[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 25
velset = 0,0
ctrl = 0
anim = 200
sprpriority = 2
facep2 = 1

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

[State 200]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NP
damage = 50, 0
getpower = 50, 20
givepower = 20, 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 14
guard.pausetime = 8, 2
sparkno = 0
sparkxy = -10, -60
hitsound = s1, 1
guardsound = s1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State -1]
Type        = Explod
Trigger1    = Time = 8
Anim        = 3000
ID          = 3000
Postype     = P1
Pos         = 55,-40
OwnPal      = 1
Scale       = 0.4,0.4
SprPriority = 8

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

;---------------------------------------------------------------------------
;6A
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
velset = 0,0
ctrl = 0
anim = 205
sprpriority = 2
facep2 = 1

[State 205]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

[State 215]
type = PlaySnd
trigger1 = AnimElem = 6
value = 5, 0
channel = 0

[State 205]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NP
damage = 25, 0
getpower = 10, 5
givepower = 5, 2
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 5
guard.pausetime = 4, 3
sparkno = 0
sparkxy = -10, -60
hitsound = s1, 3
guardsound = s1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 205]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NP
damage = 25, 0
getpower = 10, 5
givepower = 5, 2
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 5
guard.pausetime = 4, 3
sparkno = 0
sparkxy = -10, -60
hitsound = s1, 3
guardsound = s1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 205]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NP
damage = 35, 0
getpower = 50, 20
givepower = 20, 10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
guard.pausetime = 8, 5
sparkno = 0
sparkxy = -10, -60
hitsound = s1, 3
guardsound = s1, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State -1]
Type     = Helper
Trigger1 = AnimElem = 6
Stateno  = 206
ID       = 206
Pos      = 77,-50
PosType  = P1
OwnPal   = 1
Keyctrl  = 0
IgnoreHitPause = 1
Persistent = 0

[State 205]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;6A
[StateDef 206]
Type     = A
Physics  = N
Ctrl     = 0
Anim     = 9999

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC
Time     = 1

[State -1]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3001
ID          = 3001
PosType     = P1
Pos         = 0,0
OwnPal      = 0
Scale       = 1,1
ReMoveTime  = 12
SprPriority = 8

[State -1]
type = PalFX
trigger1 = time < 13
time = 1
add = 0,0,0
mul = 256-time*20,256-time*20,256-time*20

[State -1]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.05+FVar(2)

[State -1]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = 0.007

[State -1]
Type     = ModifyExplod
Trigger1 = 1
ID       = 3001
Scale    = 1.4+FVar(1) , 1.4+FVar(1)

[State -1]
Type     = DestroySelf
Trigger1 = Time = 12

;---------------------------------------------------------------------------
;B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

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

[State 210]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 15
getpower = 50, 0
givepower = 5, 2
guardflag = MA
pausetime = 9,10
sparkno = 1
sparkxy = -0, -50
hitsound   = s1,2
guardsound = s1,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

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

;---------------------------------------------------------------------------
;6B
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = -1

[State 215]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 2

[State 215]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5, 0
channel = 0

[State 215]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = back
damage    = 95,0
getpower = 50, 20
givepower = 20, 10
guardflag = H
priority = 5, Hit
pausetime = 9,10
sparkno = 1
sparkxy = -0, -50
hitsound   = s1,3
guardsound = s1,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -12,-5
air.velocity = -12,-5
guard.pausetime = 7, 3
guard.velocity = -8
fall      = 1
fall.recover = 0

[State 215]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;6B
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 216
sprpriority = -1

[State 216]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 216]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0
channel = 0

[State 216]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = back
damage    = 60,0
getpower = 35, 15
givepower = 10, 10
guardflag = H
priority = 5, Hit
pausetime = 9,10
sparkno = 1
sparkxy = -0, -50
hitsound   = s1,3
guardsound = s1,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -8,-3.5
air.velocity = -8,-3.5
guard.pausetime = 7, 3
guard.velocity = -8
fall      = 1
fall.recover = 0

[State 216]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 25
ctrl = 0
anim = 400
sprpriority = 2
facep2 = 1

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

[State 400]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NP
damage    = 50, 0
getpower = 50, 20
givepower = 20, 10
priority  = 4, Hit
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 5,12
guard.pausetime = 8, 2
sparkno = 0
sparkxy = -10,-65
hitsound   = s1,1
guardsound = s1,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 10
ground.velocity = -4
air.velocity = -1.5,-3

[State -1]
Type        = Explod
Trigger1    = Time = 8
Anim        = 3000
ID          = 3000
Postype     = P1
Pos         = 48,-40
OwnPal      = 1
Scale       = 0.4,0.4
SprPriority = 8

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

;---------------------------------------------------------------------------
;3A
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70
ctrl = 0
anim = 405
sprpriority = 2
facep2 = 1

[State 405]
type = PlaySnd
trigger1 = Time = 13
value = 0, 3

[State 405]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NP
damage    = 80, 0
getpower = 80, 60
givepower = 25, 10
priority  = 4, Hit
animtype  = diagup
hitflag = MAF
guardflag = MA
pausetime = 5,10
guard.pausetime = 8, 5
sparkno = 0
sparkxy = -10,-105
hitsound   = s1,3
guardsound = s1,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -0.5,-2.5
airguard.velocity = -5,-3
air.fall = 1

[State -1]
Type     = Helper
Trigger1 = AnimElem = 4
Stateno  = 406
ID       = 406
Pos      = 28,-123
PosType  = P1
OwnPal   = 1
Keyctrl  = 0
IgnoreHitPause = 1
Persistent = 0

[State 405]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;3A
[StateDef 406]
Type     = A
Physics  = N
Ctrl     = 0
Anim     = 9999

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC
Time     = 1

[State -1]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3001
ID          = 3001
PosType     = P1
Pos         = 0,0
OwnPal      = 0
Scale       = 1,1
ReMoveTime  = 10
SprPriority = 8

[State -1]
type = PalFX
trigger1 = time < 11
time = 1
add = 0,0,0
mul = 256-time*25,256-time*25,256-time*25

[State -1]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.05+FVar(2)

[State -1]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = 0.007

[State -1]
Type     = ModifyExplod
Trigger1 = 1
ID       = 3001
Scale    = 1.4+FVar(1) , 1.4+FVar(1)

[State -1]
Type     = DestroySelf
Trigger1 = Time = 10
;---------------------------------------------------------------------------
;B
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 410
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 410]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 44,0
getpower = 10, 5
givepower = 5, 3
animtype  = Medium
hitflag = MAF
guardflag = L
pausetime = 9,10
sparkno = 1
sparkxy = 0, 0
hitsound   = s1,2
guardsound = s1,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -3,-4

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

;---------------------------------------------------------------------------
;3B
[Statedef 415]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 25
ctrl = 0
anim = 415
sprpriority = 2

[State 415]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 2

[State 415]
type = PlaySnd
trigger1 = AnimElem = 6
value = 5, 1
channel = 0

[State 415]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage    = 80,0
getpower = 40, 20
givepower = 20, 10
animtype  = Up
hitflag = MAFD
guardflag = L
priority = 4, Hit
pausetime = 9,10
sparkno = 1
sparkxy = 0, 0
hitsound   = s1,3
guardsound = s1,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-4.5
air.velocity = -3,-3
guard.pausetime = 7, 3
guard.velocity = -6

[State 415]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;3B
[Statedef 416]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 416
sprpriority = 2

[State 416]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 416]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 1
channel = 0

[State 416]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 65,0
getpower = 35, 15
givepower = 10, 10
animtype  = Up
hitflag = MAF
guardflag = L
priority = 4, Hit
pausetime = 9,10
sparkno = 1
sparkxy = 0, 0
hitsound   = s1,3
guardsound = s1,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-4
air.velocity = 0,-3.7
guard.pausetime = 7, 3
guard.velocity = -6

[State 416]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;JA
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 60
ctrl = 0
anim = 600
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = Time = 13
value = 0, 3

[State 600]
type = Velset
trigger1 = Time = 13
x = -1
y = -3

[State 600]
type = HitDef
trigger1 = Time = 13
attr = A, NP
damage    = 50,0
getpower = 80, 45
givepower = 50, 20
animtype = Back
guardflag = HA
priority = 3
pausetime = 7,20
sparkno = 0
sparkxy = -10,-58
hitsound   = s1,3
guardsound = s1,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -0.8,8
air.velocity = -1.3,7
fall.yvelocity = -5

[State -1]
Type     = Helper
Trigger1 = AnimElem = 6
Stateno  = 601
ID       = 601
Pos      = 13,8
PosType  = P1
OwnPal   = 1
Keyctrl  = 0
IgnoreHitPause = 1
Persistent = 0

;---------------------------------------------------------------------------
;JA
[StateDef 601]
Type     = A
Physics  = N
Ctrl     = 0
Anim     = 9999

[State -1]
Type     = NotHitBy
Trigger1 = 1
Value    = SAC
Time     = 1

[State -1]
Type        = Explod
Trigger1    = Time = 0
Anim        = 3001
ID          = 3001
PosType     = P1
Pos         = 0,0
OwnPal      = 0
Scale       = 1,1
ReMoveTime  = 10
SprPriority = 8

[State -1]
type = PalFX
trigger1 = time < 11
time = 1
add = 0,0,0
mul = 256-time*25,256-time*25,256-time*25

[State -1]
Type     = VarAdd
Trigger1 = 1
FV       = 1
Value    = 0.05+FVar(2)

[State -1]
Type     = VarAdd
Trigger1 = 1
FV       = 2
Value    = 0.007

[State -1]
Type     = ModifyExplod
Trigger1 = 1
ID       = 3001
Scale    = 1.4+FVar(1) , 1.4+FVar(1)

[State -1]
Type     = DestroySelf
Trigger1 = Time = 10

;---------------------------------------------------------------------------
;J6A
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 55
ctrl = 0
anim = 605
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = Time = 16
value = 0, 3

[State 605]
type = Velset
trigger1 = Time = 16
x = -4
y = -3

[State 605]
type = HitDef
trigger1 = Time = 16
attr = A, NP
damage = 75,0
getpower = 75, 40
givepower = 40, 20
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -12,-1
fall = 1

[State -1]
Type        = Explod
Trigger1    = Time = 16
Anim        = 3002
ID          = 3002
Postype     = P1
Pos         = 65,13
OwnPal      = 1
Scale       = 1,1
SprPriority = 8

;---------------------------------------------------------------------------
;JB
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 15
ctrl = 0
anim = 610
sprpriority = 2

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

[State 610]
type = HitDef
trigger1 = Time = 7
attr = A, NA
damage = 50,0
getpower = 25, 10
givepower = 10, 5
guardflag = HA
priority = 3
pausetime = 8,20
sparkno = 1
sparkxy = -5,-35
hitsound   = s1,2
guardsound = s1,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -4
air.velocity = -2,-3

[State 610]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

;---------------------------------------------------------------------------
;J6B
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 615
sprpriority = 2

[State 615]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 2

[State 615]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5, 0
channel = 0

[State 615]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 90,0
getpower = 50, 20
givepower = 20, 10
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = s1,3
guardsound = s1,0
animtype = Med
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -5
air.velocity = -12,-2
air.fall = 1
;---------------------------------------------------------------------------
;
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1

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

;---------------------------------------------------------------------------
;
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 4

[State 810]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 3

[State 810]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(5) < 0
pos = 48, 0

[State 810]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -100

[State 810]
type = TargetState
trigger1 = AnimElem = 5
value = 821

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

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

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

[State 820]
type = ChangeAnim2
trigger1 = Time = 0
value = 820

[State 820]
type = SelfState
trigger1 = !GetHitVar(IsBound)
value = 5035



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

[Statedef 821]
type    = A
movetype= H
physics = N
velset = -10,-2.8
poweradd = 40

[State 821]
type = VelAdd
trigger1 = 1
y = .4

[State 821]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 1000
ctrl = 0

[State 1000]
type = playsnd
trigger1 = animelem = 8
value = 1000, 0
channel = 1

[State 1000]
type = playsnd
trigger1 = animelem = 8
value = 1000, 1
channel = 2

[State 1000]
type = Helper
trigger1 = animelem = 8
trigger1 = numhelper(10000) = 0
helpertype = Normal
id = 10000
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 10000
keyctrl = 0
ownpal = 1

[State 1000]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1001]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 1001
ctrl = 0

[State 1000]
type = playsnd
trigger1 = animelem = 8
value = 1000, 0
channel = 1

[State 1000]
type = playsnd
trigger1 = animelem = 8
value = 1000, 1
channel = 2

[State 1000]
type = Helper
trigger1 = animelem = 8
trigger1 = numhelper(10001) = 0
helpertype = Normal
id = 10001
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 10000
keyctrl = 0
ownpal = 1

[State 1000]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 10000]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 10000
ctrl = 0

[State 10000]
type = sprpriority
trigger1 = 1
value = 5

[State 10000]
type = bindtoroot
trigger1 = 1
pos = 60,const(size.mid.pos.y)
time = -1

[State 10000]
type = Projectile
trigger1 = 1
projID = 10000
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 10001
projscale = 1, 1
projremove = 1
projremovetime = 2
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, SA
damage = 0, 5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s9999
guard.sparkno=s9999
sparkxy = 5, -20
hitsound = s1000,2
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-1.2
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -6,-3.2
air.hittime = 12
fall = 1
fall.recover=0
p2stateno = 10001

[State 10000]
type = reversaldef
trigger1 = 1
Reversal.Attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
priority = 7, hit
sparkno = S9999
hitsound = S1000,2
pausetime = 0, 0
HitFlag = MAFDP
p2stateno = 10001
ignorehitpause = 1

[State 10000]
type = destroyself
trigger1 = ishelper(10000)
trigger1 = time >= 100
trigger2 = ishelper(10001)
trigger2 = time >= 200
trigger3 = root,stateno != 1000
trigger3 = root,stateno != 1001
;---------------------------------------------------------------------------
[Statedef 10001]
type = A
movetype = H
ctrl = 0
physics = N
velset = 0
sprpriority = 5

[State 10001]
type = destroyself
trigger1 = ishelper

[State 10001]
type = screenbound
trigger1 = 1
value = 0

[State 10001]
type = lifeadd
trigger1 = time = 0
trigger1 = power%2 = 0
value = -(power/2)
kill = 0

[State 10001]
type = lifeadd
trigger1 = time = 0
trigger1 = power%2 = 1
value = -((power+1)/2)
kill = 0

[State 10001]
type = powerset
trigger1 = time >= 1
value = 0

[State 10001]
type = lifeset
trigger1 = life < 10
trigger1 = time >= 1
value = 10

[State 10001]
type = playsnd
trigger1 = !ishelper
trigger1 = time = 0
value = 11, 0

[State 10001]
type = changeanim2
trigger1 = !ishelper
trigger1 = time = 0
value = 999999

[State 10001]
type = AngleDraw
trigger1 = 1

[State 10001]
type = AngleDraw
trigger1 = anim = 999999
trigger1 = Time <= 10
scale = 1.0-(0.075*time),1.0-(0.075*time)

[State 10001]
type = AngleDraw
trigger1 = anim = 999999
trigger1 = Time >= 11
scale = 0.25, 0.25

[State 10001]
type = assertspecial
trigger1 = stateno = 10001
flag = noko

[State 10001]
type = Changestate
trigger1 = time >= 30
trigger1 = power = 0
value = 10002
;---------------------------------------------------------------------------
[StateDef 10002]
ctrl = 0
type = A
physics = N
Movetype = H
velset = -3.25,-4.55
sprpriority = 3

[State 10002]
type = AngleDraw
trigger1 = 1
scale = 0.25, 0.25

[State 10002]
type = destroyself
trigger1 = ishelper

[State 10002]
type = VelAdd
Trigger1 = 1
y = .6

[State 10002]
type = varrangeset
trigger1 = 1
first = 0
last = 59
value = 0

[State 10002]
type = varrangeset
trigger1 = 1
first = 0
last = 39
fvalue = 0

[State 10002]
type = varset
trigger1 = 1
sysvar(0) = 0

[State 10002]
type = varset
trigger1 = 1
sysvar(1) = 0

[State 10002]
type = varset
trigger1 = 1
sysvar(2) = 0

[State 10002]
type = varset
trigger1 = 1
sysvar(3) = 0

[State 10002]
type = varset
trigger1 = 1
sysvar(4) = 0

[State 10002]
type = varset
trigger1 = 1
sysfvar(0) = 0

[State 10002]
type = varset
trigger1 = 1
sysfvar(1) = 0

[State 10002]
type = varset
trigger1 = 1
sysfvar(2) = 0

[State 10002]
type = varset
trigger1 = 1
sysfvar(3) = 0

[State 10002]
type = varset
trigger1 = 1
sysfvar(4) = 0

[State 10002]
type = SelfState
trigger1 = !ishelper
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 50
value = 5100
;---------------------------------------------------------------------------
[StateDef 1100]
ctrl = 0
type = A
physics = N
Movetype = A
velset = 0,0
anim = 1100

[State 1100]
type = velset
trigger1 = 1
x = 1

[State 1100]
type = VelAdd
Trigger1 = time <= 6
y = -1.1

[State 1100]
type = explod
trigger1 = time = 0
anim = 11000
id = 1100
postype = p1
pos = const(size.mid.pos.x)+10, const(size.mid.pos.y)+50
bindtime = -1
removetime = -2
scale = 0.7, 0.7
sprpriority=7
ownpal = 1

[State 1100]
type = playsnd
trigger1 = time = 0
value = 1100, 0

[State 1100]
type = Hitdef
trigger1 = animelem = 4
id = 11001
nochainid = 11002
attr = A, HA
damage = 140, 20
animtype = medium
guardflag = M
hitflag = MAFDP
priority = 6, Hit
pausetime = 15, 40
sparkno = S1101
guard.sparkno = S9999
sparkxy = 0, -10
hitsound = s1100,1
guardsound = s1,0
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,-7
airguard.velocity = -3,-4
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 0

[State 1100]
type = Hitdef
trigger1 = animelem = 5
id = 11002
nochainid = 11002
attr = A, HA
damage = 140, 20
animtype = medium
guardflag = M
hitflag = MAFDP
priority = 6, Hit
pausetime = 15, 40
sparkno = S1101
guard.sparkno = S9999
sparkxy = 0, -10
hitsound = s1100,1
guardsound = s1,0
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,-7
airguard.velocity = -3,-4
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 0

[State 1100]
type = VelAdd
Trigger1 = time >= 7
y = 0.6

[State 1100]
type = SelfState
trigger1 = vel y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[StateDef 1101]
ctrl = 0
type = A
physics = N
Movetype = A
velset = 0,0
anim = 1100

[State 1100]
type = velset
trigger1 = 1
x = 1.3

[State 1100]
type = VelAdd
Trigger1 = time <= 6
y = -1.7

[State 1100]
type = explod
trigger1 = time = 0
anim = 11000
id = 1100
postype = p1
pos = const(size.mid.pos.x)+10, const(size.mid.pos.y)+50
bindtime = -1
removetime = -2
scale = 0.7, 0.7
sprpriority=7
ownpal = 1

[State 1100]
type = playsnd
trigger1 = time = 0
value = 1100, 0

[State 1100]
type = Hitdef
trigger1 = animelem = 4
id = 11011
nochainid = 11012
attr = A, HA
damage = 140, 20
animtype = medium
guardflag = M
hitflag = MAFDP
priority = 6, Hit
pausetime = 15, 40
sparkno = S1101
guard.sparkno = S9999
sparkxy = 0, -10
hitsound = s1100,1
guardsound = s1,0
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,-7
airguard.velocity = -3,-4
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 0

[State 1100]
type = Hitdef
trigger1 = animelem = 5
id = 11012
nochainid = 11012
attr = A, HA
damage = 140, 20
animtype = medium
guardflag = M
hitflag = MAFDP
priority = 6, Hit
pausetime = 15, 40
sparkno = S1101
guard.sparkno = S9999
sparkxy = 0, -10
hitsound = s1100,1
guardsound = s1,0
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,-7
airguard.velocity = -3,-4
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 0

[State 1100]
type = VelAdd
Trigger1 = time >= 7
y = 0.6

[State 1100]
type = SelfState
trigger1 = vel y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1200]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 205
ctrl = 0

[State 1200]
type = playsnd
trigger1 = animelem = 6
value = 1200, 0
lowpriority = 1

[State 1200]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

[State 1200]
type = helper
trigger1 = animelem = 6
trigger1 = numhelper(12000) = 0
id = 12000
stateno = 12000
pos = enemy,const(size.mid.pos.x), 0
postype = p2
keyctrl = 0
ownpal = 1

[State 1200]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 12000]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 12000
ctrl = 0

[State 12000]
type = posset
trigger1 = 1
y = 0

[State 12000]
type = Hitdef
trigger1 = 1
id = 12000
nochainid = 12000
attr = S, SA
affectteam = B
damage = 1650/(10*(hitcount+1)), 22
animtype = medium
guardflag = L
hitflag = MAFP
priority = 6, Hit
pausetime = 0, 40
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = s9999,9999
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = 0,-13
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-15
air.hittime = 3
fall = 1
fall.recover = 1
Palfx.Time = 40
Palfx.Mul =  255,255,255
Palfx.Add = 100,-120,-120
Palfx.SinAdd = 30,10,10,9

[State 12000]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
[Statedef 1300]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd = 40
anim = 1300
ctrl = 0

[State 1300]
type = playsnd
trigger1 = time = 0
value = 1300, 0
channel = 3
loop = 1

[State 1300]
type = explod
trigger1 = numexplod(13000) = 0
anim = 13000
id = 13000
postype = p1
pos = 3, 20
bindtime = -1
removetime = -2
scale = 0.7, 0.7
sprpriority=0
ownpal = 1
trans = add

[State 1300]
type = poweradd
trigger1 = 1
value = 8
;---------------------------------------------------------------------------
[Statedef 1400]
type    = A
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 600
ctrl = 0

[State 1400]
type = playsnd
trigger1 = animelem = 6
value = 1400, 0

[State 1400]
type = playsnd
trigger1 = animelem = 6
value = 1400, 1

[State 1400]
type = playsnd
trigger1 = animelem = 6
value = 1400, 2

[State 1400]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

[State 1400]
type = helper
trigger1 = animelem = 6
trigger1 = numhelper(14000) = 0
id = 14000
stateno = 14000
pos = 0, 200
postype = p1
keyctrl = 0
ownpal = 1

[State 1400]
type = velset
trigger1 = animelem = 6
x = -4
y = -7

[State 1400]
type = Veladd
trigger1 = time >= 17
y = 0.6

[State 1400]
type = Selfstate
trigger1 = Vel Y >= 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 14000]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1400
ctrl = 0

[State 14000]
type = posset
trigger1 = 1
y= 0

[State 14000]
type = EnvShake
trigger1 = time = 0
time = 25
freq = 80
ampl = -3
phase = 0

[State 14000]
type = Hitdef
trigger1 = 1
id = 14000
nochainid = 14000
attr = C, HA
affectteam = B
damage = 180, 15
animtype = medium
guardflag = L
hitflag = MAFP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = s9999,9999
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = 0,-1
airguard.velocity = -1,-1
air.type = Low
air.velocity = 0,-1
air.hittime = 3
fall = 1
fall.recover = 0

[State 14000]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
[Statedef 1500]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 205
ctrl = 0

[State 1500]
type = playsnd
trigger1 = animelem = 6
value = 1500, 1

[State 1500]
type = helper
trigger1 = animelem = 6
trigger1 = numhelper(15000) = 0
id = 15000
stateno = 15000
pos = 68, const(size.mid.pos.y)+10
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1500]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 15000]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1500
sprpriority = 5
ctrl = 0

[State 15000]
type = Hitdef
trigger1 = time >= 60
id = 15000
nochainid = 15000
attr = A, SP
affectteam = B
damage = 1340/(10*(hitcount+1)), 20
animtype = medium
guardflag = MA
hitflag = MAFP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = s1500,0
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -5,-3
airguard.velocity = -1,-1
air.type = Low
air.velocity = -7,-5
air.hittime = 3
fall = 1
fall.recover = 1
palfx.time = 60
palfx.mull= 0,0,0
palfx.sinadd = 250,250,250,3
palfx.add = 0,0,0

[State 15000]
type = velset
trigger1 = time = 60
trigger1 = 1
x = 1.2

[State 15000]
type = veladd
trigger1 = time >= 60
trigger1 = 1
y = 0.4

[State 15000]
type = velset
trigger1 = pos y >= 0
y = -12

[State 15000]
type = velset
trigger1 = FrontEdgeBodydist <= 7
x = -1.2

[State 15000]
type = velset
trigger1 = BackEdgeBodydist <= 7
x = 1.2

[State 15000]
type = playsnd
trigger1 = pos y = 0
value = 1500, 2

[State 15000]
type = changestate
trigger1 = time >= 360
value = 15001

;---------------------------------------------------------------------------
[Statedef 15001]
type    = A
movetype= I
physics = N
anim = 1501
ctrl = 0

[State 15001]
type = veladd
trigger1 = 1
y = 0.4

[State 15001]
type = velset
trigger1 = pos y >= 0
y = -12

[State 15001]
type = velset
trigger1 = FrontEdgeBodydist <= 7
x = -1.2

[State 15001]
type = velset
trigger1 = BackEdgeBodydist <= 7
x = 1.2

[State 15001]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 1600]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 205
ctrl = 0

[State 1600]
type = playsnd
trigger1 = animelem = 6
value = 1600, 0

[State 1600]
type = helper
trigger1 = animelem = 6
id = 16001
stateno = 16001
pos = 63, const(size.mid.pos.y)+10
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1600]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1601]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 205
ctrl = 0

[State 1601]
type = playsnd
trigger1 = animelem = 6
value = 1600, 0

[State 1601]
type = helper
trigger1 = animelem = 6
id = 16002
stateno = 16002
pos = 63, const(size.mid.pos.y)+10
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1601]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1602]
type    = A
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 605
ctrl = 0

[State 1602]
type = playsnd
trigger1 = animelem = 6
value = 1600, 0

[State 1602]
type = helper
trigger1 = animelem = 6
id = 16001
stateno = 16001
pos = 63, const(size.mid.pos.y)+10
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1602]
type = veladd
trigger1 = time >= 22
y = 0.6

[State 1602]
type = Selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1603]
type    = A
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 605
ctrl = 0

[State 1603]
type = playsnd
trigger1 = animelem = 6
value = 1600, 0

[State 1603]
type = helper
trigger1 = animelem = 6
id = 16002
stateno = 16002
pos = 63, const(size.mid.pos.y)+10
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1603]
type = veladd
trigger1 = time >= 22
y = 0.6

[State 1603]
type = Selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 16001]
type    = A
movetype= A
physics = N
anim = 1600
ctrl = 0

[State 16001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 16001]
type = trans
trigger1 = 1
trans = add

[State 16001]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 1
stateno = 16003

[State 16001]
type = angledraw
trigger1 = time%5 = 0
scale = 0.9, 0.9

[State 16001]
type = angledraw
trigger1 = time%5 = 1
scale = 0.8, 0.8

[State 16001]
type = angledraw
trigger1 = time%5 = 2
scale = 0.7, 0.7

[State 16001]
type = angledraw
trigger1 = time%5 = 3
scale = 0.6, 0.6

[State 16001]
type = angledraw
trigger1 = time%5 = 4
scale = 0.5, 0.5

[State 16001]
type = Hitdef
trigger1 = 1
id = 16001
nochainid = 16001
attr = A, SP
damage = 100, 17
animtype = medium
guardflag = MA
hitflag = MAFP
priority = 6, Hit
pausetime = 0, 11
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = s9999,0
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -2,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3
palfx.time = 40
palfx.mull= 0,255,0
palfx.sinadd = 250,250,250,3
palfx.add = 0,255,0

[State 16001]
type = destroyself
trigger1 = time >= 180

[State 16001]
type = Selfstate
trigger1 = movecontact
value = 16003
;---------------------------------------------------------------------------
[Statedef 16002]
type    = A
movetype= A
physics = N
anim = 1600
ctrl = 0

[State 16002]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 16002]
type = trans
trigger1 = 1
trans = add

[State 16002]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 1
stateno = 16003

[State 16002]
type = angledraw
trigger1 = time%5 = 0
scale = 0.9, 0.9

[State 16002]
type = angledraw
trigger1 = time%5 = 1
scale = 0.8, 0.8

[State 16002]
type = angledraw
trigger1 = time%5 = 2
scale = 0.7, 0.7

[State 16002]
type = angledraw
trigger1 = time%5 = 3
scale = 0.6, 0.6

[State 16002]
type = angledraw
trigger1 = time%5 = 4
scale = 0.5, 0.5

[State 16002]
type = Hitdef
trigger1 = 1
id = 16001
nochainid = 16001
attr = A, SP
damage = 100, 17
animtype = medium
guardflag = MA
hitflag = MAFP
priority = 6, Hit
pausetime = 0, 11
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = s9999,0
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -2,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3
palfx.time = 40
palfx.mull= 0,255,0
palfx.sinadd = 250,250,250,3
palfx.add = 0,255,0

[State 16002]
type = destroyself
trigger1 = time >= 300

[State 16002]
type = selfstate
trigger1 = movecontact
value = 16003
;---------------------------------------------------------------------------
[Statedef 16003]
type    = A
movetype= I
physics = N
ctrl = 0

[State 16003]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 16003]
type = trans
trigger1 = 1
trans = add

[State 16003]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 0
scale = 1, 1

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 1
scale = 0.9, 0.9

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 2
scale = 0.8, 0.8

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 3
scale = 0.7, 0.7

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 4
scale = 0.6, 0.6

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 5
scale = 0.5, 0.5

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 6
scale = 0.4, 0.4

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 7
scale = 0.3, 0.3

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 8
scale = 0.2, 0.2

[State 16003]
type = angledraw
trigger1 = time < 10
trigger1 = time%10 = 9
scale = 0.1, 0.1

[State 16003]
type = angledraw
trigger1 = time >= 10
scale = 0.01, 0.01

[State 16003]
type = destroyself
trigger1 = time >= 10
;---------------------------------------------------------------------------
[Statedef 1700]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -1000
anim = 205
ctrl = 0

[State 1700]
type = Helper
trigger1 = time = 0
helpertype = Normal
id = 7777
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
StateNo = 7777
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 1700]
type = superpause
trigger1 = time = 1
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 1700]
type = playsnd
trigger1 = animelem = 6
value = 1700, 0

[State 1700]
type = Helper
trigger1 = animelem = 6
trigger1 = numhelper(17001) = 0
helpertype = Normal
id = 17001
pos = 0,0
postype = left
StateNo = 17001
keyctrl = 0
ownpal = 1

[State 1700]
type = Helper
trigger1 = animelem = 6
trigger1 = numhelper(17002) = 0
helpertype = Normal
id = 17002
pos = 0,0
postype = left
StateNo = 17002
keyctrl = 0
ownpal = 1

[State 1700]
type = Helper
trigger1 = animelem = 6
trigger1 = numhelper(17003) = 0
helpertype = Normal
id = 17003
pos = 0,0
postype = left
StateNo = 17003
keyctrl = 0
ownpal = 1

[State 1700]
type = Helper
trigger1 = animelem = 6
trigger1 = numhelper(17004) = 0
helpertype = Normal
id = 17004
pos = 0,0
postype = left
StateNo = 17004
keyctrl = 0
ownpal = 1

[State 1700]
type = Helper
trigger1 = animelem = 6
trigger1 = numhelper(17005) = 0
helpertype = Normal
id = 17005
pos = 0,0
postype = left
StateNo = 17005
keyctrl = 0
ownpal = 1

[State 1700]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 17001]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1700
ctrl = 0

[State 17001]
type = trans
trigger1 = 1
trans = add

[State 17001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 17001]
type = posset
trigger1 = 1
x = 0
y = -150

[State 17001]
type = Hitby
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 17001]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 5
stateno = 17010

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -2.4, 1.8
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -1.4, 2.7
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 0, 3
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 1.4, 2.7
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 2.4, 1.8
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[state 17001]
type = playsnd
trigger1 = time%150 = 0
value = 1700, 1

;---------------------------------------------------------------------------
[Statedef 17002]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1700
ctrl = 0

[State 17001]
type = trans
trigger1 = 1
trans = add

[State 17001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 17001]
type = posset
trigger1 = 1
x = -73.6
y = -96.5

[State 17001]
type = Hitby
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 17001]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 5
stateno = 17010

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 2.4, -1.8
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 3.0, -0.5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 2.9, 0.9
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 2.1, 2.1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 0.9, 2.9
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[state 17001]
type = playsnd
triggerall = numhelper(17001) = 0
trigger1 = time%150 = 0
value = 1700, 1

;---------------------------------------------------------------------------
[Statedef 17003]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1700
ctrl = 0

[State 17001]
type = trans
trigger1 = 1
trans = add

[State 17001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 17001]
type = posset
trigger1 = 1
x = 73.6
y = -96.5

[State 17001]
type = Hitby
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 17001]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 5
stateno = 17010

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -2.4, -1.8
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -3.0, -0.5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -2.9, 0.9
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -2.1, 2.1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -0.9, 2.9
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[state 17001]
type = playsnd
triggerall = numhelper(17001) = 0
triggerall = numhelper(17002) = 0
trigger1 = time%150 = 0
value = 1700, 1

;---------------------------------------------------------------------------
[Statedef 17004]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1700
ctrl = 0

[State 17001]
type = trans
trigger1 = 1
trans = add

[State 17001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 17001]
type = posset
trigger1 = 1
x = -45.5
y = -10

[State 17001]
type = Hitby
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 17001]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 5
stateno = 17010

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -0.9, -2.9
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 0.5, -3.0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 1.8, -2.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 2.7, -1.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 3.0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[state 17001]
type = playsnd
triggerall = numhelper(17001) = 0
triggerall = numhelper(17002) = 0
triggerall = numhelper(17003) = 0
trigger1 = time%150 = 0
value = 1700, 1

;---------------------------------------------------------------------------
[Statedef 17005]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1700
ctrl = 0

[State 17001]
type = trans
trigger1 = 1
trans = add

[State 17001]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 17001]
type = posset
trigger1 = 1
x = 45.5
y = -10

[State 17001]
type = Hitby
trigger1 = 1
value = SCA, AA, AP
time = -1

[State 17001]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 5
stateno = 17010

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = 0.9, -2.9
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -0.5, -3.0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -1.8, -2.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -2.7, -1.4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[State 17001]
type = Projectile
trigger1 = time%150 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 707
projscale = 0.33, 0.33
projremove = 1
projremovetime = 200
velocity = -3.0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NP
damage = 40, 15
animtype = heavy
guardflag = MA
hitflag = MAFP
pause = 0, 10
priority = 7, hit
sprpriority = 7
sparkno = s700
guard.sparkno=s700
sparkxy = 5, -20
hitsound = S700,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,0
airguard.velocity = -3,-4.3
air.type = High
air.velocity = -5,-3.2
air.hittime = 12

[state 17001]
type = playsnd
triggerall = numhelper(17001) = 0
triggerall = numhelper(17002) = 0
triggerall = numhelper(17003) = 0
triggerall = numhelper(17004) = 0
trigger1 = time%150 = 0
value = 1700, 1

;---------------------------------------------------------------------------
[Statedef 17010]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0

[State 17010]
type = destroyself
trigger1 = 1
;---------------------------------------------------------------------------
[Statedef 1800]
type    = A
movetype= I
physics = N
velset = 0,0
poweradd = -1000
anim = 1800
ctrl = 0

[State 1800]
type = Helper
trigger1 = time = 0
helpertype = Normal
id = 7777
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
StateNo = 7777
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 1800]
type = superpause
trigger1 = time = 1
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 1800]
type = veladd
trigger1 = time <=13
y = -0.6

[State 1800]
type = velset
trigger1 = time >= 14
trigger1 = time <= 30
y = 0

[State 1800]
type = veladd
trigger1 = time >=31
y = 0.6

[State 1800]
type = playsnd
trigger1 = animelem = 5
value = 0, 4

[State 1800]
type = explod
trigger1 = animelem = 5
trigger1 = numexplod(18000) = 0
anim = 18000
id = 18000
postype = p1
pos = 0, 0
bindtime = -1
removetime = 432
scale = 0.7, 0.7
sprpriority=7
ownpal = 1
trans = add

[State 1800]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1900]
type    = A
movetype= I
physics = N
velset = 0,0
poweradd = -2000
anim = 1800
ctrl = 0

[State 1900]
type = varrandom
trigger1 = time = 0
v = 19
range = 330, 2970

[State 1900]
type = Helper
trigger1 = time = 0
helpertype = Normal
id = 7777
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
StateNo = 7777
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 1900]
type = superpause
trigger1 = time = 1
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 1900]
type = veladd
trigger1 = time <=13
y = -0.6

[State 1900]
type = velset
trigger1 = time >= 14
trigger1 = time <= 30
y = 0

[State 1900]
type = veladd
trigger1 = time >=31
y = 0.6

[State 1900]
type = playsnd
trigger1 = animelem = 5
value = 0, 4

[State 1900]
type = explod
trigger1 = animelem = 5
trigger1 = numexplod(19000) = 0
anim = 19000
id = 19000
postype = p1
pos = 0, 0
bindtime = -1
removetime = 432
scale = 0.7, 0.7
sprpriority=7
ownpal = 1
trans = add

[State 1900]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2000]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd = -2000
anim = 2000
ctrl = 0

[State 2000]
type = posset
trigger1 = time = 0
x = 0
y = -100

[State 2000]
type = Helper
trigger1 = time = 0
helpertype = Normal
id = 7777
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
StateNo = 7777
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2000]
type = superpause
trigger1 = time = 1
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 2000]
type = varset
trigger1 = time = 5
var(7) = 0

[State 2000]
type = varset
trigger1 = time = 5
var(8) = -100

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = -56

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = -112

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = 56

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = 112

[State 2000]
type = varset
trigger1 = var(7) = -56
trigger2 = var(7) = -112
trigger3 = var(7) = 56
trigger4 = var(7) = 112
var(8) = -100

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = -140

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = -84

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = -28

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = 140

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = 84

[State 2000]
type = varset
trigger1 = time = 7
trigger1 = random <= 170
var(7) = 28

[State 2000]
type = varset
triggerall = time = 8
trigger1 = var(7) = -140
trigger2 = var(7) = -84
trigger3 = var(7) = -28
trigger4 = var(7) = 140
trigger5 = var(7) = 84
trigger6 = var(7) = 28
var(8) = -170

[State 2000]
type = varset
triggerall = time = 9
triggerall = random <= 250
trigger1 = var(7) = -140
trigger2 = var(7) = -84
trigger3 = var(7) = -28
trigger4 = var(7) = 140
trigger5 = var(7) = 84
trigger6 = var(7) = 28
var(8) = -30

[State 2000]
type = Selfstate
trigger1 = animtime = 0
value = 2001

;---------------------------------------------------------------------------
[Statedef 2001]
type    = A
movetype= I
physics = N
anim = 2001
ctrl = 0

[State 2001]
type = playsnd
trigger1 = !ishelper
trigger1 = time = 0
value = 2000, 0

[State 2001]
type = playsnd
trigger1 = !ishelper
trigger1 = animelem = 7
value = 2000, 2

[State 2001]
type = Screenbound
trigger1 = 1
value = 0

[State 2001]
type = angledraw
trigger1 = time = 0
scale = 0.01, 0.01

[State 2001]
type = angledraw
trigger1 = time = 1
scale = 0.1, 0.1

[State 2001]
type = angledraw
trigger1 = time = 2
scale = 0.2, 0.2

[State 2001]
type = angledraw
trigger1 = time = 3
scale = 0.3, 0.3

[State 2001]
type = angledraw
trigger1 = time = 4
scale = 0.4, 0.4

[State 2001]
type = angledraw
trigger1 = time = 5
scale = 0.5, 0.5

[State 2001]
type = angledraw
trigger1 = time = 6
scale = 0.6, 0.6

[State 2001]
type = angledraw
trigger1 = time = 7
scale = 0.7, 0.7

[State 2001]
type = angledraw
trigger1 = time >= 8
scale = 0.88, 0.88

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20001
pos = -140,70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20002
pos = -84,70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20003
pos = -28,70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20004
pos = 140,70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20005
pos = 84,70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20006
pos = 28,70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20007
pos = -112,0
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20008
pos = -56,0
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20009
pos = 0,0
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20010
pos = 56,0
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20011
pos = 112,0
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20012
pos = -140,-70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20013
pos = -84,-70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20014
pos = -28,-70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20015
pos = 140,-70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20016
pos = 84,-70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = Helper
trigger1 = !ishelper
trigger1 = time = 0
helpertype = Normal
id = 20017
pos = 28,-70
postype = p1
StateNo = 2001
keyctrl = 0
ownpal = 1

[State 2001]
type = superpause
trigger1 = !ishelper
trigger1 = animelem = 2
time = 40
anim = 9999
sound = S2000,1
darken = 0

[State 2001]
type = playerpush
trigger1 = 1
value = 0

[State 2001]
type = NotHitBy
trigger1 = ishelper
value = SCA

[State 2001]
type = Hitoverride
trigger1 = !ishelper
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 4
stateno = 5050

[State 2001]
type = posset
trigger1 = !ishelper
trigger1 = time >= 1
x = var(7)
y = var(8)

[State 2001]
type = posset
trigger1 = ishelper(20001)
x = -140
y = -30

[State 2001]
type = posset
trigger1 = ishelper(20002)
x = -84
y = -30

[State 2001]
type = posset
trigger1 = ishelper(20003)
x = -28
y = -30

[State 2001]
type = posset
trigger1 = ishelper(20004)
x = 140
y = -30

[State 2001]
type = posset
trigger1 = ishelper(20005)
x = 84
y = -30

[State 2001]
type = posset
trigger1 = ishelper(20006)
x = 28
y = -30

[State 2001]
type = posset
trigger1 = ishelper(20007)
x = -112
y = -100

[State 2001]
type = posset
trigger1 = ishelper(20008)
x = -56
y = -100

[State 2001]
type = posset
trigger1 = ishelper(20009)
x = 0
y = -100

[State 2001]
type = posset
trigger1 = ishelper(20010)
x = 56
y = -100

[State 2001]
type = posset
trigger1 = ishelper(20011)
x = 112
y = -100

[State 2001]
type = posset
trigger1 = ishelper(20012)
x = -140
y = -170

[State 2001]
type = posset
trigger1 = ishelper(20013)
x = -84
y = -170

[State 2001]
type = posset
trigger1 = ishelper(20014)
x = -28
y = -170

[State 2001]
type = posset
trigger1 = ishelper(20015)
x = 140
y = -170

[State 2001]
type = posset
trigger1 = ishelper(20016)
x = 84
y = -170

[State 2001]
type = posset
trigger1 = ishelper(20017)
x = 28
y = -170

[State 2001]
type = BGPalFX
trigger1 = !ishelper
time = 1
mul = 0,0,0
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 2001]
type = explod
trigger1 = animelem = 7
trigger1 = numexplod(2100) = 0
anim = 2100
id = 2100
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
sprpriority=7
ontop = 1
ownpal = 1

[State 2001]
type = Projectile
trigger1 = animelem = 7
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 2002
projscale = 1, 1
projremove = 1
projremovetime = 10
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, NT
damage = 500, 50
animtype = heavy
guardflag = M
hitflag = MAFP
getpower = 0
pausetime = 0, 60
priority = 7, hit
sprpriority = 7
sparkno = s9999
guard.sparkno=s9999
sparkxy = 5, -20
hitsound = S9999,9999
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-13
airguard.velocity = -3,-4.3
air.type = High
air.velocity = 0,-13
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 120
palfx.invertall = 1
palfx.mull= -255,-255,-255
palfx.sinadd = 255,255,255,3
palfx.add = -255,-255,-255

[State 2001]
type = assertspecial
trigger1 = !ishelper
trigger1 = time >= 90
flag = nobardisplay

[State 2001]
type = trans
trigger1 = time >= 69
trigger1 = ishelper
trans = add

[State 2001]
type = destroyself
trigger1 = ishelper
trigger1 = time >= 2
trigger1 = rootdist x = 0
trigger1 = rootdist y = 0
trigger2 = animelem = 13
trigger3 = root,stateno != 2001

[State 2001]
type = Selfstate
trigger1 = !ishelper
trigger1 = animelem = 13
value = 2002
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 2002]
type    = A
movetype= I
physics = N
ctrl = 0

[State 2002]
type = Stopsnd
trigger1 = 1
channel = 8

[State 2002]
type = veladd
trigger1 = 1
y = 0.6

[State 2002]
type = varset
trigger1 = 1
var(7) = 0

[State 2002]
type = varset
trigger1 = 1
var(8) = 0

[State 2002]
type = Selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 2500]
type    = A
movetype= I
physics = N
velset = 0,0
poweradd = -2000
anim = 1800
ctrl = 0

[State 2500]
type = Helper
trigger1 = time = 0
helpertype = Normal
id = 7777
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
StateNo = 7777
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2500]
type = superpause
trigger1 = time = 1
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 2500]
type = veladd
trigger1 = time <=13
y = -0.6

[State 2500]
type = velset
trigger1 = time >= 14
trigger1 = time <= 30
y = 0

[State 2500]
type = veladd
trigger1 = time >=31
y = 0.6

[State 2500]
type = playsnd
trigger1 = animelem = 5
value = 0, 4

[State 2500]
type = explod
trigger1 = animelem = 5
trigger1 = numexplod(25000) = 0
anim = 2500
id = 25000
postype = p1
pos = const(size.mid.pos.x), const(size.mid.pos.y)
bindtime = -1
removetime = 396
scale = 0.5, 0.5
sprpriority=0
ownpal = 1
trans = add

[State 2500]
type = explod
trigger1 = animelem = 5
trigger1 = numexplod(25001) = 0
anim = 2510
id = 25001
postype = p1
pos = const(size.mid.pos.x), const(size.mid.pos.y)
bindtime = -1
removetime = 360
scale = 0.5, 0.5
sprpriority=0
ownpal = 1
trans = add

[State 2500]
type = Helper
trigger1 = numexplod(25000) > 0
trigger1 = numhelper(25001) = 0
helpertype = Normal
id = 25001
pos = 0,0
postype = p1
StateNo = 2501
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 2500]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 2501]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 2501
ctrl = 0

[State 2501]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0
ignorehitpause = 1

[State 2501]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AT, AP
pausetime = 0,0
sparkno = S9999
hitsound = S2000,1
p2stateno = 2502
ignorehitpause = 1

[State 2501]
type = Destroyself
trigger1 = root,numexplod(25000) = 0

;---------------------------------------------------------------------------
[Statedef 2502]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2502]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2502]
type = playerpush
trigger1 = 1
value = 0

[State 2502]
type = varset
trigger1 = time = 0
var(0) = power

[State 2502]
type = powerset
trigger1 = time >= 1
value = var(0)

[State 2502]
type = lifeset
trigger1 = 1
value = 10

[State 2502]
type = PosFreeze
trigger1 = 1
value = 1

[State 2502]
type = Null
trigger1 = 1

[State 2502]
type = PalFX
trigger1 = 1
time = 1
invertall = 1
color = 0

[State 2502]
type = Changeanim
trigger1 = 1
value = anim
elem = animelemno(-1)


[State 2502]
type = ChangeState
trigger1 = time >= 9999
trigger2 = roundstate >= 3
value = 2503

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

[StateDef 2503]
ctrl = 0
type = A
physics = N
Movetype = H
velset = -3.25,-4.55
sprpriority = 3

[State 2503]
type = destroyself
trigger1 = ishelper

[State 2503]
type = VelAdd
Trigger1 = 1
y = .6

[State 2053]
type = SelfState
trigger1 = !ishelper
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 50
value = 5100

;---------------------------------------------------------------------------
[Statedef 3500]
type    = A
movetype= I
physics = N
anim = 3500
poweradd = -3000
ctrl = 0

[State 3500]
type = varset
trigger1 = 1
var(41) = 0

[State 3500]
type = velset
trigger1 = pos y > -90
y = -5

[State 3500]
type = Posset
trigger1 = 1
x = 0

[State 3500]
type = velset
trigger1 = pos y < -90
y = 0

[State 3500]
type = posset
trigger1 = pos y < -90
y = -100

[State 3500]
type = Selfstate
trigger1 = pos x = 0
trigger1 = pos y = -100
value = 3501
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 3501]
type    = A
movetype= I
physics = N
anim = 3501
ctrl = 0

[State 3501]
type = NotHitby
trigger1 = prevstateno = 3500
trigger1 = numhelper(3550) = 0
value = SCA

[State 3501]
type = playsnd
trigger1 = prevstateno = 3500
trigger1 = time = 2
value = 3000, 0
loop = 1
channel = 8

[State 3501]
type = varadd
trigger1 = 1
var(40) = 1

[State 3501]
type = posset
trigger1 = 1
x = 0

[State 3501]
type = posset
trigger1 = time%10 = 0
y = -99

[State 3501]
type = posset
trigger1 = time%10 > 0
y = -100

[State 3501]
type = Helper
trigger1 = numhelper(3550) = 0
trigger1 = time >= 2
helpertype = Normal
id = 3550
pos = 0,0
postype = p1
StateNo = 3550
keyctrl = 0
ownpal = 1

[State 3501]
type = Helper
trigger1 = prevstateno = 3500
trigger1 = time = 1
helpertype = Normal
id = 7777
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
StateNo = 7777
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 3501]
type = superpause
trigger1 = prevstateno = 3500
trigger1 = time = 1
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 3501]
type = powerset
trigger1 = 1
value = 0

[State 3501]
type = lifeset
trigger1 = prevstateno = 3500
trigger1 = time = 1
value = lifemax

[State 3501]
type = playerpush
trigger1 = 1
value = 0

[State 3501]
type = Hitoverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 6
stateno = 3502

[State 3501]
type = assertspecial
trigger1 = 1
flag = timerfreeze

[State 3501]
type = explod
trigger1 = numhelper(3550) > 0
trigger1 = numexplod(35110) = 0
anim = 3510
id = 35110
postype = p1
pos = -45, 19
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority=7
ontop = 1
ownpal = 1

[State 3501]
type = explod
trigger1 = numhelper(3550) > 0
trigger1 = numexplod(35111) = 0
anim = 3511
id = 35111
postype = p1
pos = 0, 20
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority=6
ownpal = 1

[State 3501]
type = modifyexplod
trigger1 = 1
id = 35110
scale = var(40)/2000.0, 1

[State 3501]
type = superpause
trigger1 = var(40) = 1999
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 3501]
type = Changeanim
trigger1 = var(40) < 2000
trigger1 = win
trigger1 = anim != 3502
value = 3502

[State 3501]
type = Selfstate
trigger1 = anim = 3502
value = 2002

[State 3501]
type = Selfstate
trigger1 = var(40) >= 2000
value = 3503

;---------------------------------------------------------------------------
[Statedef 3502]
type    = U
movetype= I
physics = U
ctrl = 0

[State 3502]
type = Nothitby
trigger1 = 1
value = SCA

[State 3502]
type = playerpush
trigger1 = 1
value = 0

[State 3502]
type = posset
trigger1 = 1
x = 0
y = -100

[State 3502]
type = varset
trigger1 = time = 0
var(44) = gethitvar(damage)

[State 3502]
type = playsnd
trigger1 = life > (var(44)/2)
trigger1 = time = 1
value = 1, 0

[State 3502]
type = explod
trigger1 = time = 1
trigger1 = Life > (var(44)/2)
anim = 3520
id = 35200
postype = p1
pos = const(size.mid.pos.x), const(size.mid.pos.y)+10
bindtime = -1
removetime = 10
scale = 1, 1
sprpriority=6
ownpal = 1
trans = add

[State 3502]
type = lifeadd
trigger1 = time = 1
value = -(var(44)/2)

[State 3502]
type = varadd
trigger1 = time = 1
trigger1 = var(44) >= 255
var(40) = -60

[State 3502]
type = PalFX
trigger1 = life > 0
trigger1 = time = 2
time = 4
add = 50,50,200
mul = 224,224,256
sinadd = 10, 10, 10
ignorehitpause = 1
persistent = 0

[State 3502]
type = varset
trigger1 = time >= 2
var(44) = 0

[State 3502]
type = assertspecial
trigger1 = stateno = 3502
flag = noko

[State 3502]
type = Selfstate
trigger1 = life > 0
trigger1 = time >= 10
value = 3501

[State 3502]
type = Selfstate
trigger1 = life <= 0
value = 5050

;---------------------------------------------------------------------------
[Statedef 3503]
type    = S
movetype= I
physics = N
anim = 9999
ctrl = 0

[State 3503]
type = varset
trigger1 = 1
var(40) = 0

[State 3503]
type = varset
trigger1 = 1
var(41) = 1

[State 3503]
type = stopsnd
trigger1 = time = 0
channel = 8

[State 3503]
type = playsnd
trigger1 = time = 0
value = 3000,2

[State 3503]
type = playsnd
trigger1 = time = 305
value = 3000,3

[State 3503]
type = Helper
trigger1 = numhelper(3551) = 0
trigger1 = time >= 0
helpertype = Normal
id = 3551
pos = 0,0
postype = p1
StateNo = 3551
keyctrl = 0
ownpal = 1

[State 3503]
type = Helper
trigger1 = numhelper(3552) = 0
trigger1 = time >= 0
helpertype = Normal
id = 3552
pos = 0,900000
postype = p1
StateNo = 3552
keyctrl = 0
ownpal = 1

[State 3503]
type = EnvShake
trigger1 = time = 0
time = 300
freq = 99
ampl = -4
phase = 90

[State 3503]
type = posset
trigger1 = 1
x = 0
y = 0

[State 3503]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 3503]
type = lifeset
trigger1 = 1
value = 99

[State 3503]
type = explod
trigger1 = time <= 60
trigger1 = numexplod(35000) = 0
anim = 35000
id = 35000
postype = left
pos = 0, 0
bindtime = -1
removetime = 306
scale = 1, 1
sprpriority=7
ontop = 1
ownpal = 1

[State 3503]
type = explod
trigger1 = time <= 60
trigger1 = numexplod(35001) = 0
anim = 35001
id = 35001
postype = left
pos = 0, 0
bindtime = -1
removetime = 306
scale = 1, 1
sprpriority=6
ownpal = 1

[State 3503]
type = Projectile
trigger1 = time%5 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 2002
projscale = 1, 1
projremove = 1
projremovetime = 10
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, HA
damage = 100, 100
animtype = heavy
guardflag = 
hitflag = MAFDP
getpower = 0
pausetime = 0, 60
priority = 7, hit
sprpriority = 7
sparkno = s9999
guard.sparkno=s9999
sparkxy = 5, -20
hitsound = S9999,9999
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-13
airguard.velocity = -3,-4.3
air.type = High
air.velocity = 0,-13
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 3504

[State 3503]
type = Projectile
trigger1 = time%3 = 0
projedgebound = 99999
projstagebound = 99999
projheightbound = -99999, 99999
projpriority = 9999999999
projanim = 2002
projscale = 1, 1
projremove = 1
projremovetime = 10
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = S, HT
damage = 10, 10
animtype = heavy
guardflag = 
hitflag = MAFDP
getpower = 0
pausetime = 0, 60
priority = 7, hit
sprpriority = 7
sparkno = s9999
guard.sparkno=s9999
sparkxy = 5, -20
hitsound = S9999,9999
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-13
airguard.velocity = -3,-4.3
air.type = High
air.velocity = 0,-13
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 3504

[State 3503]
type = assertspecial
trigger1 = 1
flag = timerfreeze
flag2 = nokoslow

[State 3503]
type = Selfstate
trigger1 = time >= 61
trigger1 = numexplod(35000) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 3504]
type    = S
movetype= H
physics = N
velset = 0
sprpriority = -3
ctrl = 0

[State 3504]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 3504]
type = RemoveExplod
trigger1 = 1
id = -1

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 0

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 1

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 2

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 3

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 4

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 5

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 6

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 7

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 8

[State 3504]
type = Stopsnd
trigger1 = 1
channel = 9

[State 3504]
type = Screenbound
trigger1 = !ishelper
trigger1 = 1
value = 1
movecamera = 0,0
time = -1

[State 3504]
type = posset
trigger1 = !ishelper
trigger1 = 1
y = 2000000

[State 3504]
type = Nothitby
trigger1 = 1
value = SCA

[State 3504]
type = Lifeset
trigger1 = 1
value = 0

[State 3504]
type = Lifeadd
trigger1 = 1
value = -9876543210
kill = 0
absolute = 1

[State 3504]
type = powerset
trigger1 = 1
value = 0

[state 3504]
type = poweradd
trigger1 = 1
value = -99999999

[State 3504]
type = varrangeset
trigger1 = 1
first = 0
last = 59
value = 0

[State 3504]
type = varrangeset
trigger1 = 1
first = 0
last = 39
fvalue = 0

[State 3504]
type = varset
trigger1 = 1
sysvar(0) = 0

[State 3504]
type = varset
trigger1 = 1
sysvar(1) = 0

[State 3504]
type = varset
trigger1 = 1
sysvar(2) = 0

[State 3504]
type = varset
trigger1 = 1
sysvar(3) = 0

[State 3504]
type = varset
trigger1 = 1
sysvar(4) = 0

[State 3504]
type = varset
trigger1 = 1
sysfvar(0) = 0

[State 3504]
type = varset
trigger1 = 1
sysfvar(1) = 0

[State 3504]
type = varset
trigger1 = 1
sysfvar(2) = 0

[State 3504]
type = varset
trigger1 = 1
sysfvar(3) = 0

[State 3504]
type = varset
trigger1 = 1
sysfvar(4) = 0

[State 3504]
type = Projectile
triggerall = ishelper
triggerall = root,alive
trigger1 = time = 10
projID = 3504
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = anim
projscale = 1, 1
projremove = 1
projremovetime = 40
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 900000
postype = p2
projshadow = 0, 0, 0
attr = C, HT
damage = 0, 0
animtype = medium 
guardflag = 
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 0
sparkno = S99999
guard.sparkno = S99999
sparkxy = 0, 0
hitsound = s9999,9999
guardsound = s9999,9999
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
kill = 0
p1stateno = prevstateno
p2stateno = 17010
p2getp1state = 0

[State 3504]
type = Selfstate
trigger1 = !ishelper
trigger1 = time >= 60
trigger1 = !alive
value = 5150

[state 3504]
type = Changestate
trigger1 = !ishelper
trigger1 = time >= 20
trigger1 = alive
value = 3505

[State 3504]
type = Destroyself
trigger1 = ishelper
trigger1 = time >= 16
;---------------------------------------------------------------------------
[Statedef 3505]
type    = S
movetype= H
physics = N
velset = 0
sprpriority = -3
ctrl = 0

[State 3505]
type = NotHitby
trigger1 = 1
value = SCA

[State 3505]
type = assertspecial
trigger1 = name = "Trainee Sorceress"
flag = noko

[State 3505]
type = lifeset
trigger1 = 1
value = 0

[State 3505]
type = Selfstate
trigger1 = !alive
trigger1 = time >= 40
value = 5150

[State 3505]
type = Selfstate
trigger1 = alive
trigger1 = time >= 40
value = 5210
;---------------------------------------------------------------------------
[Statedef 3550]
type    = A
movetype= I
physics = N
anim = 7000
sprpriority = 6
ctrl = 0

[State 3550]
type = varset
trigger1 = 1
var(40) = root,var(40)

[State 3550]
type = EnvShake
trigger1 = time%10 = 0
time = 5
freq = 70
ampl = -4
phase = 90

[State 3550]
type = trans
trigger1 = 1
trans = add

[State 3550]
type = Posset
trigger1 = 1
x = 0
y = -255

[State 3550]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3503]
type = explod
trigger1 = time = 0
trigger1 = numexplod(35501) = 0
anim = anim
id = 35501
postype = p1
pos = 0, 0
bindtime = -1
removetime = -1
scale = 1, 1
sprpriority=0
ownpal = 1
trans = add

[State 3550]
type = modifyexplod
trigger1 = 1
id = 35501
scale = 1+((var(40)*2)/2000.0), 1+((var(40)*2)/2000.0)

[State 3550]
type = RemoveExplod
trigger1 = var(40) >= 1999
id = 35501

[State 3550]
type = playsnd
trigger1 = time%293 = 292
trigger2 = time%293 = 287
trigger3 = time%293 = 282
trigger4 = time%293 = 277
trigger5 = time%293 = 272
trigger6 = time%293 = 267
trigger7 = time%293 = 262
trigger8 = time%293 = 257
trigger9 = time%293 = 252
trigger10 = time%293 = 247
value = 3500,0
volume = 140

[State 3550]
type = Projectile
trigger1 = time%293 = 292
trigger2 = time%293 = 287
trigger3 = time%293 = 282
trigger4 = time%293 = 277
trigger5 = time%293 = 272
trigger6 = time%293 = 267
trigger7 = time%293 = 262
trigger8 = time%293 = 257
trigger9 = time%293 = 252
trigger10 = time%293 = 247
projID = 701
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 701
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -14, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%293 = 292
trigger2 = time%293 = 287
trigger3 = time%293 = 282
trigger4 = time%293 = 277
trigger5 = time%293 = 272
trigger6 = time%293 = 267
trigger7 = time%293 = 262
trigger8 = time%293 = 257
trigger9 = time%293 = 252
trigger10 = time%293 = 247
projID = 702
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 702
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -7, 7
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%293 = 292
trigger2 = time%293 = 287
trigger3 = time%293 = 282
trigger4 = time%293 = 277
trigger5 = time%293 = 272
trigger6 = time%293 = 267
trigger7 = time%293 = 262
trigger8 = time%293 = 257
trigger9 = time%293 = 252
trigger10 = time%293 = 247
projID = 703
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 703
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 0, 14
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%293 = 292
trigger2 = time%293 = 287
trigger3 = time%293 = 282
trigger4 = time%293 = 277
trigger5 = time%293 = 272
trigger6 = time%293 = 267
trigger7 = time%293 = 262
trigger8 = time%293 = 257
trigger9 = time%293 = 252
trigger10 = time%293 = 247
projID = 704
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 704
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 7, 7
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%293 = 292
trigger2 = time%293 = 287
trigger3 = time%293 = 282
trigger4 = time%293 = 277
trigger5 = time%293 = 272
trigger6 = time%293 = 267
trigger7 = time%293 = 262
trigger8 = time%293 = 257
trigger9 = time%293 = 252
trigger10 = time%293 = 247
projID = 705
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 705
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 14, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = playsnd
trigger1 = time%103 = 102
value = 1700,1

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -9, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -8, 1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -7, 2
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -6, 3
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -5, 4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -4, 5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -3, 6
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -2, 7
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = -1, 8
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 0, 9
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 9, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 8, 1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 7, 2
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 6, 3
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 5, 4
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 4, 5
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 3, 6
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 2, 7
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = Projectile
trigger1 = time%103 = 102
projID = 707
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 707
projscale = 0.25, 0.25
projremove = 1
projremovetime = 100
velocity = 1, 8
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, NA
damage = 15, 4
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 10
sparkno = S700
guard.sparkno = S700
sparkxy = 0, 0
hitsound = s1,3
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3550]
type = playsnd
trigger1 = time%313 = 312
value = 3500,1

[State 3550]
type = Helper
trigger1 = numhelper(35555) = 0
trigger1 = time%313 = 312
helpertype = Normal
id = 35555
pos = 0,0
postype = p1
StateNo = 3555
keyctrl = 0
ownpal = 1
size.xscale = 4
size.yscale = 4

[State 3550]
type = Destroyself
triggerall = time >= 1
trigger1 = root,stateno = 3503
trigger2 = root,stateno = 5050
trigger3 = root,alive = 0
trigger4 = root,stateno = 2002

;---------------------------------------------------------------------------
[Statedef 3551]
type    = S
movetype= A
physics = N
anim = 2002
sprpriority = 6
ctrl = 0

[State 3551]
type = posset
trigger1 = 1
x = 0

[State 3551]
type = Reversaldef
trigger1 = 1
reversal.attr = SCA, AA, AT, AP
pausetime = 0,0
sparkno = S9999
hitsound = S9999,9999
p2stateno = 3504
ignorehitpause = 1

[State 3551]
type = Destroyself
trigger1 = root,stateno != 3503

;---------------------------------------------------------------------------
[Statedef 3552]
type    = A
movetype= I
physics = N
anim = 2003
sprpriority = 6
ctrl = 0

[State 3552]
type = null
trigger1 = 1

[State 3552]
type = Destroyself
trigger1 = root,stateno != 3503

;---------------------------------------------------------------------------
[Statedef 3555]
type    = S
movetype= A
physics = N
anim = 3001
velset = 0,0
sprpriority = 7
ctrl = 0

[State 3555]
type = trans
trigger1 = 1
trans = add

[State 3555]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 3555]
type = AngleDraw
trigger1 = time = 0
scale = 0.01, 0.01

[State 3555]
type = AngleDraw
trigger1 = time = 1
scale = 0.1, 0.1

[State 3555]
type = AngleDraw
trigger1 = time = 2
scale = 0.2, 0.2

[State 3555]
type = AngleDraw
trigger1 = time = 3
scale = 0.3, 0.3

[State 3555]
type = AngleDraw
trigger1 = time = 4
scale = 0.4, 0.4

[State 3555]
type = AngleDraw
trigger1 = time = 5
scale = 0.5, 0.5

[State 3555]
type = AngleDraw
trigger1 = time = 6
scale = 0.6, 0.6

[State 3555]
type = AngleDraw
trigger1 = time = 7
scale = 0.7, 0.7

[State 3555]
type = AngleDraw
trigger1 = time = 8
scale = 0.8, 0.8

[State 3555]
type = AngleDraw
trigger1 = time = 9
scale = 0.9, 0.9

[State 3555]
type = AngleDraw
trigger1 = time >= 10
scale = 1.0, 1.0

[State 3555]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 3555]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 3555]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 3555]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 3555]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 3555]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 3555]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 3555]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 3555]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 3555]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 3555]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 3555]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 3555]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 3555]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 3555]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,0.1,.10)

[State 3555]
Type = VelSet
trigger1 = time >= 60
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 3555]
type = Projectile
trigger1 = time%15 = 0
projID = 3555
projedgebound = 999999
projstagebound = 999999
projheightbound = -999999, 999999
projpriority = 9999999999
projanim = 3531
projscale = 4, 4
projremove = 1
projremovetime = 5
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projsprpriority = 4
offset = 0, 0
postype = p1
projshadow = 0, 0, 0
attr = A, SP
damage = 80, 15
animtype = medium
guardflag = MA
hitflag = MAFD
priority = 7, Hit
pausetime = 0, 18
sparkno = S9999
guard.sparkno = S9999
sparkxy = 0, 0
hitsound = s3500,2
guardsound = s1,5
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -3,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -3,-4.3
air.hittime = 3

[State 3555]
type = Destroyself
trigger1 = time >= 300

;---------------------------------------------------------------------------
[Statedef 7777]
type = S
ctrl = 0
anim = 77777
velset = 0,0

[State 7777]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 7777]
type = trans
trigger1 = 1
trans = add

[State 7777]
type = AngleDraw
trigger1 = Time = 0
scale = 0.975,0.975

[State 7777]
type = AngleDraw
trigger1 = Time >= 1
scale = 1.0+0.025*(Time-1)**2,1.0+0.025*(Time-1)**2

[State 7777]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 7777]
type = destroyself
trigger1 = time >= 40

;---------------------------------------------------------------------------
[Statedef 700]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 205
ctrl = 0

[State 700]
type = playsnd
trigger1 = animelem = 6
value = 700, 0

[State 700]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7011
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7011
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 700]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7012
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7012
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 700]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7013
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7013
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 700]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7014
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7014
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 700]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7015
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7015
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 700]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7016
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7016
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 700]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7017
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7017
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 700]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 701]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = 40
anim = 205
ctrl = 0

[State 701]
type = playsnd
trigger1 = animelem = 6
value = 700, 0

[State 701]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7021
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 701]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7022
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 701]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7023
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 701]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7024
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 701]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7025
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 701]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7026
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 701]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7027
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 701]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 702]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd = -1000
anim = 205
ctrl = 0

[State 702]
type = Helper
trigger1 = time = 0
helpertype = Normal
id = 7777
pos = const(size.mid.pos.x),const(size.mid.pos.y)
postype = p1
StateNo = 7777
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 702]
type = superpause
trigger1 = time = 1
time = 50
anim = 9999
sound = S7777,0
pos = const(size.mid.pos.x), const(size.mid.pos.y)
darken = 0

[State 702]
type = playsnd
trigger1 = animelem = 6
value = 700, 0

[State 702]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7031
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7031
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 702]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7032
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7032
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 702]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7033
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7033
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 702]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7034
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7034
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 702]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7035
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7035
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 702]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7036
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7036
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 702]
type = Helper
trigger1 = animelem = 6
helpertype = Normal
id = 7037
pos = 60,const(size.mid.pos.y)
postype = p1
StateNo = 7037
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 702]
type = Selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 7011]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 701

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,4,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 1
y = 0

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7012]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 702

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,4,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.85
y = -0.5

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7013]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 703

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,4,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.85
y = 0.5

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7014]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 704

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,4,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.5
y = -0.85

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7015]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 705

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,4,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.5
y = 0.85

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7016]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 706

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,4,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0
y = -1

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7017]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 707

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,4,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0
y = 1

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7021]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 701

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 1
y = 0

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 1

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7022]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 702

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.85
y = -0.5

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 1

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7023]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 703

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.85
y = 0.5

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 1

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7024]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 704

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.5
y = -0.85

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 1

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7025]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 705

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.5
y = 0.85

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 1

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7026]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 706

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0
y = -1

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 1

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7027]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 707

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0
y = 1

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 20
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3
fall = 1
fall.recover = 1

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7031]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 701

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 1
y = 0

[State 7011]
type = playsnd
trigger1 = time = 61
value = 700, 0
channel = 1
lowpriority = 1

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7021
pos = 0, 0
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7022
pos = 0, 0
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7023
pos = 0, 0
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7024
pos = 0, 0
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7025
pos = 0, 0
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7026
pos = 0, 0
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7027
pos = 0, 0
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 100
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7032]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 702

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.85
y = -0.5

[State 7011]
type = playsnd
trigger1 = time = 61
value = 700, 0
channel = 1
lowpriority = 1

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7021
pos = 0, 0
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7022
pos = 0, 0
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7023
pos = 0, 0
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7024
pos = 0, 0
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7025
pos = 0, 0
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7026
pos = 0, 0
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7027
pos = 0, 0
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 100
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7033]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 703

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.85
y = 0.5

[State 7011]
type = playsnd
trigger1 = time = 61
value = 700, 0
channel = 1
lowpriority = 1

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7021
pos = 0, 0
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7022
pos = 0, 0
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7023
pos = 0, 0
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7024
pos = 0, 0
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7025
pos = 0, 0
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7026
pos = 0, 0
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7027
pos = 0, 0
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 100
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7034]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 704

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.5
y = -0.85

[State 7011]
type = playsnd
trigger1 = time = 61
value = 700, 0
channel = 1
lowpriority = 1

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7021
pos = 0, 0
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7022
pos = 0, 0
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7023
pos = 0, 0
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7024
pos = 0, 0
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7025
pos = 0, 0
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7026
pos = 0, 0
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7027
pos = 0, 0
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 100
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7035]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 705

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0.5
y = 0.85

[State 7011]
type = playsnd
trigger1 = time = 61
value = 700, 0
channel = 1
lowpriority = 1

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7021
pos = 0, 0
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7022
pos = 0, 0
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7023
pos = 0, 0
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7024
pos = 0, 0
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7025
pos = 0, 0
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7026
pos = 0, 0
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7027
pos = 0, 0
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 100
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7036]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 706

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0
y = -1

[State 7011]
type = playsnd
trigger1 = time = 61
value = 700, 0
channel = 1
lowpriority = 1

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7021
pos = 0, 0
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7022
pos = 0, 0
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7023
pos = 0, 0
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7024
pos = 0, 0
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7025
pos = 0, 0
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7026
pos = 0, 0
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7027
pos = 0, 0
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 100
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041
;---------------------------------------------------------------------------

[Statedef 7037]
type = A
movetype = A
ctrl = 0
physics = N
velset = 0
anim = 707

[State 7011]
type = trans
trigger1 = 1
trans = add

[State 7011]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(0) = IfElse((P2Dist X=[0,1]),1,IfElse((P2Dist X=[-1,0]),-1,P2Dist X))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(1) = P2Dist Y+IfElse((EnemyNear,StateType=C),-20,(EnemyNear,Const(Size.Mid.Pos.Y)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(2) = IfElse((fvar(1)=[0,1]),1,IfElse((fvar(1)=[-1,0]),-1,fvar(1)))

[State 7011]
Type = VarSet
Trigger1 = 1
fvar(3) = ATan(fvar(0)/fvar(2))-((.5*Pi)*IfElse((fvar(2)<0),-1,1))

[State 7011]
Type = VarSet
Trigger1 = Time = 0
fvar(4) = fvar(3)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(252),50,-50)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(254),90,-90)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time = 0
fvar(4) = IfElse(IsHelper(256),150,-150)*(Pi/180.0)

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = (fvar(3) <= .5*Pi) && (fvar(3) >= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) >= .5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) <= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),IfElse(fvar(3)-fvar(4)<2.0*(Pi/180.0),fvar(3)-fvar(4),2.0*(Pi/180.0)),IfElse(fvar(3)-fvar(4)>-2.0*(Pi/180.0),fvar(3)-fvar(4),-2.0*(Pi/180.0)))

[State 7011]
Type = VarAdd
Trigger1 = Time > 0
Trigger1 = fvar(4) >= 0
Trigger1 = (fvar(3) <= -.5*Pi)
fvar(4) = IfElse(fvar(3)>fvar(4),-2.0*(Pi/180.0),2.0*(Pi/180.0))

[State 7011]
Type = VarAdd
Trigger1 = fvar(4) >= 1*Pi || fvar(4) <= -1*Pi
fvar(4) = IfElse(fvar(4)>=1*Pi,-2*Pi,2*Pi)

[State 7011]
Type = VarAdd
Trigger1 = (Time = [0,50])
fvar(5) = IfElse(Time=0,14,.10)

[State 7011]
type = velset
trigger1 = time <= 60
x = 0
y = 1

[State 7011]
type = playsnd
trigger1 = time = 61
value = 700, 0
channel = 1
lowpriority = 1

[State 7011]
Type = VelSet
trigger1 = time >= 61
X = fvar(5)*Cos(fvar(4))
Y = -fvar(5)*Sin(fvar(4))

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7021
pos = 0, 0
postype = p1
StateNo = 7021
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7022
pos = 0, 0
postype = p1
StateNo = 7022
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7023
pos = 0, 0
postype = p1
StateNo = 7023
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7024
pos = 0, 0
postype = p1
StateNo = 7024
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7025
pos = 0, 0
postype = p1
StateNo = 7025
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7026
pos = 0, 0
postype = p1
StateNo = 7026
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Helper
trigger1 = time = 61
helpertype = Normal
id = 7027
pos = 0, 0
postype = p1
StateNo = 7027
keyctrl = 0
ownpal = 1
size.xscale=0.25
size.yscale=0.25

[State 7011]
type = Hitdef
trigger1 = time >= 61
attr = A, SP
damage = 30, 12
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 6, Hit
pausetime = 0, 100
sparkno = S9999
guard.sparkno = S9999
sparkxy = -10, 0
hitsound = S700,1
guardsound = -1
ground.type = high
ground.slidetime = 2
ground.hittime  = 2
ground.velocity = -9,0
airguard.velocity = -1,-1
air.type = Low
air.velocity = -9,-7
air.hittime = 3

[State 7011]
type = destroyself
trigger1 = root,alive = 0
trigger2 = time >= 180

[State 7011]
type = Selfstate
trigger1 = movecontact
value = 7041

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

[Statedef 7041]
type = A
movetype = I
ctrl = 0
physics = N
velset = 0
anim = 700

[State 7041]
type = angledraw
trigger1 = 1
scale = 0.85, 0.85

[State 7041]
type = trans
trigger1 = 1
trans = add

[State 7041]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7041]
type = destroyself
trigger1 = animtime = 0

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

[Statedef 7042]
type = A
movetype = I
ctrl = 0
physics = N
velset = 0

[State 7042]
type = Changeanim2
trigger1 = time = 0
value = 700

[State 7042]
type = trans
trigger1 = 1
trans = add

[State 7042]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 7042]
type = destroyself
trigger1 = anim = 700
trigger1 = animtime = 0
