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

[Data]
;Amount of life to start with
life = 1000
;Amount of power meter (more is more)
power = 10000
;attack power (more is stronger)
attack = 120
;defensive power (more is stronger)
defence = 80
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 60
FloatPersistIndex = 0

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 50          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y). Recommended 0,0

[Velocity]
walk.fwd  = 2.6      ;Walk forward
walk.back = -1.8     ;Walk backward
run.fwd  = 4.85, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5      ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**

[Movement]
airjump.num = 1       ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .44          ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
stand.friction.threshold = 2          ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .05       ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 25           ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 15      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05         ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**

;Default language victory quotes (optional).  **MUGEN 1.0**
;If this section is included, the default language victory quotes must be in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "If someone ever tells me it's a mistake to have hope, well then, I'll just tell them they're wrong."
victory2 = "There are awful, horrible things in this world, I know that now. But there are a lot of things worth protecting too."
victory3 = "I can't do something like that for a cake!"

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; fvar(1) - Timeline number
; fvar(2) - Timeline counter
; fvar(3) - Is Godoka?
; fvar(4) - Turning wheel

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 2

[State 0, ChangeState]
type = SelfState
trigger1 = fvar(3) = 0
trigger1 = fvar(1) = 5
value = 1
ctrl = 0

[State 0, 1]
type = ChangeAnim
triggerall = fvar(1) = 1
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = fvar(1) = 2
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = fvar(1) = 3
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 2

[State 0, 1]
type = ChangeAnim
triggerall = fvar(1) = 4
trigger1 = Anim != 3 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 3

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, 5] ;Wait, am I actually on the ground?
type = ChangeState
trigger1 = Pos y < 0
value = 50
ctrl = 1

[State 0, 6] ;Why am I underground, get out of there.
type = PosSet
trigger1 = Pos y > 0
y = 0

[State 0, 7] ;And for that matter, am I real?
type = Destroyself
trigger1 = Ishelper

;---------------------------------------------------------------------------
; Transform into Godoka
[Statedef 1]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 33
sprpriority = 0
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 3
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7000,1
volumescale = 230

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 3333
ID = 3333
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 33
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = 1
y = -0.8

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4
ctrl = 0

;---------------------------------------------------------------------------
; Idle (Godoka)
[Statedef 4]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 4
sprpriority = -3

[State 0, Helper]
type = Helper
trigger1 = numhelper(4000) = 0
helpertype = normal ;player
name = "Really expensive cosplay"
ID = 4000
stateno = 4000 
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "x"
value = 4001
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = command = "y"
value = S250,17
volumescale = 230
channel = 1

[State 0, Helper]
type = Helper
trigger1 = command = "y"
;trigger1 = numhelper(4100) = 0
helpertype = normal ;player
name = "Laser Rain"
ID = 4100
stateno = 4100
pos = 11,-116
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "a"
value = 4200
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = command = "b"
value = S250,18
volumescale = 230
channel = 1

[State 0, Helper]
type = Helper
trigger1 = command = "b"
trigger1 = numhelper(4300) = 0
helpertype = normal ;player
name = "GIRUGAMESH"
ID = 4300
stateno = 4300
pos = -34,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, PosAdd]
type = PosAdd
trigger1 = command = "holdfwd"
x = 1.8

[State 0, PosAdd]
type = PosAdd
trigger1 = command = "holdback"
x = -1.8

[State 0, PosAdd]
type = PosAdd
trigger1 = command = "holdup"
trigger1 = pos y >= -100
y = -1.8

[State 0, PosAdd]
type = PosAdd
trigger1 = command = "holddown"
trigger1 = pos y <= -10
y = 1.8

[State 0, Turn]
type = Turn
trigger1 = p2bodydist x <= -30

[State 0, ChangeState]
type = ChangeState
trigger1 = roundstate > 2
value = 444
ctrl = 0


;---------------------------------------------------------------------------
; Transform from Godoka
[Statedef 444]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 444
sprpriority = 0
velset = 0,0

[State 0, Timeline Reset]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Gears"
ID = 7000
stateno = 7000 
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
y = 8

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -10
value = 445
ctrl = 0

;---------------------------------------------------------------------------
; Transform from Godoka
[Statedef 445]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 445
sprpriority = 0
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 1
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 2
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 3
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

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

;---------------------------------------------------------------------------
; Galaxy Dress (Godoka)
[Statedef 4000]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 4000
sprpriority = -2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 4001
value = 4002
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, stateno = 4200
value = 4210
ctrl = 0

[State 0, Turn]
type = Turn
trigger1 = p2bodydist x <= -30

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 444
trigger2 = parent, stateno = 445
trigger3 = parent, stateno = 0
trigger4 = parent, life = 0
trigger5 = parent, stateno = 5000
trigger6 = parent, stateno = 5010
trigger7 = parent, stateno = 5020
trigger8 = parent, stateno = 5070
trigger9 = parent, movetype = H

;---------------------------------------------------------------------------
; Arrow (Godoka)
[Statedef 4001]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 4001
sprpriority = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = s0, 30
volumescale = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 19
value = s0, 31
volumescale = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s600,0
channel = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 18
anim = 4003
ID = 4003
pos = 43,-82
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 31
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 18
helpertype = normal ;player
name = "Arrow"
ID = 4004
stateno = 4004
pos = 44,-82
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 27
helpertype = normal ;player
name = "Beam"
ID = 4005
stateno = 4005
pos = 44,-82
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4
ctrl = 0

;---------------------------------------------------------------------------
; Galaxy Dress (Godoka)
[Statedef 4002]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 4002
sprpriority = -2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4000
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 444
trigger2 = parent, stateno = 445
trigger3 = parent, stateno = 0
trigger4 = parent, life = 0
trigger5 = parent, stateno = 5000
trigger6 = parent, stateno = 5010
trigger7 = parent, stateno = 5020
trigger8 = parent, stateno = 5070
trigger9 = parent, movetype = H

;---------------------------------------------------------------------------
; Tiny Arrow (Godoka)
[Statedef 4004]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4004
sprpriority = -1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 527, 289
guardflag = MA
pausetime = 0,30
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Beam (Godoka)
[Statedef 4005]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 4005
sprpriority = -1

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
attr = S, NA
animtype  = Medium
damage    = 289, 152
guardflag = MA
pausetime = 0,30
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Arrow Rain (Godoka)
[Statedef 4100]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 4006
sprpriority = -5
velset = 0,-6

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 14
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,12
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = time = 26
trigger2 = time = 36
trigger3 = time = 46
trigger4 = time = 56
trigger5 = time = 66
trigger6 = time = 76
trigger7 = time = 86
trigger8 = time = 96
trigger9 = time = 106
trigger10 = time = 116
trigger11 = time = 126
trigger12 = random <= 20
helpertype = normal ;player
name = "Laser"
ID = 4101
stateno = 4101
pos = -100+random%201,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 26

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

;---------------------------------------------------------------------------
; Arrow Rain (Laser) (Godoka)
[Statedef 4101]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 4007
sprpriority = 5
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,7
volumescale = 210

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Up
damage    = 107, 59
hitflag = MAFD
guardflag = MA
pausetime = 0,2
sparkno = 1
sparkxy = -10,-40
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = 0, -4
air.velocity = -2+random%5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Arrow (Godoka)
[Statedef 4200]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 4008
sprpriority = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S200,1
volumescale = 210
channel = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 13
helpertype = normal ;player
name = "LOOKIT ALL THESE ARROWS"
ID = 4201
stateno = 4201 
pos = 42,-78
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 13
helpertype = normal ;player
name = "LOOKIT ALL THESE ARROWS"
ID = 42010
stateno = 42010
pos = 42,-78
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4
ctrl = 0

;---------------------------------------------------------------------------
; Arrow Trap (Godoka)
[Statedef 4201]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 4010
sprpriority = 5
velset = 0.25,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,6
volumescale = 210

[State 210, 2]
type = HitDef
trigger1 = time <= 126
trigger1 = random <= 500
attr = S, NA
animtype  = Hard
damage    = 27, 12
hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkno = 1
sparkxy = -40+random%81,-40+random%81
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3+random%7, -3
air.velocity = -3+random%7,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Arrow Trap (Godoka)
[Statedef 42010]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 40100
sprpriority = 5
velset = 0.25,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,6
volumescale = 210

[State 210, 2]
type = HitDef
trigger1 = time <= 128
trigger1 = random <= 500
attr = S, NA
animtype  = Hard
damage    = 14, 6
hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkno = 1
sparkxy = -40+random%81,-40+random%81
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3+random%7, -3
air.velocity = -3+random%7,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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


;---------------------------------------------------------------------------
; Galaxy Dress (Godoka)
[Statedef 4210]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 4009
sprpriority = -2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 4000
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno = 444
trigger2 = parent, stateno = 445
trigger3 = parent, stateno = 0
trigger4 = parent, life = 0
trigger5 = parent, stateno = 5000
trigger6 = parent, stateno = 5010
trigger7 = parent, stateno = 5020
trigger8 = parent, stateno = 5070
trigger9 = parent, movetype = H

;---------------------------------------------------------------------------
; Girugamesh wants his move back (Godoka)
[Statedef 4300]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 4012
sprpriority = -4

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4011
ID = 4011
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = time >= 12
trigger1 = time < 103
helpertype = normal ;player
name = "Small Arrow"
ID = 4301
stateno = 4301 
pos = 25+random%51, -400+random%800
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 = time >= 12
trigger1 = time < 103
trigger1 = random <= 500
helpertype = normal ;player
name = "Large Arrow"
ID = 4302
stateno = 4302
pos = 25+random%51, -200+random%400
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 = time >= 12
trigger1 = time < 103
trigger1 = random <= 250
helpertype = normal ;player
name = "Beam"
ID = 4303
stateno = 4303
pos = 25+random%51, -200+random%400
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 = time >= 12
trigger1 = time < 103
helpertype = normal ;player
name = "Large Arrow"
ID = 4304
stateno = 4304
pos = 25+random%51, -400+random%800
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

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

;---------------------------------------------------------------------------
; Small arrow (Godoka)
[Statedef 4301]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 4013
sprpriority = 5
velset = 8, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 500
value = S0,6

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 14, 6
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -2
air.velocity = -2,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Large arrow (Godoka)
[Statedef 4302]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 4014
sprpriority = 5
velset = 12, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 500
value = S7,13

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 44, 26
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -2
air.velocity = -2,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Beam (Godoka)
[Statedef 4303]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 204
sprpriority = 5
velset = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,28
volumescale = 130

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S, NA
animtype  = Hard
damage    = 42, 21
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -2
air.velocity = -2,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Large arrow (Godoka)
[Statedef 4304]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 232
sprpriority = 5
velset = 2, -2+random%5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = random <= 500
value = S7,13

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 34, 26
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -2
air.velocity = -2,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
trigger2 = var(59) > 0
trigger2 = fvar(1) = 1
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190,42+random%3
volumescale = 230
channel = 1

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

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

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

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

[State 0, Timeline Reset]
type = Helper
trigger1 = palno != 7
trigger1 = palno != 11
trigger1 = numhelper(7001) < 1
trigger1 = fvar(1) = 4
trigger1 = time = 0
helpertype = normal ;player
name = "Gears"
ID = 7001
stateno = 7000 
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S510,0+random%3
volumescale = 130
channel = 1

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

[State 182, 2]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190, 4
volumescale = 190
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S190, 10
volumescale = 250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S190, 12
volumescale = 250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 28
value = S190, 11
volumescale = 250


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

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S250,0
volumescale = 130
channel = 1

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

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


;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 10                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random <= 500
value = S200,0
volumescale = 130
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 4
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Timeline 1 Arrow"
ID = 200+fvar(1)
stateno = 200+fvar(1) 
pos = 43,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) >= 4
trigger1 = animelem = 4
helpertype = normal ;player
name = "Beam"
ID = 2042
stateno = 2042
pos = 43,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Timeline 1 Arrow
[Statedef 201]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 4,0
anim = 201
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 11                      ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 0                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air


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

;---------------------------------------------------------------------------
; Timeline 2 Arrow
[Statedef 202]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 6,0
anim = 202
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 16                      ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air


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


;---------------------------------------------------------------------------
; Timeline 3 Arrow
[Statedef 203]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 9,0
anim = 203
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 25                      ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 14                ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 2                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air

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

;---------------------------------------------------------------------------
; Timeline 4 Arrow
[Statedef 204]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 9,0
anim = 203
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Timeline 4 Arrow"
ID = 2040
stateno = 2040
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Timeline 4 Arrow"
ID = 2041
stateno = 2041
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 19                      ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 2                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air

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

;---------------------------------------------------------------------------
; Timeline 4 Arrow
[Statedef 205]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 9,0
anim = 203
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Timeline 4 Arrow"
ID = 2040
stateno = 2040
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Timeline 4 Arrow"
ID = 2041
stateno = 2041
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 19                      ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 2                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air

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

;---------------------------------------------------------------------------
; Timeline 4 Arrow
[Statedef 2040]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 8,-2
anim = 203
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 15

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 7                       ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 2                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air

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

;---------------------------------------------------------------------------
; Timeline 4 Arrow
[Statedef 2041]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 8,2
anim = 203
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 345

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 7                       ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, 0               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 2                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air

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

;---------------------------------------------------------------------------
; Timeline 4 Beam
[Statedef 2042]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 204
sprpriority = 5

[State 440, 3]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S, SP
damage    = 6
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = 0
sparkxy = -5,-10
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -2.5,0
air.velocity = -2.2,1
guard.velocity = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5

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

;---------------------------------------------------------------------------
; Timeline 4 Beam (Air)
[Statedef 2043]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 204
sprpriority = 5

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x + 34
y = parent, pos y - 72
ignorehitpause = 1 

[State 440, 3]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S, SP
damage    = 6
hitflag = MAF
guardflag = MA
pausetime = 0,4
sparkno = 0
sparkxy = -5,-10
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -2.5,0
air.velocity = -2.2,1
guard.velocity = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5

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

;---------------------------------------------------------------------------
; Standing strong punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= I
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random <= 500
value = S200,0
volumescale = 130
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 3
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Bouncing Arrow"
ID = 210+fvar(1) 
stateno = 210+fvar(1) 
pos = 27,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Timeline 1 Bouncing Arrow
[Statedef 211]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 4,3
anim = 211
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = LA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 20

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -10
value = 2110
ctrl = 0

;---------------------------------------------------------------------------
; Timeline 1 Bouncing Arrow Fizzle
[Statedef 2110]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 213
sprpriority = 2

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

;---------------------------------------------------------------------------
; Timeline 2 Bouncing Arrow
[Statedef 212]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 4,3
anim = 211
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = LA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 35

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -10
value = 2112
ctrl = 0

;---------------------------------------------------------------------------
; Timeline 2 Bouncing Arrow Bouncing
[Statedef 2112]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 213
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 212
ID = 212
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Bounced"
ID = 2113
stateno = 2113
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Timeline 2 Bouncing Arrow
[Statedef 2113]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 4,-3
anim = 214
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 3 Bouncing Arrow
[Statedef 213]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 4.5,3.5
anim = 211
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = LA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -10
value = 2114
ctrl = 0

;---------------------------------------------------------------------------
; Timeline 3 Bouncing Arrow Bouncing
[Statedef 2114]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 213
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 212
ID = 212
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Bounced"
ID = 2115
stateno = 2115
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Timeline 3 Bouncing Arrow
[Statedef 2115]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 8,-5
anim = 214
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -7.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 4 Bouncing Arrow
[Statedef 214]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 4.5,3.5
anim = 211
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = LA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -10
value = 2116
ctrl = 0

;---------------------------------------------------------------------------
; Timeline 4 Bouncing Arrow
[Statedef 215]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 4.5,3.5
anim = 211
sprpriority = 2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 10
guardflag = LA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -10
value = 2116
ctrl = 0

;---------------------------------------------------------------------------
; Timeline 4 Bouncing Arrow Bouncing
[Statedef 2116]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 213
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 212
ID = 212
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Bounced"
ID = 2115
stateno = 2115
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Bounced"
ID = 2117
stateno = 2117
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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


;---------------------------------------------------------------------------
; Timeline 4 Bouncing Arrow (Explosion)
[Statedef 2117]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 216
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190,11
volumescale = 130


[State 0, Helper]
type = Helper
trigger1 = time < 5
helpertype = normal ;player
name = "QB nooooo"
ID = 2118
stateno = 2118
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
attr = S, NA
animtype  = Medium
damage    = 4
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -7.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 4 Bouncing Arrow (Explosion)
[Statedef 2118]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = -10+random%28,-10
anim = 217
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190,11
volumescale = 130

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
attr = S, NA
animtype  = Medium
damage    = 1
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100


;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 11
ctrl = 0
velset = -5,0
anim = 230
sprpriority = 2
 
[State 0, NotHitBy]
type = NotHitBy
trigger1 = fvar(1) = 3
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 17

[State 0, NotHitBy]
type = NotHitBy
trigger1 = fvar(1) = 4
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 43

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
trigger1 = random <= 500
value = S200,0
volumescale = 130
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 12
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 12
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Charge Arrow"
ID = 230+fvar(1) 
stateno = 230+fvar(1) 
pos = 23,-66
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Timeline 1 Charge Arrow
[Statedef 231]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 231
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 4.6

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 22
guardflag = MA
pausetime = 0,7
sparkno = 1
sparkxy = -10,-0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -3
air.velocity = -1.2,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = time < 25 && parent, movetype = H

;---------------------------------------------------------------------------
; Timeline 2 Charge Arrow
[Statedef 232]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 231
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 7

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 29
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = -10,-0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3.2,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = time < 25 && parent, movetype = H

;---------------------------------------------------------------------------
; Timeline 3 Charge Arrow
[Statedef 233]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 232
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 12.4

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 43
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = -10,-0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3.2,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = time < 25 && parent, movetype = H

;---------------------------------------------------------------------------
; Timeline 4 Charge Arrow
[Statedef 234]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 232
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 12.4

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Charge Arrow"
ID = 235
stateno = 235
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Charge Arrow"
ID = 236
stateno = 236
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 21
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = -10,-0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3.2,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = time < 25 && parent, movetype = H

;---------------------------------------------------------------------------
; Timeline 4 Charge Arrow
[Statedef 235]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 232
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 12.4
y = -2

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 21
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = -10,-0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3.2,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = time < 25 && root, movetype = H


;---------------------------------------------------------------------------
; Timeline 4 Charge Arrow
[Statedef 236]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 232
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 12.4
y = 2

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 21
guardflag = MA
pausetime = 0,10
sparkno = 1
sparkxy = -10,-0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3.2,-3.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = time < 25 && root, movetype = H



;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= I
physics = N
juggle  = 5
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = fvar(1) <= 2
trigger1 = time = 0
trigger1 = prevstateno = 100
x = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = fvar(1) > 2
trigger1 = animelem = 1
value = 640
elem = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 30
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = command = "holdback"
trigger1 = animelem = 2
x = -1.2 - (fvar(1)*0.45)
y = -7.2 - (fvar(1)*1.3)

[State 0, VelSet]
type = VelSet
trigger1 = command != "holdback"
trigger1 = animelem = 2
x = 3.6
y = -7.2 - (fvar(1)*1.3)

[State 0, Helper]
type = Helper
trigger1 = fvar(1) != 4
trigger1 = animelem = 5
helpertype = normal ;player
name = "Jumping Arrow"
ID = 240+fvar(1)
stateno = 240+fvar(1) 
pos = 22,-4
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 4
trigger1 = animelem = 5
helpertype = normal ;player
name = "Jumping Arrow"
ID = 240+fvar(1)
stateno = 240+fvar(1) 
pos = 22,-4
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 240, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 5
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 5
value = s0,7

;---------------------------------------------------------------------------
; Timeline 1 Jumping Arrow
[Statedef 241]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,6
anim = 241
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 270

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = HA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -0.5,3.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 5

;---------------------------------------------------------------------------
; Timeline 2 Jumping Arrow
[Statedef 242]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,6
anim = 241

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 270

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = HA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -0.5,3.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


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

;---------------------------------------------------------------------------
; Timeline 3 Jumping Arrow
[Statedef 243]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,6
anim = 242

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "More Jumping Arrows"
ID = 2430
stateno = 2430 
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "More Jumping Arrows"
ID = 2431
stateno = 2431
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 270

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = HA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -0.5,3.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 3 Jumping Arrow
[Statedef 2430]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = -3,6
anim = 242

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 245

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = HA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -0.5,3.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 3 Jumping Arrow
[Statedef 2431]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 3,6
anim = 242

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 295

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = HA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -0.5,3.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 4 Jumping Arrow
[Statedef 244]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 243

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
attr = S, NA
animtype  = Medium
damage    = 6
hitflag = MAFD
guardflag = HA
pausetime = 0,2
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -1.5,4.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 4 Jumping Arrow
[Statedef 245]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 243

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
attr = S, NA
animtype  = Medium
damage    = 6
hitflag = MAFD
guardflag = HA
pausetime = 0,2
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -1.5,4.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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


;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 8
ctrl = 0
anim = 400
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random <= 500
value = S200,0
volumescale = 130
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 3
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Timeline 1 Arrow"
ID = 200+fvar(1)
stateno = 200+fvar(1) 
pos = 29,-38
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 4
trigger1 = animelem = 3
helpertype = normal ;player
name = "Beam"
ID = 2042
stateno = 2042
pos = 29,-38
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeState]
type = ChangeState
value = 200
triggerall = time >= 15
trigger1 = command = "x"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 210
triggerall = time >= 15
trigger1 = command = "y"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 230
triggerall = time >= 15
trigger1 = command = "a"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 240
triggerall = time >= 15
trigger1 = command = "b"

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

;---------------------------------------------------------------------------
;Crouching strong punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= I
physics = C
juggle  = 6
poweradd= 25
ctrl = 0
anim = 410
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger1 = random <= 500
value = S200,0
volumescale = 130
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 3
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Bouncing Arrow"
ID = 410+fvar(1) 
stateno = 410+fvar(1) 
pos = 25,-48
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeState]
type = ChangeState
value = 200
triggerall = time >= 15
trigger1 = command = "x"
trigger1 = command != "holddown"


[State 0, ChangeState]
type = ChangeState
value = 210
triggerall = time >= 15
trigger1 = command = "y"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 230
triggerall = time >= 15
trigger1 = command = "a"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 240
triggerall = time >= 15
trigger1 = command = "b"


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

;---------------------------------------------------------------------------
; Timeline 1 Upward Arrow
; CNS difficulty: easy
[Statedef 411]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 214
sprpriority = 2
velset = 1.9,-2

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = MA
pausetime = 0,6
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 2 Upward Arrow
; CNS difficulty: easy
[Statedef 412]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 214
sprpriority = 2
velset = 4.2,-4

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 16
guardflag = MA
pausetime = 0,8
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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


;---------------------------------------------------------------------------
; Timeline 3 Upward Arrow
; CNS difficulty: easy
[Statedef 413]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 215
sprpriority = 2
velset = 8,-5.1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 16
guardflag = MA
pausetime = 0,14
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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


;---------------------------------------------------------------------------
; Timeline 4 Upward Arrow
; CNS difficulty: easy
[Statedef 414]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 215
sprpriority = 2
velset = 8,-5.1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 9
guardflag = MA
pausetime = 0,14
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, ChangeState]
type = ChangeState
value = 4117
trigger1 = time >= 15

;---------------------------------------------------------------------------
; Timeline 4 Upward Arrow
; CNS difficulty: easy
[Statedef 415]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 215
sprpriority = 2
velset = 8,-5.1

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 9
guardflag = MA
pausetime = 0,14
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, ChangeState]
type = ChangeState
value = 4117
trigger1 = time >= 15

;---------------------------------------------------------------------------
; Timeline 4 Upward Arrow (Explosion)
[Statedef 4117]
type    = A
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 216
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = time < 5
helpertype = normal ;player
name = "QB nooooo"
ID = 4118
stateno = 4118
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
attr = S, NA
animtype  = Medium
damage    = 2
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -7.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Timeline 4 Upward Arrow (Explosion)
[Statedef 4118]
type    = A
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = -10+random%28,10
anim = 217
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190,11
volumescale = 130

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
attr = S, NA
animtype  = Medium
damage    = 2
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = vel y > 0 && pos y >= -15
y = -10

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100

;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 11
ctrl = 0
anim = 430
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
trigger1 = random <= 500
value = S200,0
volumescale = 130
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 12
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 12
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Bouncing Arrow"
ID = 230+fvar(1) 
stateno = 230+fvar(1) 
pos = 23,-41
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeState]
type = ChangeState
value = 200
triggerall = time >= 28
trigger1 = command = "x"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 210
triggerall = time >= 28
trigger1 = command = "y"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 230
triggerall = time >= 28
trigger1 = command = "a"
trigger1 = command != "holddown"

[State 0, ChangeState]
type = ChangeState
value = 240
triggerall = time >= 28
trigger1 = command = "b"

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 5
ctrl = 0
anim = 600
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger1 = random <= 500
value = S200,0
volumescale = 130
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 4
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Timeline 1 Arrow"
ID = 200+fvar(1)
stateno = 200+fvar(1) 
pos = 34,-72
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 4
trigger1 = animelem = 4
helpertype = normal ;player
name = "Beam"
ID = 2043
stateno = 2043
pos =  34,-72
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 600, 3]
type = CtrlSet
trigger1 = Time = 18
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 3
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Bouncing Arrow"
ID = 210+fvar(1) 
stateno = 210+fvar(1) 
pos = 27,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 10
ctrl = 0
anim = 630
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -2
y = -5
;ignorehitpause = 
;persistent = 


[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 6
value = s0,7


[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 6
value = s0,7

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Charge Arrow"
ID = 630+fvar(1) 
stateno = 630+fvar(1) 
pos = 27,-60
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;---------------------------------------------------------------------------
; Timeline 1 Charge Arrow
[Statedef 631]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 6,5
anim = 211
sprpriority = 2

[State 631, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 12
guardflag = LA
pausetime = 0,7
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 20


;---------------------------------------------------------------------------
; Timeline 2 Charge Arrow
[Statedef 632]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 9,7
anim = 211
sprpriority = 2

[State 631, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 23
guardflag = LA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 20

;---------------------------------------------------------------------------
; Timeline 3 Charge Arrow
[Statedef 633]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 233
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 315

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 9
y = 7

[State 631, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 31
guardflag = LA
pausetime = 0,16
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100

;---------------------------------------------------------------------------
; Timeline 4 Charge Arrow
[Statedef 634]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 233
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Charge Arrow"
ID = 635 
stateno = 635 
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Charge Arrow"
ID = 636 
stateno = 636
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 315

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 7
y = 7

[State 631, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 13
guardflag = LA
pausetime = 0,16
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100

;---------------------------------------------------------------------------
; Timeline 4 Charge Arrow
[Statedef 635]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 233
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 315

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 3
y = 7

[State 631, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 13
guardflag = LA
pausetime = 0,16
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100

;---------------------------------------------------------------------------
; Timeline 4 Charge Arrow
[Statedef 636]
type    = S
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 0,0
anim = 233
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 315

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256,256

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 11
y = 7

[State 631, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 13
guardflag = LA
pausetime = 0,16
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 100

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = fvar(1) <= 2
trigger1 = animelem = 1
x = 0
y = -2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = fvar(1) > 2
trigger1 = animelem = 1
value = 640
elem = 2


[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 30
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VelSet]
type = VelSet
trigger1 = command = "holdback"
trigger1 = animelem = 2
x = -1.2 - (fvar(1)*0.45)
y = -7.2 - (fvar(1)*1.3)

[State 0, VelSet]
type = VelSet
trigger1 = command != "holdback"
trigger1 = animelem = 2
x = 3.6
y = -7.2 - (fvar(1)*1.3)

[State 0, Helper]
type = Helper
trigger1 = fvar(1) != 4
trigger1 = animelem = 6
helpertype = normal ;player
name = "Jumping Arrow"
ID = 240+fvar(1)
stateno = 240+fvar(1) 
pos = 22,-4
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 4
trigger1 = animelem = 6
helpertype = normal ;player
name = "Jumping Arrow"
ID = 240+fvar(1)
stateno = 240+fvar(1) 
pos = 22,-4
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5
[State 240, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 0, 1

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = s0,4

[State 200, 2]
type = PlaySnd
trigger1 =  Animelem = 6
value = s0,7

;---------------------------------------------------------------------------
; Magical Barrier
; CNS difficulty: easy
[Statedef 1000]
type    = S
movetype= I
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1000
sprpriority = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "No more Barrier"
ID = 1040
stateno = 1040
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "Barrier"
ID = 1001
stateno = 1000+fvar(1)
pos = 0,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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

;---------------------------------------------------------------------------
; Stop Spamming Magical Barrier
; CNS difficulty: easy
[Statedef 1040]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 9999
sprpriority = 1

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 440

;---------------------------------------------------------------------------
; Magical Barrier (Timeline 1)
; CNS difficulty: easy
[Statedef 1001]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

[State 1300, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1010
time = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 25
value = 1010
ctrl = 0

;---------------------------------------------------------------------------
; Magical Barrier (Timeline 2)
; CNS difficulty: easy
[Statedef 1002]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

[State 1300, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 10020
time = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 40
value = 1010
ctrl = 0

;---------------------------------------------------------------------------
; Magical Barrier (Timeline 2)
; CNS difficulty: easy
[Statedef 10020]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

[State 1300, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1010
time = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 40
value = 1010
ctrl = 0

;---------------------------------------------------------------------------
; Magical Barrier (Timeline 3)
; CNS difficulty: easy
[Statedef 1003]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

[State 1300, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1020
time = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 55
value = 1010
ctrl = 0

;---------------------------------------------------------------------------
; Magical Barrier (Timeline 4)
; CNS difficulty: easy
[Statedef 1004]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

[State 1300, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1030
time = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 125
value = 1020
ctrl = 0

;---------------------------------------------------------------------------
; Magical Barrier (Timeline 4)
; CNS difficulty: easy
[Statedef 1005]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

[State 1300, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1030
time = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 125
value = 1020
ctrl = 0


;---------------------------------------------------------------------------
; Magical Barrier Dissipate
; CNS difficulty: easy
[Statedef 1010]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1010
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

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

;---------------------------------------------------------------------------
; Magical Barrier Burst
; CNS difficulty: easy
[Statedef 1020]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1010
sprpriority = 3

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Burst"
ID = 1021
stateno = 1021 
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Counter Arrow"
ID = 1022
stateno = 1022 
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

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

;---------------------------------------------------------------------------
; Magical Barrier Burst
; CNS difficulty: easy
[Statedef 1021]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 216
sprpriority = 3

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Medium
damage    = 47
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -7.5, -5
air.velocity = -5.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Counter Arrow
; CNS difficulty: easy
[Statedef 1022]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 12,0
anim = 1020
sprpriority = 3

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Medium
damage    = 67
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -7.5, -5
air.velocity = -5.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Magical Barrier Burst
; CNS difficulty: easy
[Statedef 1030]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1010
sprpriority = 3

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Burst"
ID = 1031
stateno = 1031 
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 4
size.yscale = 4

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root, pos x
y = root, pos y - 50

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

;---------------------------------------------------------------------------
; Magical Barrier Burst (Timeline 4)
; CNS difficulty: easy
[Statedef 1031]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1030
sprpriority = 3

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Medium
damage    = 117
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -7.5, -5
air.velocity = -5.5,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Retreating Volley
; CNS difficulty: easy
[Statedef 1100]
type    = S
movetype= I
physics = S
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
trigger1 = fvar(1) = 3
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 16

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
trigger1 = fvar(1) = 4
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 33

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 30
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -4-(fvar(1))
y = -2.5-(fvar(1))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S200,1
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
trigger1 = fvar(1) = 1
helpertype = normal ;player
name = "Who reads these anyway"
ID = 1103
stateno = 1103 
pos = 37,-58
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
trigger1 = fvar(1) > 1
helpertype = normal ;player
name = "Who reads these anyway"
ID = 1101
stateno = 1101 
pos = 37,-58
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
trigger1 = fvar(1) >= 3
helpertype = normal ;player
name = "Who reads these anyway"
ID = 1101
stateno = 1101 
pos = 37,-58
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 8
trigger1 = fvar(1) >= 4
helpertype = normal ;player
name = "Who reads these anyway"
ID = 1101
stateno = 1101 
pos = 37,-58
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 12
trigger1 = vel x <= 0
x = 1.2-(fvar(1)*0.1)

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 12
y = 0.5

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 12
trigger1 = vel y >= 0 && pos y >= -15
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Actual Arrow
[Statedef 1101]
type    = A
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 6,5
anim = 1101
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,5
volumescale = 130

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 34
guardflag = LA
pausetime = 0,4
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -0.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y > 0 && pos y >= -10
value = 1102
ctrl = 0

;---------------------------------------------------------------------------
; Actual Arrow
[Statedef 1102]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1102
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

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

;---------------------------------------------------------------------------
; Actual Arrow
[Statedef 1103]
type    = A
movetype= A
physics = N
poweradd= 30
ctrl = 0
velset = 6,5
anim = 211
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,5
volumescale = 130

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 34
guardflag = LA
pausetime = 0,4
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -0.5,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = time >= 10

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y > 0 && pos y >= -10
value = 1102
ctrl = 0

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 1200]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 1

[State 3000, Explod]
type = Explod
trigger1 = numexplod(8000) = 0
trigger1 = animelem = 2, 1
anim = 8000
id = 8000
postype = back
pos = 150,0
sprpriority = -5
vel = 0,0
bindtime = 80
removetime = 80
supermovetime = 99999
scale = 0.5,0.5
ownpal = 1

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 2, -47
anim = S7001
sound = S7, 6
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S7,12
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1210
stateno = 1210+fvar(1)
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 1211]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1211
stateno = 12110
pos = 256,-204
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 1212]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1211
stateno = 12111
pos = 246,-204
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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


;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 1213]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1211
stateno = 12112
pos = 236,-204
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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


;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 1214]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1211
stateno = 12113
pos = 226,-204
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 1215]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1210
sprpriority = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1211
stateno = 12113
pos = 226,-204
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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


;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 12110]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1220
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S0,26
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1220
stateno = 1220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 12111]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1220
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S0,26
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
trigger2 = animelem = 11
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1220
stateno = 1220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 12112]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1220
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S0,26
volumescale = 130


[State 0, Helper]
type = Helper
trigger1 = animelem = 12
trigger2 = animelem = 11
trigger3 = animelem = 10
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1220
stateno = 1220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 12113]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1220
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S0,26
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = animelem = 12
trigger2 = animelem = 11
trigger3 = animelem = 10
trigger4 = animelem = 9
trigger5 = animelem = 8
helpertype = normal ;player
name = "Rain of Arrows"
ID = 1220
stateno = 1220
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

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

;---------------------------------------------------------------------------
; Rain of Arrows
; CNS difficulty: easy
[Statedef 1220]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 243
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,6
volumescale = 130

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,10

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Medium
damage    = 51
hitflag = MAF
guardflag = MA
pausetime = 0,2
sparkno = 1
sparkxy = -10, p2bodydist y-50
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -1.5
air.velocity = -1.5,4.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Full Power Arrow (hyper)
; CNS difficulty: medium
[Statedef 3000]
type    = S
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 30

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
value = -5000+(fvar(1)*1000)

[State 3000, Explod]
type = Explod
trigger1 = numexplod(8000) = 0
trigger1 = animelem = 26, 1
anim = 8000
id = 8000
postype = back
pos = 150,0
sprpriority = -5
vel = 0,0
bindtime = 80
removetime = 80
supermovetime = 99999
scale = 0.5,0.5
ownpal = 1

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 26, 1
pos = 32, -78
anim = S7001
sound = S7, 6

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Beam"
ID = 3001
stateno = 3001
pos = 36,-81
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 30
value = S0,20
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = animelem = 30
helpertype = normal ;player
name = "Bigass Arrow"
ID = 3002
stateno = 3002
pos = -141,-76
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1.5

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

;---------------------------------------------------------------------------
; Full Power Arrow (hyper)
; CNS difficulty: medium
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 5

[State 3000, 6]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
animtype  = Hard
damage    = 25
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 0,125
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 32
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5


[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root, stateno != 3000

;---------------------------------------------------------------------------
; Full Power Arrow (hyper)
; CNS difficulty: medium
[Statedef 3002]
type    = S
movetype= A
physics = N
juggle  = 4
velset = 12,0
anim = 3002
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,5
volumescale = 130

[State 3000, 6]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = Hard
damage    = 137
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 0,12
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 32
ground.velocity = -5, -4
guard.velocity = -12
air.velocity = -5,-4
airguard.velocity = -3,-3
fall.animtype = Hard
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Pillars of Hope (hyper)
; CNS difficulty: medium
[Statedef 3050]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 3000, Explod]
type = Explod
trigger1 = numexplod(8000) = 0
trigger1 = animelem = 2, 1
anim = 8000
id = 8000
postype = back
pos = 150,0
sprpriority = -5
vel = 0,0
bindtime = 80
removetime = 80
supermovetime = 99999
scale = 0.5,0.5
ownpal = 1

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 16, -48
anim = S7001
sound = S7, 6
poweradd = -1000

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
trigger1 = time < 52
time = 2
palcolor = 256
palinvertall = 0
palbright = 230,30,30
palcontrast = 220,180,180
palpostbright = 0,0,0
paladd = 225,110,110
palmul = .75,.65,.65
timegap = 1
framegap = 4
trans = "add"

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

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Pillar of Hope"
ID = 3050+fvar(1)
stateno = 3050+fvar(1)
pos = 70,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Pillars of Hope (telegraph)
; CNS difficulty: medium
[Statedef 3051]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Pillar of Hope"
ID = 30500
stateno = 30500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Pillars of Hope (telegraph)
; CNS difficulty: medium
[Statedef 3052]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Pillar of Hope"
ID = 30500
stateno = 30500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Pillar of Hope"
ID = 3051
stateno = 3051
pos = 70,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Pillars of Hope (telegraph)
; CNS difficulty: medium
[Statedef 3053]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Pillar of Hope"
ID = 30500
stateno = 30500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Pillar of Hope"
ID = 3052
stateno = 3052
pos = 70,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Pillars of Hope (telegraph)
; CNS difficulty: medium
[Statedef 3054]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Pillar of Hope"
ID = 30500
stateno = 30500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Pillar of Hope"
ID = 3053
stateno = 3053
pos = 70,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Pillars of Hope (telegraph)
; CNS difficulty: medium
[Statedef 3055]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Pillar of Hope"
ID = 30500
stateno = 30500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Pillar of Hope"
ID = 3053
stateno = 3053
pos = 70,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

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

;---------------------------------------------------------------------------
; Pillars of Hope (Actual Pillar)
; CNS difficulty: medium
[Statedef 30500]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3052
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,31
volumescale = 230

[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up
damage    = 42
getpower  = 0
givepower = -50
priority  = 7, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,4
sparkno = 3
sparkxy = 0,-40+random%81
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.velocity = -6.3,-9
air.velocity = -6.3,-5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Mami Tomoe (Timeline 1)
; CNS difficulty: easy
[Statedef 2000]
type    = A
movetype= I
physics = N
poweradd= 50
velset = 14,-4.9
anim = 2000
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,11
volumescale = 250
abspan = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
y = 0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
trigger1 = vel x >= 3
x = -0.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2000,4
volumescale = 130

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Whip thing"
ID = 2001
stateno = 2001
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -15
value = 2002
ctrl = 0

;---------------------------------------------------------------------------
; Mami Tomoe Stun Whip thing(Timeline 1)
; CNS difficulty: easy
[Statedef 2001]
type    = A
movetype= A
physics = N
anim = 2001
ctrl = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,5
volumescale = 130

[State 1000, 5]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = 33
priority  = 5
guardflag = MA
pausetime = 0,60
guard.pausetime = 0,12
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0,0
air.velocity = 0,0
fall = 0

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2003) = 0
anim = 2003
ID = 2003
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 40
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2004) = 0
anim = 2004
ID = 2004
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 40
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = parent, stateno = 2002

;---------------------------------------------------------------------------
; Mami Tomoe (Timeline 1)
; CNS difficulty: easy
[Statedef 2002]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 2002
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S2000,random%4
volumescale = 130

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 17
x = -15
y = -8

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 60
y = 0.4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time > 102
trigger1 = vel y >= 0 && pos y >= -15

;---------------------------------------------------------------------------
; Mami Tomoe (Timeline 2)
; CNS difficulty: easy
[Statedef 2005]
type    = A
movetype= I
physics = N
poweradd= 50
velset = 14,-4.9
anim = 2005
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,11
volumescale = 130
abspan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2000,6
volumescale = 130

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S2000,7
volumescale = 130

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2000,8
volumescale = 130

[State 0, Explod]
type = Explod
trigger1 = animelem = 14 
anim = 2006
ID = 2006
pos = 92,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2007
ID = 2007
pos = 34,-119
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 20
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S2000,9
volumescale = 130

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
trigger1 = time < 118
trigger1 = vel y <= -0.3
y = 0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
trigger1 = time < 118
trigger1 = vel x >= 3
x = -0.5

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = -4
y = -1.5

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 15
x = -12
y = -10

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Whip thing"
ID = 2009
stateno = 2009
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, Helper]
type = Helper
trigger1 = facing = 1
trigger1 = time = 118
helpertype = normal ;player
name = "BEAM"
ID = 2008
stateno = 2008
pos = 164,4
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = facing = -1
trigger1 = time = 118
helpertype = normal ;player
name = "BEAM"
ID = 2011
stateno = 2011
pos = -164,4
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 293

;---------------------------------------------------------------------------
; Mami Tomoe Trio Finale (Timeline 2)
; CNS difficulty: easy
[Statedef 2008]
type    = A
movetype= A
physics = N
anim = 2008
ctrl = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x + 164
y = parent, pos y + 4
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,5
volumescale = 130

[State 1000, 5]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
attr = S, SA
animtype  = Hard
damage    = 9
priority  = 7, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,30
sparkxy = -10,p2bodydist y - 70
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0,0
air.velocity = 0,0
fall = 0

[State 1000, 5]
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = Hard
damage    = 31
priority  = 7, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkxy = -10,p2bodydist y - 70
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -6.2,-3
air.velocity = -6.2,-1.8
fall = 1

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

;---------------------------------------------------------------------------
; Mami Tomoe Stun Whip thing(Timeline 1)
; CNS difficulty: easy
[Statedef 2009]
type    = A
movetype= A
physics = N
anim = 2001
ctrl = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,5
volumescale = 130

[State 1000, 5]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Hard
damage    = 31
priority  = 5
guardflag = MA
pausetime = 0,136
guard.pausetime = 0,12
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0,0
air.velocity = 0,0
fall = 0

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2009) = 0
anim = 2009
ID = 2009
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 40
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2010) = 0
anim = 2010
ID = 2010
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 40
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

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

;---------------------------------------------------------------------------
; Mami Tomoe Trio Finale (Timeline 2)
; CNS difficulty: easy
[Statedef 2011]
type    = A
movetype= A
physics = N
anim = 2008
ctrl = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x - 164
y = parent, pos y + 4
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,5
volumescale = 130

[State 1000, 5]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
attr = S, SA
animtype  = Hard
damage    = 9
priority  = 7, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,30
sparkxy = -10,p2bodydist y - 70
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0,0
air.velocity = 0,0
fall = 0

[State 1000, 5]
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = Hard
damage    = 31
priority  = 7, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkxy = -10,p2bodydist y - 70
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -6.2,-3
air.velocity = -6.2,-1.8
fall = 1

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

;---------------------------------------------------------------------------
; Amy (Timeline 1)
; CNS difficulty: easy
[Statedef 2012]
type    = S
movetype= A
physics = N
poweradd= 12
velset = 3,0
anim = 2104
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,10
volumescale = 130
abspan = 0

[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 12
hitflag = M-
guardflag = L
pausetime = 0,4
sparkno = 1
sparkxy = -5,-10
hitsound   = S5,0
guardsound = S6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = 2.3,-2
air.velocity = 2.3,-3
guard.velocity = -5
fall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 400

;---------------------------------------------------------------------------
; Akemi Homura (Timeline 2)
; CNS difficulty: easy
[Statedef 2100]
type    = A
movetype= I
physics = N
poweradd= 50
velset = 13.6,-3.9
anim = 2100
ctrl = 0
sprpriority = 4

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
y = 0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
trigger1 = vel x >= 3
x = -0.5

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -15
value = 2101
ctrl = 0

;---------------------------------------------------------------------------
; Akemi Homura (Timeline 2)
; CNS difficulty: easy
[Statedef 2101]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 2101
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s2001,2+random%3
volumescale = 180

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "The Pipe Strip"
ID = 2102
stateno = 2102
pos = 40,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = -16
y = -4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 87

;---------------------------------------------------------------------------
; Pipe Bomb (Timeline 2)
; CNS difficulty: easy
[Statedef 2102]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 2102
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2001,0
volumescale = 130

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 10
trigger1 = p2statetype != A
trigger1 = p2bodydist x <= 20
trigger1 = p2bodydist x >= -15
trigger2 = time >= 160
value = 2103
ctrl = 0

;---------------------------------------------------------------------------
; Pipe Bomb explode (Timeline 2)
; CNS difficulty: easy
[Statedef 2103]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2103
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2001,1
volumescale = 130

[State 1210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 45
priority  = 5, Hit
guardflag = MA
pausetime = 0,12
sparkxy = 0,-20
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 22
ground.velocity = -10
guard.velocity = -8
air.velocity = -6,-2.5
airguard.velocity = -6,-2.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
; Akemi Homura (Timeline 3)
; CNS difficulty: easy
[Statedef 2200]
type    = A
movetype= I
physics = N
poweradd= 50
velset = 12.6,-3.9
anim = 2100
ctrl = 0
sprpriority = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2003,7+random%2
volumescale = 200
abspan = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
y = 0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
trigger1 = vel x >= 3
x = -0.5

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -15
value = 2201
ctrl = 0

;---------------------------------------------------------------------------
; Akemi Homura (Timeline 3)
; CNS difficulty: easy
[Statedef 2201]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 2201
ctrl = 0
sprpriority = 3

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S2003,1

[State 0, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "Boolets"
ID = 2202
stateno = 2202 
pos = 10,-76
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2303
ID = 2303
pos = 45,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.25,0.25
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 32
x = -16
y = -4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 237

;---------------------------------------------------------------------------
; A Boolet (Timeline 3)
; CNS difficulty: easy
[Statedef 2202]
type    = S
movetype= A
physics = N
anim = 2304
ctrl = 0
sprpriority = 2
velset = 24,0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 58
guardflag = MA
pausetime = 0,0
guard.pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -10, -3.5
air.velocity = -10,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 300
trigger2 = movecontact

;---------------------------------------------------------------------------
; Sayaka Miki (Timeline 3)
; CNS difficulty: easy
[Statedef 2250]
type    = S
movetype= A
physics = N
poweradd= 12
velset = 18.4,0
anim = 2250
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2002,11
volumescale = 120
abspan = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2252
ID = 2252
pos = 111,-33
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 18
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 10
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 18
trigger1 = vel x > 0 
x = -0.5

[State 0, Turn]
type = Turn
trigger1 = animelem = 12

[State 0, HitDef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 21
hitflag = MAF
guardflag = LA
pausetime = 0,9
sparkno = 1
sparkxy = -5,-10
hitsound   = S2002,6
guardsound = S6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -4.3,-5
air.velocity = -4.3,-5
guard.velocity = -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 13
trigger1 = movehit
value = 2251
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S2002,10
volumescale = 120
abspan = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 14
anim = 2253
ID = 2253
pos = 75,-123
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 18
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 14
x = 12
y = -9

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 14
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 120

;---------------------------------------------------------------------------
; Sayaka Miki (Timeline 3)
; CNS difficulty: easy
[Statedef 2251]
type    = S
movetype= A
physics = N
anim = 2251
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2002,0
volumescale = 230

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S2002,7
volumescale = 230

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 5
hitflag = MAF
guardflag = MA
pausetime = 2,12
sparkno = 1
sparkxy = -10,-70
hitsound   = S2002,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -0.5, 0
air.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S2002,1
volumescale = 230

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S2002,8
volumescale = 230


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 16
hitflag = MAF
guardflag = MA
pausetime = 2,12
sparkno = 1
sparkxy = -10,-70
hitsound   = S2002,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -0.5, 0
air.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S2002,2
volumescale = 230

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S2002,9
volumescale = 230


[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
animtype  = Hard
damage    = 24
hitflag = MAF
guardflag = MA
pausetime = 2,19
sparkno = 1
sparkxy = -10,-70
hitsound   = S2002,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -0.5, 0
air.velocity = -0.5, -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S2002,2
volumescale = 230

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S2002,7
volumescale = 230


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 23
x = 5
y = -9

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 67
trigger1 = time <= 72
x = 0.5
y = 0.15

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 23
attr = S, NA
animtype  = Up
damage    = 25
hitflag = MAF
guardflag = MA
pausetime = 0,5
sparkno = 1
sparkxy = -10,-70
hitsound   = S2002,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.5, -12
air.velocity = -3.5, -12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 23
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 25
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 27
value = S2002,1
volumescale = 230

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 27
value = S2002,8
volumescale = 230

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 27
attr = S, NA
animtype  = Hard
damage    = 26
hitflag = MAF
guardflag = MA
pausetime = 4,18
sparkno = 1
sparkxy = -10,-70
hitsound   = S2002,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.5, -5
air.velocity = -3.5, -5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 32
attr = S, NA
animtype  = Up
damage    = 26
hitflag = MAF
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,-70
hitsound   = S2002,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3.5, -9
air.velocity = -3.5, -9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 32
anim = 2253
ID = 2253
pos = 75,-123
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 18
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S2002,10
volumescale = 230

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 32
x = 12
y = -9

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 450


;---------------------------------------------------------------------------
; Akemi Homura (Timeline 4)
; CNS difficulty: easy
[Statedef 2300]
type    = A
movetype= I
physics = N
poweradd= 50
velset = 14,-2.3
anim = 2300
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2003,9+random%2
volumescale = 250
abspan = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
y = 0.1

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 8
trigger1 = vel x >= 1
x = -0.5

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Shoot blap"
ID = 2301
stateno = 2301
pos = 30,-59
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -15
value = 2302
ctrl = 0

;---------------------------------------------------------------------------
; Shoot Blaps (Timeline 4)
; CNS difficulty: easy
[Statedef 2301]
type    = A
movetype= A
physics = N
poweradd= 50
anim = 2301
ctrl = 0
sprpriority = 2

[State 440, 3]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
attr = S, SP
damage    = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = 0
sparkxy = -5,-10
hitsound   = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -1.3,0
air.velocity = -1.2,0.38
guard.velocity = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 5


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = animelem = 2
trigger3 = animelem = 6
value = S2003,0

[State 0, PosSet]
type = PosSet
trigger1 = facing = 1
x = parent, pos x + 30
y = parent, pos y - 59
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = facing = -1
x = parent, pos x - 30
y = parent, pos y - 59
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 2300
trigger2 = time >= 20

;---------------------------------------------------------------------------
; Akemi Homura (Timeline 4)
; CNS difficulty: easy
[Statedef 2302]
type    = S
movetype= I
physics = N
poweradd= 50
anim = 2302
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 2303
ID = 2303
pos = 43,-41
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.25,0.25
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "bullet"
ID = 2305
stateno = 2305
pos = 38,-41
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2303
ID = 2303
pos = 31,-82
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.25,0.25
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "shut more bullet"
ID = 2306
stateno = 2306
pos = 31,-82
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 8
value = S2003,2
volumescale = 230

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2303
ctrl = 0

;---------------------------------------------------------------------------
; Akemi Homura (Timeline 4)
; CNS difficulty: easy
[Statedef 2303]
type    = S
movetype= I
physics = N
poweradd= 50
anim = 2306
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 6
y = -6

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = p2bodydist x + 60
y = p2bodydist y - 55


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 1.2
y = -4

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 36
y = 0.5
x = -0.1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 9
value = S2003,2
volumescale = 230

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 9
anim = 2303
ID = 2303
pos = -4,-56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.25,0.25
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
trigger2 = animelem = 9
helpertype = normal ;player
name = "so mach boolet"
ID = 2307
stateno = 2307 
pos = -4,-46
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 16
x = 1.2
y = -2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 17
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 17
x = p2bodydist x - 30
y = p2bodydist y - 40

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 23
attr = A, SA
animtype  = Up
damage    = 60
priority  = 5
hitflag = MAFD
guardflag = HA
pausetime = 0,12
sparkxy = 0,-70
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.2,-11.5
air.velocity = -2.2,-10.5
fall = 1
fall.recover = 0
yaccel = .2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 23
x = 2.5
y = -6.6

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 90
trigger1 = vel y > 0 && pos y >= -15 
value = 2304
ctrl = 0

;---------------------------------------------------------------------------
; Akemi Homura (Timeline 4)
; CNS difficulty: easy
[Statedef 2304]
type    = S
movetype= I
physics = N
poweradd= 50
anim = 2307
ctrl = 0
sprpriority = 2
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S2003,11
volumescale = 200
abspan = 0

[State 0, Helper]
type = Helper
trigger1 = time = 28
trigger2 = time = 32
trigger3 = time = 36
trigger4 = time = 40
trigger5 = time = 44
trigger6 = time = 48
trigger7 = time = 52
trigger8 = time = 56
helpertype = normal ;player
name = "Mortar"
ID = 2308
stateno = 2308 
pos = -240+(numhelper(2308)*60),0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 38
x = -16
y = -4

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 368

;---------------------------------------------------------------------------
; A Boolet (Timeline 4)
; CNS difficulty: easy
[Statedef 2305]
type    = S
movetype= A
physics = N
anim = 2304
ctrl = 0
sprpriority = 2
velset = 24,0

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 27
guardflag = MA
pausetime = 0,8
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0, -9.2
air.velocity = 0,-7.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 300
trigger2 = movecontact

;---------------------------------------------------------------------------
; Shoot more boolet (Timeline 4)
; CNS difficulty: easy
[Statedef 2306]
type    = S
movetype= A
physics = N
anim = 2305
ctrl = 0
sprpriority = 2
velset = 20,-12

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0, -6.2
air.velocity = 0,-5.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 300
trigger2 = movecontact

;---------------------------------------------------------------------------
; Shoot eeven mure boolet (Timeline 4)
; CNS difficulty: easy
[Statedef 2307]
type    = S
movetype= A
physics = N
anim = 2305
ctrl = 0
sprpriority = 2
velset = -20,12

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 14
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0, -6.2
air.velocity = 0,-5.8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 300
trigger2 = movecontact

;---------------------------------------------------------------------------
; Mortar
; CNS difficulty: easy
[Statedef 2308]
type    = S
movetype= I
physics = N
poweradd= 50
anim = 2308
ctrl = 0
sprpriority = 2
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2003,3
volumescale = 130

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2309
ID = 2309
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = parent, animelem = 14
value = 2309
ctrl = 0

;---------------------------------------------------------------------------
; Mortar (Fire)
; CNS difficulty: easy
[Statedef 2309]
type    = S
movetype= I
physics = N
poweradd= 50
anim = 2310
ctrl = 0
sprpriority = 2
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2003,4
volumescale = 20

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Shell"
ID = 2310
stateno = 2310 
pos = 5,-76
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2311
ID = 2311
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 2309
ID = 2309
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

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

;---------------------------------------------------------------------------
; Mortar Shell
; CNS difficulty: easy
[Statedef 2310]
type    = A
movetype= A
physics = N
anim = 2312
ctrl = 0
sprpriority = 1
velset = 9,-9

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 4
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = 0, 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2311
ctrl = 0

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

;---------------------------------------------------------------------------
; Mortar Shell Explode
; CNS difficulty: easy
[Statedef 2311]
type    = A
movetype= A
physics = N
anim = 2103
ctrl = 0
sprpriority = 1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2003,6
volumescale = 70

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 27
guardflag = MA
pausetime = 0,0
sparkno = 1
sparkxy = -10,0
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -7, -6.2
air.velocity = -6,-5.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Offscreen Oktavia von Seckendorff
; CNS difficulty: easy
[Statedef 2400]
type    = S
movetype= I
physics = N
anim = 9999
ctrl = 0
sprpriority = 2
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190,30
volumescale = 130
abspan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2004,1
volumescale = 200
abspan = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 20
trigger3 = time = 40
trigger4 = time = 60
trigger5 = time = 80
trigger6 = time = 100
helpertype = normal ;player
name = "Wheels of Fate are Turning"
ID = 2401
stateno = 2401 
pos = 0,-50+random%100
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, Helper]
type = Helper
trigger1 = time = 10
trigger2 = time = 30
trigger3 = time = 50
trigger4 = time = 70
trigger5 = time = 90
trigger6 = time = 110
helpertype = normal ;player
name = "Wheels of Fate are Turning"
ID = 2402
stateno = 2402
pos = -100+random%201,-300
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

[State 0, Helper]
type = Helper
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
trigger5 = time = 50
trigger6 = time = 60
trigger7 = time = 70
trigger8 = time = 80
trigger9 = time = 90
trigger10 = time = 100
trigger11 = time = 110
trigger12 = time = 15
trigger13 = time = 25
trigger14 = time = 35
trigger15 = time = 45
trigger16 = time = 55
trigger17 = time = 65
trigger18 = time = 75
trigger19 = time = 85
trigger20 = time = 95
trigger21 = time = 105
trigger22 = time = 115
helpertype = normal ;player
name = "SomeBODY once told me..."
ID = 2404
stateno = 2404
pos = 0,-250+random%350
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 630

;---------------------------------------------------------------------------
; Offscreen Oktavia von Seckendorff
; CNS difficulty: easy
[Statedef 2401]
type    = A
movetype= A
physics = N
anim = 2400
ctrl = 0
sprpriority = 2
velset = -4,-6-random%4

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 0, VarSet]
type = VarSet
trigger1 = 1
fv = 4
value = time*5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = fvar(4)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = vel y >= 0 && pos y >= -40
value = S2004,0
volumescale = 230

[State 0, VelSet]
type = VelSet
trigger1 = vel y >= 0 && pos y >= -40
x = -5
y = -4-random%4

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 25
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0, 3
sparkno = 1
sparkxy = -10,-76
hitsound = s5,2
guardsound = s6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 3,0
airguard.velocity = 1.9,-.8
air.type = High
air.velocity = 3,-3
fall = 1
fall.recover = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 200

;---------------------------------------------------------------------------
; Offscreen Oktavia von Seckendorff
; CNS difficulty: easy
[Statedef 2402]
type    = A
movetype= A
physics = N
anim = 2400
ctrl = 0
sprpriority = 2
velset = 0,9

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 25
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0, 6
sparkno = 1
sparkxy = -10,-76
hitsound = s5,2
guardsound = s6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,6
fall = 1
fall.recover = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = vel y >= 0 && pos y >= -40
trigger2 = movecontact
value = 2403
ctrl = 0

;---------------------------------------------------------------------------
; Offscreen Oktavia von Seckendorff
; CNS difficulty: easy
[Statedef 2403]
type    = A
movetype= I
physics = N
anim = 2401
ctrl = 0
sprpriority = 2
velset = 0,-4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2004,0
volumescale = 230

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

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

;---------------------------------------------------------------------------
; Offscreen Oktavia von Seckendorff
; CNS difficulty: easy
[Statedef 2404]
type    = A
movetype= A
physics = N
anim = 2402+random%4
ctrl = 0
sprpriority = 2
velset = -6,0

[State 0, VelAdd]
type = VelAdd
trigger1 = vel y >= 1
y = -1.5

[State 0, VelAdd]
type = VelAdd
trigger1 = vel y < 5
y = 1.5

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 13
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 1, Hit
pausetime = 0, 2
sparkno = 1
sparkxy = -10,-76
hitsound = s5,2
guardsound = s6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,0
airguard.velocity = -1.2,-.8
air.type = High
air.velocity = 0,-2

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 2405
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 300

;---------------------------------------------------------------------------
; Offscreen Oktavia von Seckendorff
; CNS difficulty: easy
[Statedef 2405]
type    = A
movetype= I
physics = N
anim = 2406
ctrl = 0
sprpriority = 2
velset = 0,0

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

;---------------------------------------------------------------------------
;Roll Back
[Statedef 5125]
type = S
movetype = I
physics = N
anim = 5125
velset = -2,0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 34

[State 5125, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Roll Forward
[Statedef 5126]
type = S
movetype = I
physics = N
anim = 5126
velset = 2,0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 43


[State 5125, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Tech Getup
[Statedef 5127]
type = S
movetype = I
physics = N
anim = 5127
velset = 0,0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 51

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S190,10
volumescale = 130

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 9
trigger1 = command = "holdback"
x = -145

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 9
trigger1 = command = "holdfwd"
x = 145

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


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
; Downed get-hit (lying down)
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 0, ChangeState]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = command = "holdback"
trigger1 = time >= 30
trigger2 = var(59) > 0
trigger2 = random <= 450
trigger2 = time >= 30
value = 5125
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = command = "holdfwd"
trigger1 = time >= 30
trigger2 = var(59) > 0
trigger2 = random <= 50
trigger2 = time >= 30
value = 5126
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(59) = 0
trigger1 = command = "recovery"
trigger2 = var(59) > 0
trigger2 = random <= 200
value = 5127
ctrl = 0

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))

[State 5110, 7]
type = Explod
trigger1 = Time = 0
trigger1 = !SysVar(0)
anim = F(60 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56)))
pos = 0, 0
sprpriority = ifelse (sysvar(1) <= Const720p(56), -10, 10)

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14] ;Friction
type = VelSet
trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
persistent = 0
x = 0

[State 5110, 15]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 16]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine


;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 0, VarSet] ;Reset Timeline
type = VarSet
trigger1 = time = 0
fv = 1
value = 1

[State 0, VarSet] ;Reset Timeline Counter
type = VarSet
trigger1 = time = 0
fv = 2
value = 0

[State 0, VarSet] ;Reset Timeline (Reverse)
type = VarSet
trigger1 = palno = 7
trigger1 = time = 0
fv = 1
value = 4

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
trigger2 = teammode = turns
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
; Gears
[Statedef 7000]
type = S
ctrl = 0
anim = 7000
velset = 0,0
sprpriority = 9999

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

[State 0, Turn]
type = Turn
trigger1 = facing = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7000,0
volumescale = 200

[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = 0 - (screenpos x)
y = 0 - (screenpos y)

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

;=========模拟装甲========
[Statedef 20000]
anim = 20000
ctrl = 0
velset = 0,0
sprpriority = 99

[State ];不会对玩家造成推挤
Type = PlayerPush
Trigger1 = IsHelper
Value = 0
IgnoreHitPause = 1 

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = stateno
time = -1
forceair = 0
ignorehitpause = 1
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = ishelper(20000)
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 3
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = ishelper(20000)
value2 = ,NT,ST,HT
time = -1
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(20000)
trigger1 = anim != 20000
value = 20000
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = ishelper(20000)
flag = invisible
flag2 = noshadow

[State 0]
type = BindToParent
trigger1 = 1
time = -1
pos = 0, 0

[State 0, Turn]
type = Turn
trigger1 = facing != root,facing
ignorehitpause = 1
;persistent =

[State 0, LifeSet];保证作为装甲的Helper不会被打死
type = LifeSet
trigger1 = ishelper(20000)
value = LifeMax
ignorehitpause = 1



;=========模拟装甲本身内容结束=======


;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[Statedef -2]

[State 0, NotHitBy]
type = NotHitBy
trigger1 = numhelper(1001) > 0
trigger1 = !ishelper(20000)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1


;-------------------------------------------------------------------------------------------
;Passive Glowy Bits

[State 0, Explod]
type = Explod
trigger1 = numexplod(8001) = 0
trigger1 = fvar(1) >= 2
trigger1 = fvar(1) < 5
anim = 8001
ID = 8001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 16
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, AfterImage]
type = AfterImage
triggerall = fvar(1) >= 3
triggerall = fvar(1) < 5
trigger1 = time = 0
trigger2 = time = 100
trigger3 = time = 200
trigger4 = time = 300
time = 100
palcolor = 256
palinvertall = 0
palbright = 230,30,30
palcontrast = 220,180,180
palpostbright = 0,0,0
paladd = 225,110,110
palmul = .75,.65,.65
timegap = 1
framegap = 4
trans = "add"

[State 0, Explod]
type = Explod
trigger1 = numexplod(8002) = 0
trigger1 = fvar(1) >= 3
trigger1 = fvar(1) < 5
anim = 8002
ID = 8002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 22
vel = 0,-0.5
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(8003) = 0
trigger1 = fvar(1) >= 4
trigger1 = fvar(1) < 5
anim = 8003
ID = 8003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 39
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,1
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


;-------------------------------------------------------------------------------------------
;Assists

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 1
trigger1 = command = "z"
trigger1 = var(59) = 0
trigger1 = numhelper(2000) = 0
trigger1 = numhelper(2005) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 1
trigger2 = var(59) > 0
trigger2 = numhelper(2000) = 0
trigger2 = numhelper(2005) = 0
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = p2bodydist x <= 70
trigger2 = enemy, vel x > 0
trigger2 = random <= 50
trigger2 = p2movetype != H
trigger3 = fvar(1) = 1
trigger3 = var(59) > 0
trigger3 = numhelper(2000) = 0
trigger3 = numhelper(2005) = 0
trigger3 = roundstate = 2
trigger3 = movetype != H
trigger3 = p2bodydist x <= 70
trigger2 = p2movetype = A
trigger3 = random <= 10
helpertype = normal ;player
name = "Keep your head up"
ID = 2000
stateno = 2000
pos = -280,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 1
trigger1 = command = "c"
trigger1 = var(59) = 0
trigger1 = numhelper(2012) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 1
trigger2 = var(59) > 0
trigger2 = numhelper(2012) = 0
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = p2bodydist x >= 130
trigger2 = enemy, vel x > 0
trigger2 = random <= 50
trigger2 = p2movetype != H
trigger2 = p2statetype != A
helpertype = normal ;player
name = "Oops I accidentally the whole plot"
ID = 2012
stateno = 2012
pos = -280,-(pos y)
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 2
trigger1 = command = "z"
trigger1 = var(59) = 0
trigger1 = numhelper(2000) = 0
trigger1 = numhelper(2005) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 2
trigger2 = var(59) > 0
trigger2 = numhelper(2000) = 0
trigger2 = numhelper(2005) = 0
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = p2bodydist x <= 70
trigger2 = enemy, vel x > 0
trigger2 = random <= 120
trigger2 = p2movetype != H
trigger3 = fvar(1) = 2
trigger3 = var(59) > 0
trigger3 = numhelper(2000) = 0
trigger3 = numhelper(2005) = 0
trigger3 = roundstate = 2
trigger3 = movetype != H
trigger3 = p2bodydist x <= 70
trigger2 = p2movetype = A
trigger3 = random <= 90
helpertype = normal ;player
name = "Mami is so pretty but please stop dying"
ID = 2005
stateno = 2005
pos = -280,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 2
trigger1 = command = "c"
trigger1 = var(59) = 0
trigger1 = numhelper(2100) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 2
trigger2 = var(59) > 0
trigger2 = numhelper(2100) = 0
trigger2 = AIlevel >= 1
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = p2bodydist x >= 45
trigger2 = enemy, vel x != 0
trigger2 = random <= 300
trigger2 = random <= 300
trigger2 = numhelper(2102) < 1
helpertype = normal ;player
name = "I did _______ wrong"
ID = 2100
stateno = 2100
pos = -280,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 3
trigger1 = command = "z"
trigger1 = var(59) = 0
trigger1 = numhelper(2250) = 0
trigger1 = numhelper(2400) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 3
trigger2 = var(59) > 0
trigger2 = numhelper(2250) = 0
trigger2 = numhelper(2400) = 0
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = p2bodydist x <= 80
trigger2 = enemy, vel x > 0
trigger2 = random <= 110
trigger2 = p2movetype != H
helpertype = normal ;player
name = "NTR'd to hell"
ID = 2250
stateno = 2250
pos = -280,-(pos y)
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 3
trigger1 = command = "c"
trigger1 = var(59) = 0
trigger1 = numhelper(2100) = 0
trigger1 = numhelper(2200) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 3
trigger2 = var(59) > 0
trigger2 = numhelper(2100) = 0
trigger2 = numhelper(2200) = 0
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = p2bodydist x >= 80
trigger2 = enemy, vel x > 0
trigger2 = random <= 110
trigger2 = p2movetype != H
helpertype = normal ;player
name = "Homura Yakuza DLC when"
ID = 2200
stateno = 2200
pos = -280,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 4
trigger1 = command = "c"
trigger1 = var(59) = 0
trigger1 = numhelper(2100) = 0
trigger1 = numhelper(2200) = 0
trigger1 = numhelper(2300) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 4
trigger2 = var(59) > 0
trigger2 = numhelper(2100) = 0
trigger2 = numhelper(2200) = 0
trigger2 = numhelper(2300) = 0
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = p2bodydist x >= 80
trigger2 = p2bodydist x <= 190
trigger2 = enemy, vel x > 0
trigger2 = random <= 280
trigger2 = p2movetype != H
helpertype = normal ;player
name = "I continue to do _______ wrong"
ID = 2300
stateno = 2300
pos = -280,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
trigger1 = fvar(1) = 4
trigger1 = command = "z"
trigger1 = var(59) = 0
trigger1 = numhelper(2250) = 0
trigger1 = numhelper(2400) = 0
trigger1 = roundstate = 2
trigger1 = movetype != H
trigger2 = fvar(1) = 4
trigger2 = var(59) > 0
trigger2 = numhelper(2250) = 0
trigger2 = numhelper(2400) = 0
trigger2 = roundstate = 2
trigger2 = movetype != H
trigger2 = enemy, vel x != 0
trigger2 = random <= 210
trigger2 = random <= 210
trigger2 = p2movetype != H
helpertype = normal ;player
name = "YOU HAD ONE JOB SAYAKA"
ID = 2400
stateno = 2400
pos = 380,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

;-------------------------------------------------------------------------------------------
;In case of F1 or OTHK (Actually die and not bug out)
[State 0, VarSet]
type = VarSet
trigger1 = fvar(1) = 5
trigger1 = lose
fv = 2
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = fvar(1) = 5
trigger1 = lose
fv = 3
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = fvar(1) = 5
trigger1 = lose
fv = 1
value = 1
;-------------------------------------------------------------------------------------------

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 0
id = 6000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 1
id = 6001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 2
id = 6002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 3
id = 6003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 4
id = 6004

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 5
id = 6005

[State 0]
type = Explod
trigger1 = teamside = 1
trigger1 = !numexplod(6000+fvar(1))
trigger1 = fvar(1) < 6
anim = 6000+fvar(1)
id = 6000+fvar(1)
sprpriority = 9
postype = left
pos = 5,220
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 0]
type = Explod
trigger1 = teamside = 2
trigger1 = !numexplod(6000+fvar(1))
trigger1 = fvar(1) < 6
anim = 6000+fvar(1)
id = 6000+fvar(1)
sprpriority = 9
postype = right
pos = -150,220
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 0.5,0.5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 0
id = 7010

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 1
id = 7011

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 2
id = 7012

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 3
id = 7013

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 4
id = 7014

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 5
id = 7015

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 0
id = 7020

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 1
id = 7021

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 2
id = 7022

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 3
id = 7023

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 4
id = 7024

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 5
id = 7025

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 0
id = 7030

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 1
id = 7031

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 2
id = 7032

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 3
id = 7033

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 4
id = 7034

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 5
id = 7035

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 0
id = 7040

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 1
id = 7041

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 2
id = 7042

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 3
id = 7043

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 4
id = 7044

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = fvar(1) != 5
id = 7045

[State 0]
type = Explod
trigger1 = teamside = 1
trigger1 = !numexplod(7010+fvar(1))
trigger1 = fvar(1) < 6
anim = 7010+fvar(1)
id = 7010+fvar(1)
sprpriority = 9
postype = left
pos = 0,170
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 1,1

[State 0]
type = Explod
trigger1 = teamside = 1
trigger1 = !numexplod(7020+fvar(1))
trigger1 = fvar(1) < 6
anim = 7020+fvar(1)
id = 7020+fvar(1)
sprpriority = 9
postype = left
pos = 0,200
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 1,1

[State 0]
type = Explod
trigger1 = teamside = 2
trigger1 = !numexplod(7030+fvar(1))
trigger1 = fvar(1) < 6
anim = 7030+fvar(1)
id = 7030+fvar(1)
sprpriority = 9
postype = right
pos = 0,170
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 1,1

[State 0]
type = Explod
trigger1 = teamside = 2
trigger1 = !numexplod(7040+fvar(1))
trigger1 = fvar(1) < 6
anim = 7040+fvar(1)
id = 7040+fvar(1)
sprpriority = 9
postype = right
pos = 0,200
ontop = 1
bindtime = -1
ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
scale = 1,1


[State 0, Timeline Reset]
type = Helper
triggerall = numhelper(7000) = 0
trigger1 = fvar(2) = 570
trigger2 = fvar(2) = 1317
trigger3 = fvar(2) = 2217
trigger4 = fvar(2) = 2526
helpertype = normal ;player
name = "Gears"
ID = 7000
stateno = 7000 
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.5
size.yscale = 0.5

;-------------------------------------------------------------------------------------------
;The Timeline System

[State 0, VarAdd]
type = VarAdd
triggerall = palno != 7
triggerall = palno != 8
triggerall = palno != 9
triggerall = palno != 10
triggerall = palno != 11
triggerall = palno != 12
trigger1 = roundstate = 2
fv = 2
value = 1

[State 0, VarAdd]
type = VarAdd
triggerall = palno != 7
triggerall = palno != 8
triggerall = palno != 9
triggerall = palno != 10
triggerall = palno != 11
triggerall = palno != 12
triggerall = roundstate != 2
trigger1 = fvar(2) = 570
trigger2 = fvar(2) = 1317
trigger3 = fvar(2) = 2217
trigger4 = fvar(2) = 2527
fv = 2
value = 1

[State 0, VarSet]
type = VarSet
triggerall = palno != 7
trigger1 = fvar(2) >= 570
fv = 1
value = 2

[State 0, VarSet]
type = VarSet
triggerall = palno != 7
trigger1 = fvar(2) >= 1317
fv = 1
value = 3

[State 0, VarSet]
type = VarSet
triggerall = palno != 7
trigger1 = fvar(2) >= 2217
fv = 1
value = 4

[State 0, VarSet]
type = VarSet
triggerall = palno != 7
trigger1 = fvar(2) >= 2527
fv = 1
value = 5


;--------Pal 7 ~ Reverse Meguca--------


[State 0, VarAdd]
type = VarAdd
triggerall = palno = 7
trigger1 = roundstate = 2
fv = 2
value = 1

[State 0, VarAdd]
type = VarAdd
triggerall = palno = 7
triggerall = roundstate != 2
trigger1 = fvar(2) = 570
trigger2 = fvar(2) = 1317
trigger3 = fvar(2) = 2217
trigger4 = fvar(2) = 2527
fv = 2
value = 1

[State 0, VarSet]
type = VarSet
triggerall = palno = 7
trigger1 = fvar(2) >= 570
fv = 1
value = 3

[State 0, VarSet]
type = VarSet
triggerall = palno = 7
trigger1 = fvar(2) >= 1317
fv = 1
value = 2

[State 0, VarSet]
type = VarSet
triggerall = palno = 7
trigger1 = fvar(2) >= 2217
fv = 1
value = 1

[State 0, VarSet]
type = VarSet
triggerall = palno = 7
trigger1 = fvar(2) >= 2527
fv = 1
value = 5

;--------Pal 8 ~ Timeline 1--------

[State 0, VarSet]
type = VarSet
triggerall = palno = 8
trigger1 = fvar(1) != 1
fv = 1
value = 1

;--------Pal 9 ~ Timeline 2--------

[State 0, VarSet]
type = VarSet
triggerall = palno = 9
trigger1 = fvar(1) != 2
fv = 1
value = 2

;--------Pal 10 ~ Timeline 3--------

[State 0, VarSet]
type = VarSet
triggerall = palno = 10
trigger1 = fvar(1) != 3
fv = 1
value = 3

;--------Pal 11 ~ Timeline 4--------

[State 0, VarSet]
type = VarSet
triggerall = palno = 11
trigger1 = fvar(1) != 4
fv = 1
value = 4

[State 0];自疗
type = LifeAdd
triggerall = Palno != 12
triggerall = fvar(1) != 5
trigger1 = GameTime%18 = 1
value = palno+1
ignorehitpause = 1


;--------Pal 12 ~ Timeline 5--------

[State -2 ,攻击];特殊对策……虽然似乎没什么用
type = attackmulset
;triggerall = Palno = 12
triggerall = fvar(1) = 5
triggerall = enemynear,name ="Kasim"
triggerall = enemynear,palno = [10,12]
;triggerall = life < lifemax*1
trigger1 = Time >= 3540
trigger2 = enemynear,life <= enemynear,lifemax*0.5
trigger3 = life <= lifemax*0.1
value = 40 
ignorehitpause=1

[State -2 ,攻击];特殊对策……虽然似乎没什么用
type = attackmulset
triggerall = Palno = 12
triggerall = enemynear,name ="Kasim"
triggerall = enemynear,palno = [10,12]
;triggerall = life < lifemax*1
trigger1 = Time >= 3540
trigger2 = enemynear,life <= enemynear,lifemax*0.5
trigger3 = life <= lifemax*0.1
value = 40 
ignorehitpause=1

[State 0];特殊对策
type = Lifeset
;triggerall = Palno = 12
triggerall = fvar(1) = 5
trigger1 = enemynear,name ="RYUKO" 
trigger1 = life < (enemynear,life -10)
value = -10+ (enemynear,life) 
ignorehitpause = 1

[State 0];特殊对策
type = Lifeset
triggerall = Palno = 12
trigger1 = enemynear,name ="RYUKO" 
trigger1 = life < (enemynear,life -10)
value = -10+ (enemynear,life) 
ignorehitpause = 1


[State 0];特殊对策
type = Lifeset
triggerall = enemynear,name ="Grey Pontiff"
triggerall = enemynear,palno = [2,12]
triggerall = life < (enemynear,life -10)
triggerall = Time <= 900
trigger1 = fvar(1) = 5
trigger2 = Palno = 12
value = -10+ (enemynear,life) 
ignorehitpause = 1

[State 0];特殊对策锁血
type = Lifeset
triggerall = enemynear,name ="osol"
triggerall = enemynear,palno = [7,12]
triggerall = life < (enemynear,life -10)
triggerall = Time <= 900
trigger1 = fvar(1) = 5
trigger2 = Palno = 12
value = -10+ (enemynear,life) 
ignorehitpause = 1


[State -2, Dream];特殊对策脱离
type = SelfState
triggerall = enemynear,palno = [2,12]
triggerall = Time <= 900
triggerall = sysvar(3)
trigger1 = enemynear,name ="Grey Pontiff"
trigger2 = enemynear,name ="osol"
value = 140 
ignorehitpause = 1

[State -2, Dream];特殊对策脱离
type= VarSet
triggerall = enemynear,palno = [2,12]
triggerall = Time <= 900
triggerall = !sysvar(3)
trigger1 = enemynear,name ="Grey Pontiff"
trigger2 = enemynear,name ="osol"
sysvar(3) = 1
ignorehitpause = 1


[State -2 ,攻击];特殊对策……训练神使把人秒了可不好
type = attackmulset
;triggerall = Palno = 12
triggerall = fvar(1) = 5
trigger1 = enemynear,name ="miki sayaka"
;trigger1 = enemynear,palno = [10,12]
value = 0.075 
ignorehitpause=1

[State -2 ,攻击];特殊对策……训练神使把人秒了可不好
type = attackmulset
triggerall = Palno = 12
trigger1 = enemynear,name ="miki sayaka"
;trigger1 = enemynear,palno = [10,12]
value = 0.075 
ignorehitpause=1

[State 0];自灭，防止对局卡死
type = LifeAdd
;triggerall = Palno = 12
triggerall = fvar(1) = 5
triggerall =! enemynear,name ="Akemi-Homura"
triggerall =! enemynear,name ="miki sayaka"
trigger1 = Time >= 3540
trigger1 = roundstate >= 2
trigger1 = enemynear,life = enemynear,lifemax*1
trigger1 = life = lifemax*1
value = -999999
ignorehitpause = 1

[State 0];自灭，防止对局卡死
type = LifeAdd
triggerall = Palno = 12
triggerall =! enemynear,name ="Akemi-Homura"
triggerall =! enemynear,name ="miki sayaka"
trigger1 = Time >= 3540
trigger1 = roundstate >= 2
trigger1 = enemynear,life = enemynear,lifemax*1
trigger1 = life = lifemax*1
value = -999999
ignorehitpause = 1

[State 0];血条对抗性拉锯尝试，暂弃用中
type = LifeAdd
triggerall = 0
triggerall = Palno = 12
triggerall = Time >= 5880
triggerall =! enemynear,movetype = A
trigger1 = roundstate >= 2
trigger1 = GameTime%30 = 1
value = -(lifemax*0.02)
ignorehitpause = 1

[State 0];血条对抗性拉锯尝试，暂弃用中
type = LifeAdd
triggerall = 0
triggerall = Palno = 12
triggerall = Time >= 5880
triggerall = enemynear,movetype = A
trigger1 = roundstate >= 2
trigger1 = GameTime%30 = 1
value = (lifemax*0.02)
ignorehitpause = 1

[State 0];血条对抗性拉锯尝试，暂弃用中
type = LifeAdd
triggerall = 0
triggerall = Palno = 12
triggerall = enemynear,movetype = A
trigger1 = roundstate >= 2
value = -(lifemax*0.001)
time = 0
ignorehitpause = 1


[State 0];特殊自灭
type = LifeAdd
;triggerall = Palno = 12
triggerall = fvar(1) = 5
trigger1 = GameTime%30 = 1
trigger1 = enemynear,name ="Akemi-Homura"
trigger2 = GameTime%30 = 1
trigger2 = enemynear,name ="miki sayaka"
value = -10
ignorehitpause = 1

[State 0];特殊自灭
type = LifeAdd
triggerall = Palno = 12
trigger1 = GameTime%30 = 1
trigger1 = enemynear,name ="Akemi-Homura"
trigger2 = GameTime%30 = 1
trigger2 = enemynear,name ="miki sayaka"
value = -10
ignorehitpause = 1

[State ];模拟装甲下特殊血量变动，受击掉血
type = lifeadd
triggerall = fvar(1) = 5
;triggerall = Palno = 12
triggerall = helper(20000),GetHitVar(damage) > 0
trigger1= life >= lifemax*0.75
trigger2= life >= lifemax*0.25
trigger2= life <= lifemax*0.5
value= -1-(lifemax*0.001)

[State ];模拟装甲下特殊血量变动，受击掉血
type = lifeadd
triggerall = Palno = 12 && fvar(1) != 5
triggerall = helper(20000),GetHitVar(damage) > 0
trigger1= life >= lifemax*0.75
trigger2= life >= lifemax*0.25
trigger2= life <= lifemax*0.5
value= -1-(lifemax*0.001)

[State ];模拟装甲下特殊血量变动，受击回血
type = lifeadd
triggerall = fvar(1) = 5
;triggerall = Palno = 12
triggerall = helper(20000),GetHitVar(damage) > 0
trigger1= life < lifemax*0.75
trigger1= life > lifemax*0.5
trigger2= life < lifemax*0.25
value= 15+lifemax*0.01

[State ];模拟装甲下特殊血量变动，受击回血
type = lifeadd
triggerall = Palno = 12&& fvar(1) != 5
triggerall = helper(20000),GetHitVar(damage) > 0
trigger1= life < lifemax*0.75
trigger1= life > lifemax*0.5
trigger2= life < lifemax*0.25
value= 15+lifemax*0.01

[State ];模拟装甲下特殊血量变动，自动回血
type = lifeadd
triggerall = fvar(1) = 5
;triggerall = Palno = 12
triggerall = helper(20000),GetHitVar(damage) <= 0
triggerall = GameTime%30 = 1
triggerall=! enemynear,name ="Kasim"
trigger1= life < lifemax*1
trigger1= life >= lifemax*0.75
trigger2= life >= lifemax*0.25
trigger2= life <= lifemax*0.5
value= 2+(lifemax*0.001)

[State ];模拟装甲下特殊血量变动，自动回血
type = lifeadd
triggerall = Palno = 12&& fvar(1) != 5
triggerall = helper(20000),GetHitVar(damage) <= 0
triggerall = GameTime%30 = 1
triggerall=! enemynear,name ="Kasim"
trigger1= life < lifemax*1
trigger1= life >= lifemax*0.75
trigger2= life >= lifemax*0.25
trigger2= life <= lifemax*0.5
value= 2+(lifemax*0.001)

[State ];模拟装甲下特殊血量变动，自动掉血
type = lifeadd
triggerall = fvar(1) = 5
;triggerall = Palno = 12
triggerall = helper(20000),GetHitVar(damage) <= 0
triggerall = GameTime%30 = 1
trigger1= life < lifemax*0.75
trigger1= life > lifemax*0.5
trigger2= life < lifemax*0.25
trigger2 = Time >= 5880
value= -2-(lifemax*0.002)

[State ];模拟装甲下特殊血量变动，自动掉血
type = lifeadd
triggerall = Palno = 12&& fvar(1) != 5
triggerall = helper(20000),GetHitVar(damage) <= 0
triggerall = GameTime%30 = 1
trigger1= life < lifemax*0.75
trigger1= life > lifemax*0.5
trigger2= life < lifemax*0.25
trigger2 = Time >= 5880
value= -2-(lifemax*0.002)

;==========模拟装甲内容==========
[State 0, LifeAdd]
type = LifeAdd
triggerall = helper(20000),GetHitVar(damage) > 0
triggerall = !IsHelper
trigger1 = 1
value = -(helper(20000),GetHitVar(damage)*0.05)
kill = 1
absolute = 1
ignorehitpause = 1

[State -1,]
type = Helper
triggerall = !IsHelper
triggerall = !numhelper(20000)
triggerall = 1
trigger1 = fvar(1) = 5
trigger2 = Palno = 12
helpertype = player
ID = 20000
pos = 0,0
postype = p1
name = " "
keyctrl = 0
facing = 1
stateno = 20000
size.xscale  = 1
size.yscale  = 1



[State ]
type = selfstate
trigger1 = ishelper(20000)
trigger1 = stateno != 20000
value = 20000
ignorehitpause = 1



;==============模拟装甲结束=======






[State 0, VarAdd]
type = VarAdd
triggerall = palno = 12
trigger1 = roundstate = 2
fv = 2
value = 1

[State 0, VarAdd]
type = VarAdd
triggerall = palno = 12
triggerall = roundstate != 2
trigger1 = fvar(2) = 50
fv = 2
value = 1

[State 0, VarSet]
type = VarSet
triggerall = palno = 12
trigger1 = fvar(1) != 1
trigger1 = fvar(1) != 5
fv = 1
value = 1

[State 0, VarSet]
type = VarSet
triggerall = palno = 12
trigger1 = fvar(2) >= 50
fv = 1
value = 5

;--------Bug Spray--------

[State 0, VarSet]
type = VarSet
trigger1 = fvar(1) <= 0 ;If you somehow reach a negative timeline, skip to Timelinme 4.
fv = 1
value = 4

[State 0, SelfState]
type = SelfState
triggerall = Time <= 2700
trigger1 = fvar(3) = 0
trigger1 = fvar(1) = 5
trigger2 = fvar(1) = 5 ;Bugsplat
trigger2 = !Ishelper
trigger2 = stateno = [0,3050]
trigger2 = (stateno = 5000) || (stateno = 5010) || (stateno = 5020) || (stateno = 5070)
trigger2 = stateno != 444
trigger2 = stateno != 445
trigger2 = stateno != 1
trigger2 = stateno != 4
trigger3 = fvar(3) > 0 ;Bugsplat
trigger3 = fvar(1) = 5
trigger3 = ctrl
value = 1
ctrl = 0

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


;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3,Dream]
type = VarSet
triggerall = enemynear,palno = [2,12]
triggerall = Time <= 900
triggerall = 1
trigger1 = enemynear,name ="Grey Pontiff"
trigger2 = enemynear,name ="osol"
sysvar(3)= 0
ignorehitpause = 1

[State -3, Explod]
type = Explod
triggerall = time = 0
trigger1 = stateno = 40
trigger2 = stateno = 45
anim = 30
ID = 30
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State -3, Explod]
type = Explod
triggerall = time = 1
trigger1 = stateno = 100
anim = 101
ID = 101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State -3, Explod]
type = Explod
triggerall = time = 1
trigger1 = stateno = 105
anim = 101
ID = 101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0


;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0







