigger4=(var(26)=[5100,5101])||var(26)=5110||var(26)=5120||var(26)=5150||(var(26)=[5200,5201])||var(26)=5210
trigger5=(var(26)=[1000666,1000667])||var(26)=var(20)||var(26)=var(21)||var(26)=var(22)||var(26)=var(23)||var(26)=var(24)||var(26)=var(25)
var(26)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(27)=[10,12])||var(27)=20||var(27)=40||var(27)=45||(var(27)=[50,52])
trigger2=var(27)=100||(var(27)=[105,106])||var(27)=110||var(27)=115||var(27)=120||(var(27)=[130,132])||var(27)=140||(var(27)=[150,155])
trigger3=(var(27)=[5000,5001])||(var(27)=[5010,5011])||var(27)=5020||var(27)=5030||var(27)=5035||var(27)=5040||var(27)=5050||(var(27)=[5070,5071])||(var(27)=[5080,5081])
trigger4=(var(27)=[5100,5101])||var(27)=5110||var(27)=5120||var(27)=5150||(var(27)=[5200,5201])||var(27)=5210
trigger5=(var(27)=[1000666,1000667])||var(27)=var(20)||var(27)=var(21)||var(27)=var(22)||var(27)=var(23)||var(27)=var(24)||var(27)=var(25)||var(27)=var(26)
var(27)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(28)=[10,12])||var(28)=20||var(28)=40||var(28)=45||(var(28)=[50,52])
trigger2=var(28)=100||(var(28)=[105,106])||var(28)=110||var(28)=115||var(28)=120||(var(28)=[130,132])||var(28)=140||(var(28)=[150,155])
trigger3=(var(28)=[5000,5001])||(var(28)=[5010,5011])||var(28)=5020||var(28)=5030||var(28)=5035||var(28)=5040||var(28)=5050||(var(28)=[5070,5071])||(var(28)=[5080,5081])
trigger4=(var(28)=[5100,5101])||var(28)=5110||var(28)=5120||var(28)=5150||(var(28)=[5200,5201])||var(28)=5210
trigger5=(var(28)=[1000666,1000667])||var(28)=var(20)||var(28)=var(21)||var(28)=var(22)||var(28)=var(23)||var(28)=var(24)||var(28)=var(25)||var(28)=var(26)||var(28)=var(27)
var(28)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(29)=[10,12])||var(29)=20||var(29)=40||var(29)=45||(var(29)=[50,52])
trigger2=var(29)=100||(var(29)=[105,106])||var(29)=110||var(29)=115||var(29)=120||(var(29)=[130,132])||var(29)=140||(var(29)=[150,155])
trigger3=(var(29)=[5000,5001])||(var(29)=[5010,5011])||var(29)=5020||var(29)=5030||var(29)=5035||var(29)=5040||var(29)=5050||(var(29)=[5070,5071])||(var(29)=[5080,5081])
trigger4=(var(29)=[5100,5101])||var(29)=5110||var(29)=5120||var(29)=5150||(var(29)=[5200,5201])||var(29)=5210
trigger5=(var(29)=[1000666,1000667])||var(29)=var(20)||var(29)=var(21)||var(29)=var(22)||var(29)=var(23)||var(29)=var(24)||var(29)=var(25)||var(29)=var(26)||var(29)=var(27)||var(29)=var(28)
var(29)=0
ignorehitpause=1
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=var(31)>0
trigger1=gametime%9=0
trigger2=var(32)>0
trigger2=gametime%9=1
trigger3=var(33)>0
trigger3=gametime%9=2
trigger4=var(34)>0
trigger4=gametime%9=3
trigger5=var(35)>0
trigger5=gametime%9=4
trigger6=var(36)>0
trigger6=gametime%9=5
trigger7=var(37)>0
trigger7=gametime%9=6
trigger8=var(38)>0
trigger8=gametime%9=7
trigger9=var(39)>0
trigger9=gametime%9=8
var(30)=var(31+1*(gametime%9=1)+2*(gametime%9=2)+3*(gametime%9=3)+4*(gametime%9=4)+5*(gametime%9=5)+6*(gametime%9=6)+7*(gametime%9=7)+8*(gametime%9=8))
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(31)=0
trigger1=sysvar(0)!=gametime
var(31)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(31)=[10,12])||var(31)=20||var(31)=40||var(31)=45||(var(31)=[50,52])
trigger2=var(31)=100||(var(31)=[105,106])||var(31)=110||var(31)=115||var(31)=120||(var(31)=[130,132])||var(31)=140||(var(31)=[150,155])
trigger3=(var(31)=[5000,5001])||(var(31)=[5010,5011])||var(31)=5020||var(31)=5030||var(31)=5035||var(31)=5040||var(20)=5050||(var(31)=[5070,5071])||(var(31)=[5080,5081])
trigger4=(var(31)=[5100,5101])||var(31)=5110||var(31)=5120||var(31)=5150||(var(31)=[5200,5201])||var(31)=5210
trigger5=(var(31)=[1000666,1000667])
var(31)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(32)=0&&root,var(31)>0
trigger1=sysvar(0)!=gametime
var(32)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(32)=[10,12])||var(32)=20||var(32)=40||var(32)=45||(var(32)=[50,52])
trigger2=var(32)=100||(var(32)=[105,106])||var(32)=110||var(32)=115||var(32)=120||(var(32)=[130,132])||var(32)=140||(var(32)=[150,155])
trigger3=(var(32)=[5000,5001])||(var(32)=[5010,5011])||var(32)=5020||var(32)=5030||var(32)=5035||var(32)=5040||var(21)=5050||(var(32)=[5070,5071])||(var(32)=[5080,5081])
trigger4=(var(32)=[5100,5101])||var(32)=5110||var(32)=5120||var(32)=5150||(var(32)=[5200,5201])||var(32)=5210
trigger5=(var(32)=[1000666,1000667])||var(32)=var(31)
var(32)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(33)=0&&root,var(31)>0&&root,var(32)>0
trigger1=sysvar(0)!=gametime
var(33)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(33)=[10,12])||var(33)=20||var(33)=40||var(33)=45||(var(33)=[50,52])
trigger2=var(33)=100||(var(33)=[105,106])||var(33)=110||var(33)=115||var(33)=120||(var(33)=[130,132])||var(33)=140||(var(33)=[150,155])
trigger3=(var(33)=[5000,5001])||(var(33)=[5010,5011])||var(33)=5020||var(33)=5030||var(33)=5035||var(33)=5040||var(22)=5050||(var(33)=[5070,5071])||(var(33)=[5080,5081])
trigger4=(var(33)=[5100,5101])||var(33)=5110||var(33)=5120||var(33)=5150||(var(33)=[5200,5201])||var(33)=5210
trigger5=(var(33)=[1000666,1000667])||var(33)=var(31)||var(33)=var(32)
var(33)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(34)=0&&root,var(31)>0&&root,var(32)>0&&root,var(33)>0
trigger1=sysvar(0)!=gametime
var(34)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(34)=[10,12])||var(34)=20||var(34)=40||var(34)=45||(var(34)=[50,52])
trigger2=var(34)=100||(var(34)=[105,106])||var(34)=110||var(34)=115||var(34)=120||(var(34)=[130,132])||var(34)=140||(var(34)=[150,155])
trigger3=(var(34)=[5000,5001])||(var(34)=[5010,5011])||var(34)=5020||var(34)=5030||var(34)=5035||var(34)=5040||var(23)=5050||(var(34)=[5070,5071])||(var(34)=[5080,5081])
trigger4=(var(34)=[5100,5101])||var(34)=5110||var(34)=5120||var(34)=5150||(var(34)=[5200,5201])||var(34)=5210
trigger5=(var(34)=[1000666,1000667])||var(34)=var(31)||var(34)=var(32)||var(34)=var(33)
var(34)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(35)=0&&root,var(31)>0&&root,var(32)>0&&root,var(33)>0&&root,var(34)>0
trigger1=sysvar(0)!=gametime
var(35)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(35)=[10,12])||var(35)=20||var(35)=40||var(35)=45||(var(35)=[50,52])
trigger2=var(35)=100||(var(35)=[105,106])||var(35)=110||var(35)=115||var(35)=120||(var(35)=[130,132])||var(35)=140||(var(35)=[150,155])
trigger3=(var(35)=[5000,5001])||(var(35)=[5010,5011])||var(35)=5020||var(35)=5030||var(35)=5035||var(35)=5040||var(24)=5050||(var(35)=[5070,5071])||(var(35)=[5080,5081])
trigger4=(var(35)=[5100,5101])||var(35)=5110||var(35)=5120||var(35)=5150||(var(35)=[5200,5201])||var(35)=5210
trigger5=(var(35)=[1000666,1000667])||var(35)=var(31)||var(35)=var(32)||var(35)=var(33)||var(35)=var(34)
var(35)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(36)=0&&root,var(31)>0&&root,var(32)>0&&root,var(33)>0&&root,var(34)>0&&root,var(35)>0
trigger1=sysvar(0)!=gametime
var(36)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(36)=[10,12])||var(36)=20||var(36)=40||var(36)=45||(var(36)=[50,52])
trigger2=var(36)=100||(var(36)=[105,106])||var(36)=110||var(36)=115||var(36)=120||(var(36)=[130,132])||var(36)=140||(var(36)=[150,155])
trigger3=(var(36)=[5000,5001])||(var(36)=[5010,5011])||var(36)=5020||var(36)=5030||var(36)=5035||var(36)=5040||var(25)=5050||(var(36)=[5070,5071])||(var(36)=[5080,5081])
trigger4=(var(36)=[5100,5101])||var(36)=5110||var(36)=5120||var(36)=5150||(var(36)=[5200,5201])||var(36)=5210
trigger5=(var(36)=[1000666,1000667])||var(36)=var(31)||var(36)=var(32)||var(36)=var(33)||var(36)=var(34)||var(36)=var(35)
var(36)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(37)=0&&root,var(31)>0&&root,var(32)>0&&root,var(33)>0&&root,var(34)>0&&root,var(35)>0&&root,var(36)>0
trigger1=sysvar(0)!=gametime
var(37)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(37)=[10,12])||var(37)=20||var(37)=40||var(37)=45||(var(37)=[50,52])
trigger2=var(37)=100||(var(37)=[105,106])||var(37)=110||var(37)=115||var(37)=120||(var(37)=[130,132])||var(37)=140||(var(37)=[150,155])
trigger3=(var(37)=[5000,5001])||(var(37)=[5010,5011])||var(37)=5020||var(37)=5030||var(37)=5035||var(37)=5040||var(26)=5050||(var(37)=[5070,5071])||(var(37)=[5080,5081])
trigger4=(var(37)=[5100,5101])||var(37)=5110||var(37)=5120||var(37)=5150||(var(37)=[5200,5201])||var(37)=5210
trigger5=(var(37)=[1000666,1000667])||var(37)=var(31)||var(37)=var(32)||var(37)=var(33)||var(37)=var(34)||var(37)=var(35)||var(37)=var(36)
var(37)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)&&stateno=120
trigger1=root,var(38)=0&&root,var(31)>0&&root,var(32)>0&&root,var(33)>0&&root,var(34)>0&&root,var(35)>0&&root,var(36)>0&&root,var(37)>0
trigger1=sysvar(0)!=gametime
var(38)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(38)=[10,12])||var(38)=20||var(38)=40||var(38)=45||(var(38)=[50,52])
trigger2=var(38)=100||(var(38)=[105,106])||var(38)=110||var(38)=115||var(38)=120||(var(38)=[130,132])||var(38)=140||(var(38)=[150,155])
trigger3=(var(38)=[5000,5001])||(var(38)=[5010,5011])||var(38)=5020||var(38)=5030||var(38)=5035||var(38)=5040||var(27)=5050||(var(38)=[5070,5071])||(var(38)=[5080,5081])
trigger4=(var(38)=[5100,5101])||var(38)=5110||var(38)=5120||var(38)=5150||(var(38)=[5200,5201])||var(38)=5210
trigger5=(var(38)=[1000666,1000667])||var(38)=var(31)||var(38)=var(32)||var(38)=var(33)||var(38)=var(34)||var(38)=var(35)||var(38)=var(36)||var(38)=var(37)
var(38)=0
ignorehitpause=1
[state -2]
type=parentvarset
triggerall=ishelper(9)
trigger1=root,var(39)=0&&root,var(31)>0&&root,var(32)>0&&root,var(33)>0&&root,var(34)>0&&root,var(35)>0&&root,var(36)>0&&root,var(37)>0&&root,var(38)>0
trigger1=sysvar(0)!=gametime
var(39)=stateno
[state -2]
type=varset
triggerall=!ishelper&&stateno=120
trigger1=(var(39)=[10,12])||var(39)=20||var(39)=40||var(39)=45||(var(39)=[50,52])
trigger2=var(39)=100||(var(39)=[105,106])||var(39)=110||var(39)=115||var(39)=120||(var(39)=[130,132])||var(39)=140||(var(39)=[150,155])
trigger3=(var(39)=[5000,5001])||(var(39)=[5010,5011])||var(39)=5020||var(39)=5030||var(39)=5035||var(39)=5040||var(28)=5050||(var(39)=[5070,5071])||(var(39)=[5080,5081])
trigger4=(var(39)=[5100,5101])||var(39)=5110||var(39)=5120||var(39)=5150||(var(39)=[5200,5201])||var(39)=5210
trigger5=(var(39)=[1000666,1000667])||var(39)=var(31)||var(39)=var(32)||var(39)=var(33)||var(39)=var(34)||var(39)=var(35)||var(39)=var(36)||var(39)=var(37)||var(39)=var(38)
var(39)=0
ignorehitpause=1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
