;======================================================================
;======================================================================
; Basic states file for "Warakia_X"
;======================================================================
;======================================================================

;----------------------------------------------------------------------
; Intro and Matchover
;----------------------------------------------------------------------
;170 		- TimeOver
;180 		- WinPose State Selector
;181 		- WinPose 1
;182 		- WinPose 2
;190 		- Introduction State Selector
;191 to 192	- Introduction 1

[Statedef 170]
type = S
movetype = I
physics = S
anim = 170
ctrl = 0
velset = 0,0

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

[Statedef 180]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0

[State 180, ChangeState]
type = ChangeState
triggerall = RoundState != 0
trigger1 = Time = 0
value = 181

[Statedef 181]
type = S
movetype = I
physics = S
anim = 180
ctrl = 0
velset = 0,0

[State 181, VarRandom];Introduction voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,6

[State 181, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s107,var(0)
channel = 0

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

[Statedef 182]
type = S
movetype = I
physics = S
anim = 181
ctrl = 0
velset = 0,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s107,7
channel = 0

[State 182, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[Statedef 190]
type = S
movetype = I
physics = S
anim = -1
ctrl = 0
velset = 0

[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 191

[Statedef 191]
type = A
movetype = I
physics = N
anim = 190
ctrl = 0
velset = 0

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0
value = 1

[State 191, VarRandom];Introduction voice randomizer
type = VarRandom
trigger1 = Time = 1
v = 0
range = 0,3

[State 191, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s106,var(0)
channel = 0

[State 191, PosSet]
type = PosSet
trigger1 = Time = 0
y = -40

[State 191, VelSet]
type = VelSet
trigger1 = Time >= 70
trigger1 = Pos Y <= 0
y = 0.6

[State 191, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 191, VarSet];Initializing variable for transition character
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 191, VarAdd];Transition character variable
type = VarAdd
trigger1 = Time != 0
trigger1 = Time <= 36
trigger1 = Time % 3 = 0
var(0) = 1

[State 191, Trans]
type = Trans
trigger1 = Time <= 66
trans = AddAlpha
alpha = (0 + (var(0)*25)),(250 - (var(0)*25))

[State 191, Explod]
type = Explod
trigger1 = Pos Y >= -20
anim = 30027
ID = 30027
pos = 0,20
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = -5

[State 191, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time != 0
value = 192

[Statedef 192]
type = S
movetype = I
physics = S
anim = 191
ctrl = 0
velset = 0,0

[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;----------------------------------------------------------------------
; Basic Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Stand Light Attack

[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
ctrl = 0
juggle = 1
;;poweradd = 20

[State 200, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 1
ignorehitpause = 1

[State 200, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 200, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 200, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1
ignorehitpause = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,0
channel = 0
ignorehitpause = 1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,0
channel = 2
ignorehitpause = 1

[State 200, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = 14,0
getpower = 25,5
givepower = 8,2
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 10
ground.slidetime = 10
guard.hittime = 10
air.hittime = 12
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0

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

;----------------------------------------------------------------------
; Stand Medium Attack

[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
ctrl = 0
juggle = 1
;poweradd = 30

[State 210, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 2
ignorehitpause = 1

[State 210, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 210, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 210, VarSet];Used/UnUsed State Flag
type = VarAdd
trigger1 = Time = 0
var(4) = 10
ignorehitpause = 1

[State 210, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1
ignorehitpause = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(0) = 1
value = s100,0
channel = 0
ignorehitpause = 1

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 210, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = low
air.type = low
damage = 17,0
getpower = 20,8
givepower = 8,3
pausetime = 9,12
guard.pausetime = 9,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 12
air.hittime = 13
guard.ctrltime = 13
airguard.ctrltime = 13
ground.velocity = -5.5,0
guard.velocity = -5.5
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -2

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

;----------------------------------------------------------------------
; Stand Strong Attack

[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
ctrl = 0
juggle = 1
;poweradd = 50

[State 220, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 220, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 220, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 220, VarSet];Used/UnUsed State Flag
type = VarAdd
trigger1 = Time = 0
var(4) = 100
ignorehitpause = 1

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,1
channel = 2
ignorehitpause = 1

[State 220, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = 25,0
getpower = 30,6
givepower = 10,5
pausetime = 9,9
guard.pausetime = 9,9
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 14
ground.slidetime = 14
guard.hittime = 14
air.hittime = 13
guard.ctrltime = 13
airguard.ctrltime = 13
ground.velocity = -5,0
guard.velocity = -6
air.velocity = -2,-4
airguard.velocity = -2,-4
fall.recover = 1
fall.recovertime = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

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

;----------------------------------------------------------------------
; Stand Strong AttackiHold rightj

[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
ctrl = 0
juggle = 1
;poweradd = 50

[State 230, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 230, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 230, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 230, VarSet];Used/UnUsed State Flag
type = VarAdd
trigger1 = Time = 0
var(4) = 1000
ignorehitpause = 1

[State 230, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 5,6
ignorehitpause = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,var(0)
channel = 0
ignorehitpause = 1

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,0
channel = 2
ignorehitpause = 1

[State 230, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = up
air.animtype = up
fall.animtype = up
ground.type = high
air.type = high
damage = 60,0
getpower = 50,8
givepower = 8,4
pausetime = 10,12
guard.pausetime = 10,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 14
ground.slidetime = 14
guard.hittime = 14
air.hittime = 13
guard.ctrltime = 13
airguard.ctrltime = 13
ground.velocity = 0,-10
guard.velocity = -5
air.velocity = 0,-8
airguard.velocity = -2,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 30
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

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

;----------------------------------------------------------------------
; Stand Strong AttackiHold leftj

[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
ctrl = 0
juggle = 1
;poweradd = 50

[State 240, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 240, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 240, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 240, VarSet];Used/UnUsed State Flag
type = VarAdd
trigger1 = Time = 0
var(4) = 1000
ignorehitpause = 1

[State 240, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2
ignorehitpause = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,3
channel = 0
ignorehitpause = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 2
value = s100,4
channel = 0
ignorehitpause = 1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 240, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = 80,0
getpower = 80,20
givepower = 20,5
pausetime = 12,12
guard.pausetime = 12,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = -6
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p2facing = 1

[State 240, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 60000
ignorehitpause = 1
persistent = 0

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

;----------------------------------------------------------------------
; Crouch Light Attack

[Statedef 300]
type = C
movetype = A
physics = C
anim = 300
ctrl = 0
juggle = 1
;poweradd = 20

[State 300, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 4
ignorehitpause = 1

[State 300, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 300, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 300, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1
ignorehitpause = 1

[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,0
channel = 0
ignorehitpause = 1

[State 300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,0
channel = 2
ignorehitpause = 1

[State 300, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = C,NA
hitflag = MAF
guardflag = LA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = low
air.type = low
damage = 15,0
getpower = 20,5
givepower = 8,2
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 10
ground.slidetime = 10
guard.hittime = 10
air.hittime = 10
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -1.5,-3
airguard.velocity = -1.5,-3
fall.recover = 1
fall.recovertime = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0

[State 300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Medium Attack

[Statedef 310]
type = C
movetype = A
physics = C
anim = 310
ctrl = 0
juggle = 1
;poweradd = 30

[State 310, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 5
ignorehitpause = 1

[State 310, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 310, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 310, VarSet];Used/UnUsed State Flag
type = VarAdd
trigger1 = Time = 0
var(4) = 10000
ignorehitpause = 1

[State 310, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1
ignorehitpause = 1

[State 310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(0) = 1
value = s100,0
channel = 0
ignorehitpause = 1

[State 310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s0,1
channel = 2
ignorehitpause = 1

[State 310, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = C,NA
hitflag = MAF
guardflag = MA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = 17,0
getpower = 20,8
givepower = 8,3
pausetime = 9,12
guard.pausetime = 9,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 12
air.hittime = 12
guard.ctrltime = 13
airguard.ctrltime = 13
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -2

[State 310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Crouch Strong Attack

[Statedef 320]
type = C
movetype = A
physics = C
anim = 320
ctrl = 0
juggle = 1
;poweradd = 50

[State 320, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 6
ignorehitpause = 1

[State 320, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 320, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 320, VarSet];Used/UnUsed State Flag
type = VarAdd
trigger1 = Time = 0
var(4) = 100000
ignorehitpause = 1

[State 320, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(0) = 1
value = s100,3
channel = 0
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
trigger1 = var(0) = 2
value = s100,4
channel = 0
ignorehitpause = 1

[State 320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,0
channel = 2
ignorehitpause = 1

[State 320, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
attr = C,NA
hitflag = MAF
guardflag = MA
animtype = back
air.animtype = back
fall.animtype = back
ground.type = low
air.type = low
damage = 25,0
getpower = 30,6
givepower = 10,5
pausetime = 10,12
guard.pausetime = 10,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 14
ground.slidetime = 14
guard.hittime = 14
air.hittime = 13
guard.ctrltime = 13
airguard.ctrltime = 13
ground.velocity = -2,-4
guard.velocity = -5
air.velocity = -2,-5
airguard.velocity = -2,-2
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Ariel Light Attack

[Statedef 400]
type = A
movetype = A
physics = A
anim = 400
ctrl = 0
juggle = 1
;poweradd = 20

[State 400, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 7
ignorehitpause = 1

[State 400, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 400, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 400, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1
ignorehitpause = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,0
channel = 0
ignorehitpause = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s0,0
channel = 2
ignorehitpause = 1

[State 400, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
damage = 15,0
getpower = 25,5
givepower = 8,2
pausetime = 7,7
guard.pausetime = 7,7
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 11
ground.slidetime = 11
guard.hittime = 11
air.hittime = 11
guard.ctrltime = 12
airguard.ctrltime = 12
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -2,-3
airguard.velocity = -2,-3
fall.recover = 1
fall.recovertime = 15
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 1

[State 400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

;----------------------------------------------------------------------
; Ariel Light Attack

[Statedef 410]
type = A
movetype = A
physics = A
anim = 410
ctrl = 0
juggle = 1
;poweradd = 30

[State 410, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 8
ignorehitpause = 1

[State 410, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 410, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 410, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1
ignorehitpause = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,0
channel = 0
ignorehitpause = 1

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s3,1
channel = 2
ignorehitpause = 1

[State 410, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = medium
air.animtype = medium
fall.animtype = medium
ground.type = high
air.type = high
damage = 20,0
getpower = 30,0
givepower = 8,5
pausetime = 11,11
guard.pausetime = 11,11
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 13
ground.slidetime = 13
guard.hittime = 13
air.hittime = 13
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -2,-3.5
airguard.velocity = -2,-3.5
fall.recover = 1
fall.recovertime = 18
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

;----------------------------------------------------------------------
; Ariel Strong Attack

[Statedef 420]
type = A
movetype = A
physics = A
anim = 420
ctrl = 0
juggle = 1
;poweradd = 50

[State 420, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 9
ignorehitpause = 1

[State 420, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 420, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 420, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2
ignorehitpause = 1

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(0) = 1
value = s100,3
channel = 0
ignorehitpause = 1

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(0) = 2
value = s100,4
channel = 0
ignorehitpause = 1

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s3,0
channel = 2
ignorehitpause = 1

[State 420, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = 25,0
getpower = 30,0
givepower = 10,8
pausetime = 10,12
guard.pausetime = 10,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 14
ground.slidetime = 14
guard.hittime = 14
air.hittime = 14
guard.ctrltime = 15
airguard.ctrltime = 15
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -0.5,-7
airguard.velocity = -1,-3
fall.recover = 1
fall.recovertime = 25
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3

[State 420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

;----------------------------------------------------------------------
; Common Falling State (Enable Ctrl)

[Statedef 450]
type = A
movetype = I
physics = A
anim = 450
ctrl = 1

[State 450, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; Common Falling State (Disable Ctrl)

[Statedef 451]
type = A
movetype = I
physics = A
anim = 450
ctrl = 0

[State 451, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;----------------------------------------------------------------------
; Special Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Throw - Start

[Statedef 500]
type = S
movetype = A
physics = S
anim = 500
ctrl = 0
poweradd = 100

[State 500, VarSet];Holdback/Holdfwd detector
type = VarSet
trigger1 = Time = 0
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
var(0) = 1
persistent = 0

[State 500, VarSet];Holdback/Holdfwd detector
type = VarSet
trigger1 = Time = 0
trigger1 = command = "holdback"
trigger1 = command != "holdfwd"
var(0) = 2

[State 500, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 500, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 500, PlaySnd];Voice - Miss
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s100,8
channel = 0

[State 500, Hitdef]
type = Hitdef
trigger1 = AnimElem = 2
attr = S,NT
hitflag = M-
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
priority = 1, Miss
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1,0
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p1facing = ifelse(var(0) = 1,1,ifelse(var(0) = 2,-1,1))
p2facing = 1
p1stateno = 501
p2stateno = 60010
p1sprpriority = 2
p2sprpriority = 0
guard.dist = 0

[State 500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Throw - Success

[Statedef 501]
type = S
movetype = A
physics = S
anim = 501
ctrl = 0
velset = 0,0

[State 501, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 501, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,7
channel = 0

[State 501, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) < 0
pos = 60,0

[State 501, TargetState]
type = TargetState
trigger1 = AnimElem = 6
value = 60011

[State 501, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -75
absolute = 1
persistent = 1

[State 501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ariel Throw - Start

[Statedef 510]
type = A
movetype = A
physics = A
anim = 510
ctrl = 0
poweradd = 100

[State 510, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 0
ignorehitpause = 1

[State 510, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 510, Hitdef]
type = Hitdef
trigger1 = AnimElem = 1
attr = A,NT
hitflag = AF
guardflag = 
animtype = light
air.animtype = light
fall.animtype = light
ground.type = high
air.type = high
priority = 1, Miss
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s1,0
guardsound = -1,0
ground.hittime = 0
ground.slidetime = 0
guard.hittime = 0
air.hittime = 0
guard.ctrltime = 0
airguard.ctrltime = 0
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
p1facing = ifelse(command = "holdfwd",1,ifelse(command = "holdback",-1,1))
p2facing = 1
p1stateno = 511
p2stateno = 60010
p1sprpriority = 2
p2sprpriority = 0
guard.dist = 0

[State 510, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450

;----------------------------------------------------------------------
; Ariel Throw - Success

[Statedef 511]
type = A
movetype = A
physics = N
anim = 511
ctrl = 0
velset = 0,0

[State 511, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s100,4
channel = 0

[State 511, HitEffect]
type = Helper
trigger1 = AnimElemTime(3) = 0
name = "HitSpark"
pos = ceil(P2Dist X),ceil(P2Dist Y)-30
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31007
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 511, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(3) = 0
time = 10
ampl = -3

[State 511, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
pos = 10,-30

[State 511, TargetState]
type = TargetState
trigger1 = AnimElemTime(3) = 0
value = 60020

[State 511, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(3) = 0
value = -60
absolute = 1
persistent = 1

[State 511, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

;----------------------------------------------------------------------
; High Jump - forward

[Statedef 520]
type = A
movetype = I
physics = A
anim = 41
ctrl = 1

[State 520, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = s2,2

[State 520, AfterImage]
type = Null;AfterImage
trigger1 = AnimElemTime(1) = 0
length = 20
palcolor = 256
palcontrast = 125,125,125
timegap = 1
framegap = 6
trans = add

[State 520, AfterImageime]
type = Null;AfterImageTime
trigger1 = AnimElemTime(1) = 0
time = 20

[State 520, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = 7
y = -7.5

;----------------------------------------------------------------------
; High Jump - back

[Statedef 521]
type = A
movetype = I
physics = A
anim = 43
ctrl = 1

[State 521, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = s2,2

[State 521, AfterImage]
type = Null;AfterImage
trigger1 = AnimElemTime(1) = 0
length = 20
palcolor = 256
palcontrast = 125,125,125
timegap = 1
framegap = 6
trans = add

[State 521, AfterImageime]
type = Null;AfterImageTime
trigger1 = AnimElemTime(1) = 0
time = 20

[State 521, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 0
x = -7
y = -7.5

;----------------------------------------------------------------------
; Dodge

[Statedef 530]
type = S
movetype = I
physics = N
anim = 530
ctrl = 0
sprpriority = -5
velset = 0,0

[State 530, NotHitBy]
type = NotHitBy
trigger1 = Time < 23
value = SCA
time = 1

[State 530, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 530, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 530, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(0) = 0
value = s102,0
channel = 0

[State 530, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger1 = var(0) = 1
value = s102,4
channel = 0

[State 530, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Shield - Stand <Start>

[Statedef 540]
type = S
movetype = I
physics = S
anim = 540
velset = 0,0
ctrl = 0

[State 540, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 540, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 540, VarSet];Spread effect scale variable
type = VarSet
trigger1 = Time = 0
fvar(30) = 1

[State 540, VarAdd];Spread effect scale variable
type = VarAdd
trigger1 = AnimElemTime(2) = [1,14]
fvar(30) = 0.0075

[State 540, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 540, VarSet];Enable Last-Arc
type = VarSet
trigger1 = Time = 0
var(8) = 1
ignorehitpause = 1

[State 540, PlaySnd]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = AnimElemTime(2) = 0
value = s101,0
channel = 0

[State 540, PlaySnd]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = AnimElemTime(2) = 0
value = s101,1
channel = 0

[State 540, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,6
channel = 1

[State 540, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10540
ID = 10540
pos = 30,-110
postype = P1
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
pausemovetime = -1

[State 540, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 160
ID = 160
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
pausemovetime = -1
supermovetime = -1
removeongethit = 1

[State 540, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(2) = [1,14]
ID = 160
scale = fvar(30),fvar(30)

[State 540, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
reversal.attr = SCA,AA,AP
attr = S,NA
hitflag = MAF
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 541
ignorehitpause = 1

[State 540, HitOverRide]
type = HitOverRide
trigger1 = AnimElem = 2
time = 15
attr = SCA,AP 
stateno = 541
ignorehitpause = 1

[State 540, ChangeState];Go to continuance shield
type = ChangeState
trigger1 = AnimElemTime(2) > 10
trigger1 = command = "hold_z"
value = 542

[State 540, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Shield - Stand <Success>

[Statedef 541]
type = S
movetype = I
physics = S
ctrl = 0
anim = 541

[State 541, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 541, VarRandom];Sound randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,4

[State 541, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,7+(random%2)
channel = 1

[State 541, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(14) != 4
value = s102,var(0)
channel = 0

[State 541, PlaySnd]
type = PlaySnd
trigger1 = Time = 5
trigger1 = var(14) = 4
value = s102,var(0)
channel = 0

[State 541, Explod]
type = Explod
trigger1 = Time = 0
anim = 10541
ID = 10541
pos = 30,-100
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
scale = 0.65,0.65
supermovetime = -1
pausemovetime = -1
removeongethit = 1

[State 541, Explod]
type = Explod
trigger1 = Time = 0
anim = 10543
ID = 10544
pos = 30,-100
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
scale = 1,01
pausemovetime = -1
removeongethit = 1

[State 541, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 10542

[State 541, CtrlSet]
type = CtrlSet
trigger1 = Time > 10
value = 1

[State 541, VarSet]
type = VarSet
triggerall = Time = 0
triggerall = var(8) = 1
trigger1 = var(14) = 4
trigger2 = var(14) = 5
var(8) = 2

[State 541, ChangeState]
type = ChangeState
trigger1 = Time = 10
trigger1 = var(8) = 2
value = 1900

[State 541, Pause] 
type = Pause
trigger1 = Time = 0
trigger1 = var(14) != 4
time = 15
movetime = 15

[State 541, Pause] 
type = Pause
trigger1 = Time = 0
trigger1 = var(14) = 4
time = 10
movetime = 10

[State 541, ChangeState]
type = ChangeState
trigger1 = Time > 15
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Shield - Stand <Continuance>

[Statedef 542]
type = S
movetype = I
physics = S
anim = 542
velset = 0,0
ctrl = 0

[State 542, VarSet];Disable Last-Arc
type = VarSet
trigger1 = Time = 0
var(8) = 0
ignorehitpause = 1

[State 542, Explod]
type = Explod
trigger1 = Time = 0
anim = 10542
ID = 10542
pos = 30,-110
postype = P1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
pausemovetime = -1
removeongethit = 1

[State 542, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP
attr = S,NA
hitflag = MAF
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 541
ignorehitpause = 1

[State 542, HitOverRide]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,AP 
stateno = 541
ignorehitpause = 1

[State 542, PowerAdd]
type = PowerAdd
trigger1 = 1
value = -2

[State 542, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 75
trigger2 = command != "hold_z"
ID = 10542

[State 542, ChangeState]
type = ChangeState
trigger1 = Time > 80
trigger2 = command != "hold_z"
trigger3 = Power = 0
value = 543

;----------------------------------------------------------------------
; Shield - Stand <End>

[Statedef 543]
type = S
movetype = I
physics = S
anim = 543
velset = 0,0
ctrl = 0

[State 542, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 10542

[State 543, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Shield - Crouch <Start>

[Statedef 550]
type = C
movetype = I
physics = C
anim = 550
ctrl = 0
velset = 0,0

[State 550, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 550, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 550, VarSet];Spread effect scale variable
type = VarSet
trigger1 = Time = 0
fvar(30) = 1

[State 550, VarAdd];Spread effect scale variable
type = VarAdd
trigger1 = AnimElemTime(2) = [1,14]
fvar(30) = 0.0075

[State 550, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 550, VarSet];Enable Last-Arc
type = VarSet
trigger1 = Time = 0
var(8) = 1
ignorehitpause = 1

[State 550, PlaySnd]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = AnimElemTime(2) = 0
value = s101,0
channel = 0

[State 550, PlaySnd]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = AnimElemTime(2) = 0
value = s101,1
channel = 0

[State 550, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,6
channel = 1

[State 550, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10540
ID = 10540
pos = 30,-60
postype = P1
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
pausemovetime = -1

[State 550, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 161
ID = 161
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
pausemovetime = -1
removeongethit = 1

[State 550, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(2) = [1,14]
ID = 161
scale = fvar(30),fvar(30)

[State 550, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
reversal.attr = SCA,AA,AP
attr = S,NA
hitflag = MAF
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 551
ignorehitpause = 1

[State 550, HitOverRide]
type = HitOverRide
trigger1 = AnimElem = 2
time = 15
attr = SCA,AP 
stateno = 551
ignorehitpause = 1

[State 550, ChangeState];Go to continuance shield
type = ChangeState
trigger1 = AnimElemTime(2) > 10
trigger1 = command = "hold_z"
value = 552

[State 550, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Shield - Crouch <Success>

[Statedef 551]
type = C
movetype = I
physics = C
ctrl = 0
anim = 551

[State 551, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 551, VarRandom];Sound randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,4

[State 551, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,7+(random%2)
channel = 1

[State 551, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s102,var(0)
channel = 0

[State 551, Explod]
type = Explod
trigger1 = Time = 0
anim = 10541
ID = 10541
pos = 30,-50
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
scale = 0.65,0.65
pausemovetime = -1
removeongethit = 1

[State 551, Explod]
type = Explod
trigger1 = Time = 0
anim = 10543
ID = 10544
pos = 30,-50
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
scale = 1,1
pausemovetime = -1
removeongethit = 1

[State 551, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 10542

[State 551, CtrlSet]
type = CtrlSet
trigger1 = Time > 10
value = 1

[State 551, VarSet]
type = VarSet
triggerall = Time = 0
triggerall = var(8) = 1
trigger1 = var(14) = 4
trigger2 = var(14) = 5
var(8) = 2

[State 551, ChangeState]
type = ChangeState
trigger1 = Time = 10
trigger1 = var(8) = 2
value = 1910

[State 551, Pause] 
type = Pause
trigger1 = Time = 0
trigger1 = var(14) != 4
time = 15
movetime = 15

[State 551, Pause] 
type = Pause
trigger1 = Time = 0
trigger1 = var(14) = 4
time = 10
movetime = 10

[State 551, ChangeState]
type = ChangeState
trigger1 = Time > 15
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Shield - Crouch <Continuance>

[Statedef 552]
type = C
movetype = I
physics = C
anim = 552
velset = 0,0
ctrl = 0

[State 550, VarSet];Disable Last-Arc
type = VarSet
trigger1 = Time = 0
var(8) = 0
ignorehitpause = 1

[State 552, Explod]
type = Explod
trigger1 = Time = 0
anim = 10542
ID = 10542
pos = 30,-60
postype = P1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
pausemovetime = -1
removeongethit = 1

[State 552, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP
attr = S,NA
hitflag = MAF
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 551
ignorehitpause = 1

[State 552, HitOverRide]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,AP 
stateno = 551
ignorehitpause = 1

[State 552, PowerAdd]
type = PowerAdd
trigger1 = 1
value = -2

[State 552, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 75
trigger2 = command != "hold_z"
ID = 10542

[State 552, ChangeState]
type = ChangeState
trigger1 = Time > 80
trigger2 = command != "hold_z"
trigger3 = Power = 0
value = 553

;----------------------------------------------------------------------
; Shield - Crouch <End>

[Statedef 553]
type = C
movetype = I
physics = C
anim = 553
velset = 0,0
ctrl = 0

[State 552, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 10542

[State 553, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Shield - Ariel <Start>

[Statedef 560]
type = A
movetype = I
physics = A
anim = 560
ctrl = 0

[State 560, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 560, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0

[State 560, VarSet];Spread effect scale variable
type = VarSet
trigger1 = Time = 0
fvar(30) = 1

[State 560, VarAdd];Spread effect scale variable
type = VarAdd
trigger1 = AnimElemTime(2) = [1,14]
fvar(30) = 0.0075

[State 560, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 560, PlaySnd]
type = PlaySnd
trigger1 = var(0) = 1
trigger1 = AnimElemTime(2) = 0
value = s101,0
channel = 0

[State 560, PlaySnd]
type = PlaySnd
trigger1 = var(0) = 2
trigger1 = AnimElemTime(2) = 0
value = s101,1
channel = 0

[State 560, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s2,6
channel = 1

[State 560, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 10540
ID = 10540
pos = 30,-112
postype = P1
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
pausemovetime = -1

[State 560, Explod]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 162
ID = 162
pos = 0,0
postype = P1
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
pausemovetime = -1
removeongethit = 1

[State 560, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(2) = [1,14]
ID = 162
scale = fvar(30),fvar(30)

[State 560, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
reversal.attr = SCA,AA,AP
attr = S,NA
hitflag = MAF
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 561
ignorehitpause = 1

[State 560, HitOverRide]
type = HitOverRide
trigger1 = AnimElem = 2
time = 15
attr = SCA,AP 
stateno = 561
ignorehitpause = 1

[State 560, ChangeState];Go to continuance shield
type = ChangeState
trigger1 = AnimElemTime(2) > 10
trigger1 = command = "hold_z"
value = 562

[State 560, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

;----------------------------------------------------------------------
; Shield - Ariel <Success>

[Statedef 561]
type = A
movetype = I
physics = N
ctrl = 0
anim = 561

[State 561, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 561, VarRandom];Voice randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,4

[State 561, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,7+(random%2)
channel = 1

[State 561, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s102,var(0)
channel = 0

[State 561, Explod]
type = Explod
trigger1 = Time = 0
anim = 10541
ID = 10541
pos = 30,-110
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
scale = 0.65,0.65
pausemovetime = -1
removeongethit = 1

[State 561, Explod]
type = Explod
trigger1 = Time = 0
anim = 10543
ID = 10544
pos = 30,-110
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
scale = 1,1
pausemovetime = -1
removeongethit = 1

[State 561, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 75
trigger2 = command != "hold_z"
ID = 10542

[State 561, CtrlSet]
type = CtrlSet
trigger1 = Time > 5
value = 1

[State 561, PosFreeze]
type = PosFreeze
trigger1 = Time < 10
value = 1

[State 561, Pause] 
type = Pause
trigger1 = Time = 0
time = 20
movetime = 20

[State 561, ChangeState]
type = ChangeState
trigger1 = Time > 15
value = 450
ctrl = 1

;----------------------------------------------------------------------
; Shield - Ariel <Continuance>

[Statedef 562]
type = A
movetype = I
physics = A
anim = 562
ctrl = 0

[State 562, Explod]
type = Explod
trigger1 = Time = 0
anim = 10542
ID = 10543
pos = 30,-112
postype = P1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
pausemovetime = -1
removeongethit = 1

[State 562, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AP
attr = S,NA
hitflag = MAF
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
hitsound = -1,-1
p1stateno = 561
ignorehitpause = 1

[State 562, HitOverRide]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,AP 
stateno = 561
ignorehitpause = 1

[State 562, PowerAdd]
type = PowerAdd
trigger1 = 1
value = -2

[State 562, RemoveExplod]
type = RemoveExplod
trigger1 = Time > 75
trigger2 = command != "hold_z"
ID = 10542

[State 562, ChangeState]
type = ChangeState
trigger1 = Time > 80
trigger2 = command != "hold_z"
trigger2 = Power = 0
value = 563

;----------------------------------------------------------------------
; Shield - Ariel <End>

[Statedef 563]
type = A
movetype = I
physics = A
anim = 563
ctrl = 0

[State 562, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 10543

[State 563, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 450
ctrl = 1

;---------------------------------------------------------------------------
; Advancing Guard(Ground)

[Statedef 570]
type = S
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 130
sprpriority = 2

[State 570, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 570, Helper];Create transparent wall
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Advancing_Guard"
ID = 10570
stateno = 10570
pos = ceil(P2Dist X - 40),0
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.height = 9999

[State 570, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10570
postype = p1
pos = 15,-60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 570, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,10

[State 570, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 130

;---------------------------------------------------------------------------
; Advancing Guard(Crouch)

[Statedef 571]
type = C
movetype = I
physics = C
velset = 0,0
ctrl = 0
anim = 131
sprpriority = 2

[State 571, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 571, Helper];Create transparent wall
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Advancing_Guard"
ID = 10570
stateno = 10570
pos = ceil(P2Dist X - 40),0
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.height = 9999

[State 571, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10570
postype = p1
pos = 15,-40
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 571, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,10

[State 571, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 131

;---------------------------------------------------------------------------
; Advancing Guard(Ariel)

[Statedef 572]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 132
sprpriority = 2

[State 572, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 572, Helper];Create transparent wall
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Advancing_Guard"
ID = 10570
stateno = 10570
pos = ceil(P2Dist X - 40),0
ownpal = 1
pausemovetime = 0
supermovetime = 0
size.height = 9999

[State 572, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 10570
postype = p1
pos = 15,-60
facing = 1
bindtime = 1
removetime = -2
ownpal = 1
supermovetime = 0
pausemovetime = 0
sprpriority = 3

[State 572, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s2,10

[State 572, ChangeState]
type = ChangeState
trigger1 = Time > 20
value = 132

;----------------------------------------------------------------------
; Circuit Spark

[Statedef 600]
type = S
movetype = A
physics = S
anim = 600
ctrl = 0
poweradd = -3000
sprpriority = 1
velset = 0,0

[State 600, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 600, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 600, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 600, VarSet];Reset MAX / HEAT / BLOOD HEAT Flag
type = VarSet
trigger1 = Time = 0
var(14) = 0
ignorehitpause = 1

[State 600, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 1
value = SCA
ignorehitpause = 1

[State 600, VarSet];Initialize variable for PalFX
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 600, VarSet];Initialize variable for PalFX
type = VarSet
trigger1 = Time = 0
var(8) = 256
ignorehitpause = 1

[State 600, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) < 1
var(0) = 8

[State 600, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) > 1
trigger1 = var(0) > 0
var(0) = -8

[State 600, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) < 1
var(8) = -8

[State 600, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) > 1
trigger1 = var(8) < 256
var(8) = 8

[State 600, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = var(0),var(0),var(0)
ignorehitpause = 1

[State 600, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 1
mul = var(8),var(8),var(8)
ignorehitpause = 1

[State 600, Explod];Spark
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10600
pos = 10,0
bindtime = 1
removetime = -2
ownpal = 1
ignorehitpause = 1
ontop = 1

[State 600, Explod];Fire
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10601
pos = 20,5
bindtime = 1
removetime = -2
ownpal = 1
facing = 1
ignorehitpause = 1
scale = 0.5,0.5
ontop = 1

[State 600, Explod];Fire
type = Explod
trigger1 = AnimElemTime(4) = 0
anim = 10601
pos = -20,5
bindtime = 1
removetime = -2
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 0.5,0.5
ontop = 1

[State 600, Explod];Dust
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10602
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
facing = 1
ignorehitpause = 1
scale = 1.05,1.05

[State 600, Explod];Dust
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10602
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 1.05,1.05

[State 600, Explod];Dust(Large)
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10603
pos = 0,5
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
facing = 1
ignorehitpause = 1

[State 600, Helper];Wave
type = Helper
trigger1 = AnimElemTime(5) = 0
helpertype = normal
name = "Wave"
pos = 0,0
ownpal = 1
stateno = 30211
ID = 30211
ignorehitpause = 1

[State 600, PlaySnd];Voice
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s100,4
channel = 0
ignorehitpause = 1

[State 600, PlaySnd];Effect
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s2,11
channel = 2
ignorehitpause = 1

[State 600, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(4) = 0
time = 10
ampl = -10

[State 600, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = trip
air.type = trip
damage = 0,0
getpower = 0,0
givepower = 50,20
pausetime = 6,6
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -4,-2
airguard.velocity = -2,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5

[State 600, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 60000
ignorehitpause = 1
persistent = 0

[State 600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Romantic Cancel

[Statedef 610]
type = S
movetype = I
physics = S
ctrl = 0
poweradd = -1500
sprpriority = 1

[State 610, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
time = 1
ignorehitpause = 1

[State 610, Helper]
type = Helper
trigger1 = Time = 0
name = "Romantic"
pos = 0,-60
ownpal = 1
stateno = 30230
ID = 10610
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 610, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Romantic Cancel(in Ariel)

[Statedef 611]
type = A
movetype = I
physics = N
ctrl = 0
poweradd = -1500
sprpriority = 1

[State 611, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
time = 1
ignorehitpause = 1

[State 611, Helper]
type = Helper
trigger1 = Time = 0
name = "Romantic"
pos = 0,-60
ownpal = 1
stateno = 30230
ID = 10610
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 611, VarSet];Air Jump flag initialize
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 611, VelAdd]
type = VelAdd
trigger1 = Time = 0
y = ifelse(Vel Y > 0,-5,-2)

[State 611, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 450
ctrl = 1

;----------------------------------------------------------------------
; Force Romantic Cancel

[Statedef 612]
type = S
movetype = I
physics = S
ctrl = 0
poweradd = ifelse(var(14) = 0,-750,0)
sprpriority = 1

[State 612, VarSet];Interrupt
type = VarSet
triggerall = Time = 0
trigger1 = var(14) = [1,2]
var(13) = -500
supermovetime = 9999

[State 612, VarSet];Interrupt
type = VarSet
triggerall = Time = 0
trigger1 = var(14) = 4
var(13) = -700
supermovetime = 9999

[State 612, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 612, PalFX]
type = PalFX
trigger1 = Time = 0
add = 255,255,255
time = 2
ignorehitpause = 1

[State 612, Helper]
type = Helper
trigger1 = Time = 0
name = "Romantic"
pos = 0,-60
ownpal = 1
stateno = 30230
ID = 10612
size.xscale = 1
size.yscale = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 612, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1

;----------------------------------------------------------------------
; HEAT

[Statedef 700]
type = S
movetype = A
physics = S
anim = 700
ctrl = 0
sprpriority = 1
velset = 0,0

[State 700, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 700, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 700, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 700, VarSet];Set HEAT Flag
type = VarSet
trigger1 = Time = 0
var(14) = 1
ignorehitpause = 1

[State 700, VarSet];Set Power
type = VarSet
trigger1 = Time = 0
var(12) = Power
ignorehitpause = 1

[State 700, VarSet];Set Vital Source
type = VarSet
trigger1 = Time = 0
var(15) = ceil((LifeMax - Life)/2)
ignorehitpause = 1

[State 700, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 1
value = SCA
ignorehitpause = 1

[State 700, VarSet];Initialize variable for PalFX
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 700, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) < 1
var(0) = 8

[State 700, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) > 1
trigger1 = var(0) > 0
var(0) = -8

[State 700, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = var(0),var(0),var(0)
ignorehitpause = 1

[State 700, Explod];Dust
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10602
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
facing = 1
ignorehitpause = 1
scale = 1.05,1.05

[State 700, Explod];Dust
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10602
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 1.05,1.05

[State 700, Helper];Circle - No.1
type = Helper
trigger1 = AnimElemTime(4) = 0
pos = 0,-110
postype = P1
helpertype = normal
name = "Circle"
ID = 10700
stateno = 30240
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 700, Helper];Circle - No.2
type = Helper
trigger1 = AnimElemTime(4) = 0
pos = 0,-110
postype = P1
helpertype = normal
name = "Circle"
ID = 10700
stateno = 30241
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 700, Helper];Circle - No.3
type = Helper
trigger1 = AnimElemTime(4) = 0
pos = 0,-110
postype = P1
helpertype = normal
name = "Circle"
ID = 10700
stateno = 30241
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 700, PlaySnd];Voice
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s103,(random%2)
channel = 0
ignorehitpause = 1

[State 700, PlaySnd];Effect
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s2,11
channel = 2
ignorehitpause = 1

[State 700, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(4) = 0
time = 10
ampl = -10

[State 700, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = trip
air.type = trip
damage = 0,0
getpower = 0,0
givepower = 50,20
pausetime = 6,10
guard.pausetime = 6,6
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -4,-2
airguard.velocity = -2,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5

[State 700, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 60000
ignorehitpause = 1
persistent = 0

[State 700, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; BLOOD HEAT

[Statedef 710]
type = S
movetype = A
physics = S
anim = 700
ctrl = 0
sprpriority = 1
velset = 0,0

[State 710, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 710, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 710, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 710, VarSet];Set BLOOD HEAT Flag
type = VarSet
trigger1 = Time = 0
var(14) = 4
ignorehitpause = 1

[State 710, VarSet];Set Power
type = VarSet
trigger1 = Time = 0
var(12) = Power
ignorehitpause = 1

[State 710, VarSet];Set Vital Source
type = VarSet
trigger1 = Time = 0
var(15) = ceil((LifeMax - Life)/2)
ignorehitpause = 1

[State 710, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(8) < 1
value = SCA
ignorehitpause = 1

[State 710, VarSet];Initialize variable for PalFX
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 710, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) < 1
var(0) = 8

[State 710, VarAdd];Addition variable for PalFX
type = VarAdd
trigger1 = AnimElemTime(6) > 1
trigger1 = var(0) > 0
var(0) = -8

[State 710, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = var(0),var(0),var(0)
ignorehitpause = 1

[State 710, Explod];Dust
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10602
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
facing = 1
ignorehitpause = 1
scale = 1.05,1.05

[State 710, Explod];Dust
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 10602
pos = 0,0
bindtime = 1
removetime = -2
ownpal = 1
facing = -1
ignorehitpause = 1
scale = 1.05,1.05

[State 710, Helper];Circle - No.1
type = Helper
trigger1 = AnimElemTime(4) = 0
pos = 0,-110
postype = P1
helpertype = normal
name = "Circle"
ID = 10700
stateno = 30240
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 710, Helper];Circle - No.2
type = Helper
trigger1 = AnimElemTime(4) = 0
pos = 0,-110
postype = P1
helpertype = normal
name = "Circle"
ID = 10700
stateno = 30241
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 710, Helper];Circle - No.3
type = Helper
trigger1 = AnimElemTime(4) = 0
pos = 0,-110
postype = P1
helpertype = normal
name = "Circle"
ID = 10700
stateno = 30241
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 710, PlaySnd];Voice
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s103,(random%2)
channel = 0
ignorehitpause = 1

[State 710, PlaySnd];Effect
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s2,11
channel = 2
ignorehitpause = 1

[State 710, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(4) = 0
time = 10
ampl = -10

[State 710, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = trip
air.type = trip
damage = 0,0
getpower = 0,0
givepower = 50,20
pausetime = 6,10
guard.pausetime = 6,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -4,-2
airguard.velocity = -2,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5

[State 710, TargetState]
type = TargetState
trigger1 = MoveHit
trigger1 = NumTarget > 0
trigger1 = Target,isHelper = 0
trigger1 = Target,StateNo != [120,155]
value = 60000
ignorehitpause = 1
persistent = 0

[State 710, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Super Moves
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Bad News(Lie) - Light

[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
poweradd = 100
sprpriority = 1

[State 1000, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,9
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 4

[State 1000, Helper];Bad News
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Bad_News_1000"
pos = 0,0
ownpal = 1
stateno = 11000
ID = 11000
ignorehitpause = 1
size.xscale = 0.9
size.yscale = 0.9

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

;----------------------------------------------------------------------
; Bad News(Lie) - Medium

[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0
poweradd = 100
sprpriority = 1

[State 1010, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,9
channel = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 4

[State 1010, Helper];Bad News
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Bad_News_1010"
pos = 0,0
ownpal = 1
stateno = 11010
ID = 11010
ignorehitpause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Bad News(Lie) - Strong(EX)

[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1020, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1020, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) <= 0
value = SCA
time = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,15
channel = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 4

[State 1020, Helper];Bad News
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Bad_News_1020"
pos = 0,0
ownpal = 1
stateno = 11020
ID = 11020
ignorehitpause = 1
size.xscale = 1.15
size.yscale = 1.15

[State 1020, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = -17,-103
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1020, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Bad News(Maris) - Light

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
ctrl = 0
poweradd = 100
sprpriority = 1

[State 1100, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 4

[State 1100, Helper];Bad News
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Bad_News_1100"
pos = 40,0
ownpal = 1
stateno = 11100
ID = 11100
ignorehitpause = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Bad News(Maris) - Medium

[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1110
ctrl = 0
poweradd = 100
sprpriority = 1

[State 1110, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 4

[State 1110, Helper];Bad News
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Bad_News_1110"
pos = 40,0
ownpal = 1
stateno = 11110
ID = 11110
ignorehitpause = 1

[State 1110, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Bad News(Maris) - Strong(EX)

[Statedef 1120]
type = S
movetype = A
physics = S
anim = 1120
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1120, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1120, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1120, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) <= 0
value = SCA
time = 1

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,17
channel = 0

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,2
channel = 4

[State 1120, Helper];Bad News
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Bad_News_1120"
pos = 60,0
ownpal = 1
stateno = 11120
ID = 11120
ignorehitpause = 1
size.xscale = 1.15
size.yscale = 1.15

[State 1120, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 50,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1120, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Fumble Code(Apotosys) - Light

[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
poweradd = 100
sprpriority = 1

[State 1200, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
channel = 4

[State 1200, Helper];Fumble Code - Near
type = Helper
trigger1 = command != "hold_a"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1200"
pos = 60,0
ownpal = 1
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1200, Helper];Fumble Code - Far
type = Helper
trigger1 = command = "hold_a"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1200"
pos = 120,0
ownpal = 1
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Fumble Code(Apotosys) in Ariel - Light

[Statedef 1205]
type = A
movetype = A
physics = A
anim = 1205
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1205, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1205, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1205, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1205, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1205, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
channel = 4

[State 1205, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = -2
y = -9

[State 1205, Helper];Fumble Code - Near
type = Helper
trigger1 = command != "hold_a"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1205"
pos = 60,0
ownpal = 1
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1205, Helper];Fumble Code - Far
type = Helper
trigger1 = command = "hold_a"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1205"
pos = 120,0
ownpal = 1
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1205, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; Fumble Code(Apotosys) - Medium

[Statedef 1210]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
poweradd = 100
sprpriority = 1

[State 1210, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
channel = 4

[State 1210, Helper];Fumble Code - Near
type = Helper
trigger1 = command != "hold_b"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1200"
pos = 180,0
ownpal = 1
stateno = 11200
ID = 11210
ignorehitpause = 1

[State 1210, Helper];Fumble Code - Far
type = Helper
trigger1 = command = "hold_b"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1210"
pos = 240,0
ownpal = 1
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Fumble Code(Apotosys) in Ariel - Medium

[Statedef 1215]
type = A
movetype = A
physics = A
anim = 1205
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1215, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1215, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1215, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,12
channel = 0

[State 1215, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 2
value = s100,13
channel = 0

[State 1215, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,4
channel = 4

[State 1215, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = -2
y = -9

[State 1215, Helper];Fumble Code - Near
type = Helper
trigger1 = command != "hold_b"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1215"
pos = 180,0
ownpal = 1
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1215, Helper];Fumble Code - Far
type = Helper
trigger1 = command = "hold_b"
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1215"
pos = 240,0
ownpal = 1
stateno = 11200
ID = 11200
ignorehitpause = 1

[State 1215, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; Fumble Code(Apotosys) - Strong(EX)

[Statedef 1220]
type = S
movetype = A
physics = S
anim = 1220
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1120, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1120, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1220, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(5) <= 0
value = SCA
time = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,16
channel = 0

[State 1220, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1220"
pos = 60,0
ownpal = 1
stateno = 11220
ID = 11220
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1220, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 50,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1220, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1220, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Fumble Code(Apotosys) in Ariel - Strong(EX)

[Statedef 1225]
type = A
movetype = A
physics = N
anim = 1225
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1225, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1225, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1225, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 1225, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,16
channel = 0

[State 1225, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = -2
y = -9

[State 1225, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1225"
pos = 60,0
ownpal = 1
stateno = 11220
ID = 11220
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1225, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 45,-72
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1225, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
postype = back
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1225, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1225, PosFreeze]
type = PosFreeze
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
value = 1

[State 1225, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = A

[State 1225, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; Critical Report(Narcolepsy)

[Statedef 1230]
type = S
movetype = A
physics = S
anim = 1230
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1230, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1230, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1230, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 1230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,16
channel = 0

[State 1230, Helper];Critical Report
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Critical_Report_1230"
pos = 60,0
ownpal = 1
stateno = 11230
ID = 11230
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1230, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 50,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1230, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1230, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1230, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Critical Report(Narcolepsy) in Ariel

[Statedef 1235]
type = A
movetype = A
physics = N
anim = 1225
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1235, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1235, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1235, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 1235, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,16
channel = 0

[State 1235, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = -2
y = -9

[State 1235, Helper];Critical Report
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Critical_Report_1235"
pos = 60,0
ownpal = 1
stateno = 11230
ID = 11230
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1235, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 45,-72
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1235, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
postype = back
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1235, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1235, PosFreeze]
type = PosFreeze
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
value = 1

[State 1235, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = A

[State 1235, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; Critical Report(Cataplexy)

[Statedef 1240]
type = S
movetype = A
physics = S
anim = 1240
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1240, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1240, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1240, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 1240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,16
channel = 0

[State 1240, Helper];Critical Report
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Critical_Report_1240"
postype = Front
pos = 0,0
ownpal = 1
stateno = 11240
ID = 11240
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1240, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 50,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1240, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1240, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1240, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Critical Report(Cataplexy) in Ariel

[Statedef 1245]
type = A
movetype = A
physics = N
anim = 1225
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1245, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1245, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1245, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 1245, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,16
channel = 0

[State 1245, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) = 0
x = -2
y = -9

[State 1245, Helper];Critical Report
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Critical_Report_1245"
pos = 0,0
postype = front
ownpal = 1
stateno = 11240
ID = 11240
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1245, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 45,-72
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1245, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
postype = back
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1245, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1245, PosFreeze]
type = PosFreeze
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(3) < 0
value = 1

[State 1245, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3) = 0
physics = A

[State 1245, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 451
ctrl = 0

;----------------------------------------------------------------------
; Fumble Code(Cales)

[Statedef 1250]
type = S
movetype = A
physics = S
anim = 1250
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1250, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1250, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1250, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(6) <= 0
value = SCA
time = 1

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,19
channel = 0

[State 1250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s3,4
channel = 4

[State 1250, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1250"
postype = p1
pos = 60,0
ownpal = 1
stateno = 11250
ID = 11250
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1250, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1250"
postype = p1
pos = 120,0
ownpal = 1
stateno = 11250
ID = 11250
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1250, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1250"
postype = p1
pos = 180,0
ownpal = 1
stateno = 11250
ID = 11250
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1250, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1250"
postype = p1
pos = 240,0
ownpal = 1
stateno = 11250
ID = 11250
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1250, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1250"
postype = p1
pos = 300,0
ownpal = 1
stateno = 11250
ID = 11250
size.xscale = 1.25
size.yscale = 1.25
ignorehitpause = 1

[State 1250, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 50,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1250, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1250, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1250, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Fumble Code(Butterfly Effect)

[Statedef 1260]
type = S
movetype = A
physics = S
anim = 1260
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1260, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1260, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1260, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 1260, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = s100,16
channel = 0

[State 1260, Helper];Fumble Code
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Fumble_Code_1260"
postype = p1
pos = 60,0
ownpal = 1
stateno = 11260
ID = 11260
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1260, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 50,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1260, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1260, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1260, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Terror Agitation(Sin)

[Statedef 1270]
type = S
movetype = A
physics = S
anim = 1270
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1270, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1270, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1270, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(7) <= 0
value = SCA
time = 1

[State 1270, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s100,20
channel = 0

[State 1270, Helper];Terror Agitation
type = Helper
trigger1 = AnimElemTime(7) = 0
helpertype = normal
name = "Terror_Agitation_1270"
postype = p1
pos = ceil(P2Dist X),0
ownpal = 1
stateno = 11270
ID = 11270
ignorehitpause = 1

[State 1270, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 30,-130
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1270, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1270, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1270, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator - Light(Tohno Akiha)

[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1300, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 1300, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 1300, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 1300, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,11
channel = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3

[State 1300, Helper];Replica Akiha
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_1300"
pos = 60,0
ownpal = 1
stateno = var(40)
ID = 11300
ignorehitpause = 1

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator - Medium(Nanaya Shiki)

[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1310, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 1310, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 1310, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 1310, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,11
channel = 0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
channel = 4

[State 1310, Helper];Replica Nanaya
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_1310"
pos = 40,0
ownpal = 1
stateno = var(41)
ID = 11310
ignorehitpause = 1

[State 1310, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator - Strong(Nrvnqsr Chaos)

[Statedef 1320]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1320, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 1320, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 1320, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 1320, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,11
channel = 0

[State 1320, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
channel = 4

[State 1320, Helper];Replica Nrvnqsr
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_1320"
pos = 80,0
ownpal = 1
stateno = var(42)
ID = 11320
ignorehitpause = 1

[State 1320, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator(Necrosys) - Arcueid

[Statedef 8020]
type = S
movetype = A
physics = S
anim = 1310
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 8020, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 8020, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 8020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 8020, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 8020, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 8020, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 8020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s100,4
channel = 0

[State 8020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
channel = 4

[State 8020, Helper];Replica Arcueid
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_8020"
pos = 80,0
ownpal = 1
stateno = 18020
ID = 18020
ignorehitpause = 1

[State 8020, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = -17,-103
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 8020, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 8020, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 8020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Creature Channel (Es) - Light

[Statedef 1400]
type = A
movetype = I
physics = N
anim = 1400
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1400, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
ignorehitpause = 1

[State 1400, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,1
channel = 0

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,2
channel = 01

[State 1400, PosAdd]
type = PosAdd
trigger1 = command = "hold_a"
trigger1 = command = "holdfwd"
x = 3

[State 1400, PosAdd]
type = PosAdd
trigger1 = command = "hold_a"
trigger1 = command = "holdback"
x = -3

[State 1400, ChangeState]
type = ChangeState
trigger1 = Time > 30
trigger1 = command != "hold_a"
trigger2 = Time > 150
value = 1470

;----------------------------------------------------------------------
; Creature Channel (Es) - Medium

[Statedef 1410]
type = A
movetype = I
physics = N
anim = 1400
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1410, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,1
channel = 0

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,2
channel = 0

[State 1410, PosAdd]
type = PosAdd
triggerall = AnimElemTime(13) = 0
trigger1 = var(59) = 0
trigger1 = command != "hold_b"
trigger2 = var(59) != 0
trigger2 = Random % 10 = [0,4]
x = 160

[State 1410, PosAdd]
type = PosAdd
triggerall = AnimElemTime(13) = 0
trigger1 = var(59) = 0
trigger1 = command = "hold_b"
trigger2 = var(59) != 0
trigger2 = Random % 10 = [5,9]
x = 320

[State 1410, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1470

;----------------------------------------------------------------------
; Creature Channel (Es) - Strong

[Statedef 1420]
type = A
movetype = I
physics = N
anim = 1400
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1420, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,1
channel = 0

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,2
channel = 0

[State 1420, PosAdd]
type = PosAdd
triggerall = AnimElemTime(13) = 0
trigger1 = var(59) = 0
trigger1 = command != "hold_c"
trigger2 = var(59) != 0
trigger2 = Random % 10 = [0,4]
x = -160

[State 1420, PosAdd]
type = PosAdd
triggerall = AnimElemTime(13) = 0
trigger1 = var(59) = 0
trigger1 = command = "hold_c"
trigger2 = var(59) != 0
trigger2 = Random % 10 = [5,9]
x = -320

[State 1420, ChangeState]
type = ChangeState
trigger1 = Time > 30
value = 1470

;----------------------------------------------------------------------
; Creature Channel (Noid) - Light

[Statedef 1430]
type = A
movetype = I
physics = N
anim = 1400
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1430, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1430, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,1
channel = 0

[State 1430, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,2
channel = 0

[State 1430, PosAdd]
type = PosAdd
trigger1 = Time = 30
x = ceil(P2Dist X) - 20

[State 1430, Helper];Creature Channel
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Creature_Channel_1430"
pos = 0,-100
ownpal = 1
stateno = 11430
ID = 11430
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1430, ChangeState]
type = ChangeState
trigger1 = Time > 80
value = 1470

;----------------------------------------------------------------------
; Creature Channel (Noid) - Medium

[Statedef 1440]
type = A
movetype = I
physics = N
anim = 1400
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1440, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,2

[State 1440, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 0
value = s100,1
channel = 0

[State 1440, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
trigger1 = var(0) = 1
value = s100,2
channel = 0

[State 1440, PosAdd]
type = PosAdd
trigger1 = Time = 30
x = ceil(P2Dist X)

[State 1440, Helper];Creature Channel
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Creature_Channel_1440"
pos = 0,-100
ownpal = 1
stateno = 11440
ID = 11440
ignorehitpause = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1440, ChangeState]
type = ChangeState
trigger1 = Time > 100
value = 1470

;----------------------------------------------------------------------
; Creature Channel (Gestalt) - Strong(EX)

[Statedef 1450]
type = A
movetype = I
physics = N
anim = 1450
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1450, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1450, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1450, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 1450, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,14
channel = 0

[State 1450, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,18
channel = 0

[State 1450, PosAdd]
type = PosAdd
trigger1 = Time = 70
x = ceil(P2Dist X) - 20

[State 1450, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 0,-100
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1450, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
postype = back
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1450, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1450, Helper];Creature Channel
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "Creature_Channel_1450"
pos = 0,-100
ownpal = 1
stateno = 11450
ID = 11450
ignorehitpause = 1

[State 1450, ChangeState]
type = ChangeState
trigger1 = Time > 120
value = 1470

;----------------------------------------------------------------------
; Creature Channel (Paranoid)

[Statedef 1460]
type = A
movetype = I
physics = N
anim = 1460
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1460, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1460, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1460, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s100,15
channel = 0

[State 1460, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = 0,-100
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1460, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(4) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
postype = back
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1460, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(4) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1460, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1461

;----------------------------------------------------------------------
; Creature Channel(Paranoid) - Attack
;
;var(0)		- GuardCount

[Statedef 1461]
type = A
movetype = A
physics = N
anim = 1461
ctrl = 0
sprpriority = 1
velset = 2,0

[State 1461, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1461, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 10
ignorehitpause = 1

[State 1461, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1461, Trans]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1461, OffSet]
type = OffSet
trigger1 = 1
y = -80
ignorehitpause = 1

[State 1461, VarAdd];Alternate GuardCount
type = VarAdd
trigger1 = MoveGuarded
var(0) = 1
ignorehitpause = 1

[State 1461, Explod]
type = Explod
trigger1 = Time = 0
anim = 1461
ID = 1461
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = 4
ontop = 1
ignorehitpause = 1

[State 1461, Explod]
type = Explod
trigger1 = Time = 0
anim = 1461
ID = 1461
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = 3
ontop = 0
scale = 0.5,0.5
ignorehitpause = 1

[State 1461, Explod]
type = Explod
trigger1 = Time = 0
anim = 1461
ID = 1461
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 0
pausemovetime = -1
persistent = 0
sprpriority = 1
ontop = 0
trans = add
ignorehitpause = 1

[State 1461, Explod]
type = Explod
trigger1 = Time = 0
anim = 1461
ID = 1461
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 0
pausemovetime = -1
persistent = 0
sprpriority = 1
ontop = 0
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1461, Helper];Dust
type = Helper
trigger1 = Time % 5 = 0
helpertype = normal
name = "Dust"
pos = 0,0
ownpal = 1
stateno = 30200
ID = 30201
ignorehitpause = 1

[State 1461, PalFX]
type = PalFX
trigger1 = 1
mul = 255,0,0
time = 1
ignorehitpause = 1

[State 1461, VelSet]
type = VelSet
trigger1 = Time = 80
x = 4.4

[State 1461, Hitdef]
type = Hitdef
trigger1 = Time != 0
trigger1 = Time % 8 = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = 20,6
getpower = 0,0
givepower = 15,7
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 20
ground.slidetime = 20
guard.hittime = 20
air.hittime = 20
guard.ctrltime = 20
airguard.ctrltime = 20
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -2,-1
airguard.velocity = -2,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 0
forcestand = 0
fall = 0
air.fall = 0
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -3
sprpriority = 1

[State 1461, ChangeState]
type = ChangeState
trigger1 = Time > 200
value = 1462

;----------------------------------------------------------------------
; Creature Channel(Paranoid)
;
;var(0)		- GuardCount

[Statedef 1462]
type = A
movetype = A
physics = N
anim = 1462
ctrl = 0
sprpriority = 1
velset = 2,0

[State 1462, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 1462, Trans]
type = Trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1462, OffSet]
type = OffSet
trigger1 = 1
y = -80
ignorehitpause = 1

[State 1462, Explod]
type = Explod
trigger1 = Time = 0
anim = 1462
ID = 1462
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = 4
ontop = 1
ignorehitpause = 1

[State 1462, Explod]
type = Explod
trigger1 = Time = 0
anim = 1462
ID = 1462
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = 3
ontop = 0
scale = 0.5,0.5
ignorehitpause = 1

[State 1462, Explod]
type = Explod
trigger1 = Time = 0
anim = 1462
ID = 1462
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 0
pausemovetime = -1
persistent = 0
sprpriority = 1
ontop = 0
trans = add
ignorehitpause = 1

[State 1462, Explod]
type = Explod
trigger1 = Time = 0
anim = 1462
ID = 1462
pos = 0,0
postype = P1
bindtime = -1
removetime = -1
ownpal = 0
pausemovetime = -1
persistent = 0
sprpriority = 1
ontop = 0
scale = 0.5,0.5
trans = add
ignorehitpause = 1

[State 1462, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
ID = 1461

[State 1462, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
ID = 1462

[State 1462, PalFX]
type = PalFX
trigger1 = 1
mul = 255,0,0
time = 1
ignorehitpause = 1

[State 1462, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1470

;----------------------------------------------------------------------
; Creature Channel (Es/Noid/Gestalt/Paranoid) - Appear

[Statedef 1470]
type = S
movetype = A
physics = S
anim = 1401
ctrl = 0
sprpriority = 1

[State 1470, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1470, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator - Light(Ciel)

[Statedef 1500]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1500, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 1500, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 1500, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 1500, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,11
channel = 0

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
channel = 4

[State 1500, Helper];Replica Ciel
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_1500"
pos = 40,0
ownpal = 1
stateno = var(43)
ID = 11500
ignorehitpause = 1

[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator - Medium(Sion)

[Statedef 1510]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1510, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 1510, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 1510, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 1510, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,11
channel = 0

[State 1510, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
channel = 4

[State 1510, Helper];Replica Sion
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_1510"
pos = 80,0
ownpal = 1
stateno = var(44)
ID = 11510
ignorehitpause = 1

[State 1510, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator - Strong(White Len)

[Statedef 1520]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
poweradd = 100
sprpriority = 1
velset = 0,0

[State 1520, VarRandom];Voice Randomizer
type = VarRandom
trigger1 = Time = 0
v = 0
range = 0,1

[State 1520, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 1520, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(3) >= 1
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 1520, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 0
value = s100,10
channel = 0

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
trigger1 = var(0) = 1
value = s100,11
channel = 0

[State 1520, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
channel = 4

[State 1520, Helper];Replica White Len
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_1520"
pos = 80,0
ownpal = 1
stateno = var(45)
ID = 11520
ignorehitpause = 1

[State 1520, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Replicant Coordinator(Apotosys) - Warcueid

[Statedef 8120]
type = S
movetype = A
physics = S
anim = 1310
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 8120, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 8120, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 8120, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(4) <= 0
value = SCA
time = 1

[State 8120, VarSet];Force Romantic Cancel Flag - Initialize
type = VarSet
trigger1 = Time = 0
var(11) = 0
persistent = 0

[State 8120, VarSet];Force Romantic Cancel Flag - Setting
type = VarSet
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(9) <= 0
var(11) = 1

[State 8120, VarSet];Force Romantic Cancel Flag - Reset
type = VarSet
trigger1 = AnimElemTime(9) > 0
var(11) = 0

[State 8120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = s100,4
channel = 0

[State 8120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = s3,3
channel = 4

[State 8120, Helper];Replica Warcueid
type = Helper
trigger1 = AnimElemTime(3) = 0
helpertype = normal
name = "Replica_8120"
pos = 80,1
ownpal = 1
stateno = 18120
ID = 18120
ignorehitpause = 1

[State 8120, Helper];Ex Edge Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_Edge"
ID = 310
pos = -17,-103
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 8120, Helper];Ex Edge Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Ex_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 8120, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 8120, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Night on the Blood Lier(Anxanity) - Start

[Statedef 1700]
type = S
movetype = A
physics = S
anim = 1700
ctrl = 0
sprpriority = 1
velset = 0,0

[State 1700, VarSet]
type = VarSet
trigger1 = Time = 1
var(12) = 0

[State 1700, VarSet]
type = VarSet
trigger1 = Time = 1
var(14) = 0

[State 1700, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = var(14) = 1
var(8) = 1

[State 1700, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = var(14) = 2
var(8) = 2

[State 1700, PowerSet]
type = PowerSet
trigger1 = Time = 5
trigger1 = var(8) = 1
value = 0

[State 1700, PowerSet]
type = PowerSet
trigger1 = Time = 5
trigger1 = var(8) = 2
value = 1000

[State 1700, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s100,21
channel = 0

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s3,6

[State 1700, Helper];Arc Drive Spark
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "AD_Edge"
ID = 310
pos = 30,-130
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1700, Helper];Arc Drive Cutin
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "AD_CUTIN"
ID = 310
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31015
size.xscale = 0.5
size.yscale = 0.5

[State 1700, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1700, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1701

;----------------------------------------------------------------------
; Night on the Blood Lier(Anxanity) - Attack and Continuance

[Statedef 1701]
type = S
movetype = A
physics = S
anim = 1701
ctrl = 0
sprpriority = 1

[State 1701, NotHitBy]
type = NotHitBy
trigger1 = Time < 5
value = SCA
time = 1

[State 1701, Helper];Night on the Blood Lier
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Night_ON_The_Blood_Lier_1701"
ID = 11700
pos = ceil(P2Dist X),0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11700
persistent = 0
size.xscale = 1
size.yscale = 1

[State 1701, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,4
channel = 2
persistent = 0

[State 1701, ChangeState]
type = ChangeState
trigger1 = var(9) = 1
value = 1702

;----------------------------------------------------------------------
; Night on the Blood Lier(Anxanity) - Finish

[Statedef 1702]
type = S
movetype = A
physics = S
anim = 1702
ctrl = 0
sprpriority = 1

[State 1702, VarSet]
type = VarSet
trigger1 = 1
var(9) = 0

[State 1702, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Night on the Blood Lier(Nostalgia) - Start

[Statedef 1710]
type = S
movetype = A
physics = S
anim = 1700
ctrl = 0
poweradd = ifelse(var(14) = 0,-1000,0)
sprpriority = 1
velset = 0,0

[State 1710, VarSet];Interrupt
type = VarSet
trigger1 = Time = 0
var(13) = -1000
supermovetime = 9999

[State 1710, VarSet];Interrupt
type = VarSet
trigger1 = Time = 1
var(13) = 0
supermovetime = 9999

[State 1710, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1710, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s100,21
channel = 0

[State 1710, Helper];Arc Drive Spark
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "AD_Edge"
ID = 310
pos = 30,-130
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1710, Helper];Arc Drive Cutin
type = Helper
trigger1 = AnimElemTime(6) = 0
helpertype = normal
name = "AD_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31015
size.xscale = 0.5
size.yscale = 0.5

[State 1710, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(6) = 0
time = 40
movetime = 40
anim = -1
darken = 0
sound = s2,12

[State 1710, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1711

;----------------------------------------------------------------------
; Night on the Blood Lier(Nostalgia) - Attack and Continuance

[Statedef 1711]
type = S
movetype = A
physics = S
anim = 1701
ctrl = 0
sprpriority = 1

[State 1711, NotHitBy]
type = NotHitBy
trigger1 = Time < 5
value = SCA
time = 1

[State 1711, Helper];Night on the Blood Lier
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Night_ON_The_Blood_Lier_1711"
ID = 11710
pos = 80,0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11710
persistent = 0

[State 1711, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,5
channel = 2
persistent = 0

[State 1711, ChangeState]
type = ChangeState
trigger1 = var(9) = 1
value = 1712

;----------------------------------------------------------------------
; Night on the Blood Lier(Nostalgia) - Finish

[Statedef 1712]
type = S
movetype = A
physics = S
anim = 1702
ctrl = 0
sprpriority = 1

[State 1712, VarSet]
type = VarSet
trigger1 = 1
var(9) = 0

[State 1712, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Last-Arc - Beginning

[Statedef 1900]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1900
poweradd = -3000
velset = 0,0

[State 1900, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = 3
ignorehitpause = 1

[State 1900, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1900, VarSet];BLOOD HEAT Flag initializer
type = VarSet
trigger1 = Time = 0
var(14) = 0
ignorehitpause = 1

[State 1900, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(9) <= 0
value = SCA
ignorehitpause = 1

[State 1900, Helper];Last-arc Spark
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "Last_Arc_Spark"
pos = -17,-103
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31010

[State 1900, Helper];Last-arc Cutin
type = Helper
trigger1 = AnimElemTime(1) = 0
helpertype = normal
name = "LA_CUTIN"
pos = 0,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31005
size.xscale = 0.5
size.yscale = 0.5

[State 1900, EnvSolor]
type = EnvColor
trigger1 = AnimElem = 3
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1

[State 1900, Hitdef]
type = Hitdef
trigger1 = AnimElem = 3
attr = S,HA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S-1
guard.sparkno = S-1
sparkxy = 0,0
hitsound = S-1,0
guardsound = S-1,0
ground.hittime = 50
ground.slidetime = 50
guard.hittime = 50
air.hittime = 50
guard.ctrltime = 50
airguard.ctrltime = 50
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5
p1stateno = 1901
p2stateno = 60100
p2facing = 1

[State 1900, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Last-Arc - Enemy in the Ball

[Statedef 1901]
type = S
movetype = A
physics = S
ctrl = 0
anim = 99990
velset = 0,0

[State 1901, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBarDisplay
flag3 = NoBG
ignorehitpause = 1

[State 1901, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1901, TargetBind]
type = TargetBind
trigger1 = 1
pos = (160-ceil(ScreenPos X))*facing,-60

[State 1901, TargetState]
type = TargetState
trigger1 = 1
value = 60100

[State 1901, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s108,0
channel = 0

[State 1901, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = s4,3
channel = 2

[State 1901, Explod]
type = Explod
trigger1 = Time = 0
anim = 11900
ID = 11900
pos = 0,-55
postype = p2
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 5
ignorehitpause = 1

[State 1901, ChangeState]
type = ChangeState
trigger1 = Time > 120
value = 1902
ctrl = 0

;----------------------------------------------------------------------
; Last-Arc - Attacking

[Statedef 1902]
type = S
movetype = A
physics = S
ctrl = 0
anim = 99990
velset = 0,0

[State 1902, AssertSpecial]
type = AssertSpecial
trigger1 = Time < 485
flag = NoFG
flag2 = NoBarDisplay
ignorehitpause = 1

[State 1902, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1902, TargetBind]
type = TargetBind
trigger1 = Time < 450
pos = (160-ceil(ScreenPos X))*facing,-60

[State 1902, Helper];BackGround
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Last_Arc_BG"
ID = 11902
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11902

[State 1902, Explod]
type = Explod
trigger1 = Time = 0
anim = 11901
ID = 19021
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 0
sprpriority = 5
ignorehitpause = 1
scale = 2,2

[State 1902, Explod]
type = Explod
trigger1 = Time = 0
anim = 11902
ID = 19021
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 0
sprpriority = 5
ignorehitpause = 1
scale = 2,2

[State 1902, VarSet];Variable for PalFX
type = VarSet
trigger1 = Time = 0
var(8) = 250

[State 1902, VarAdd];Variable for PalFX
type = VarAdd
trigger1 = Time = [225,234]
var(8) = -25

[State 1902, PalFX]
type = PalFX
trigger1 = Time = [225,235]
mul = var(8),var(8),var(8)
time = 1

[State 1902, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,8
channel = 3

[State 1902, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,4
channel = 2

[State 1902, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,5
channel = 4

[State 1902, HitEffect]
type = Helper
trigger1 = Time % 4 = 0
trigger1 = Time < 225
name = "HitSpark"
pos = ceil(P2Dist X),ceil(P2Dist Y)-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31005
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1902, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time % 4 = 0
trigger1 = Time < 225
value = -8
kill = 0

[State 1902, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 450
value = -30
kill = 1

[State 1902, HitAdd]
type = HitAdd
trigger1 = Time % 4 = 0
trigger1 = Time < 225
value = 1

[State 1902, HitAdd]
type = HitAdd
trigger1 = Time = 450
value = 1

[State 1902, TargetState]
type = TargetState
trigger1 = Time % 4 = 0
trigger1 = Time < 225
value = 60101

[State 1902, TargetState]
type = TargetState
trigger1 = Time = 225
value = 60100

[State 1902, TargetState]
type = TargetState
trigger1 = Time = 450
value = 60102

[State 1902, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 450
ID = 11900

[State 1902, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 235
ID = 19021

[State 1902, ChangeState]
type = ChangeState
trigger1 = Time > 10
trigger1 = NumHelper(11902) = 0
value = 1903

;----------------------------------------------------------------------
; Last-Arc - Appear

[Statedef 1903]
type = S
movetype = A
physics = S
anim = 1401
ctrl = 0
sprpriority = 1

[State 1903, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1903, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------------------------------------------
; Gnaden Sturz - Start

[Statedef 1910]
type = S
movetype = A
physics = S
anim = 1910
ctrl = 0
poweradd = -3000
sprpriority = 1
velset = 0,0

[State 1910, VarSet];End flag initializer
type = VarSet
trigger1 = Time = 0
var(0) = 0
ignorehitpause = 1

[State 1910, VarSet];End flag setting
type = VarSet
trigger1 = Time = 120
trigger1 = var(2) = 0
var(0) = 1
ignorehitpause = 1

[State 1910, VarSet];BLOOD HEAT Flag initializer
type = VarSet
trigger1 = Time = 0
var(14) = 0
ignorehitpause = 1

[State 1910, VarSet];Hitsound and effects Selector
type = VarSet
trigger1 = Time = 0
var(1) = -1
ignorehitpause = 1

[State 1910, VarSet];MoveContact initializer
type = VarSet
trigger1 = Time = 0
var(2) = 0
ignorehitpause = 1

[State 1910, VarSet];MoveContact detector
type = VarSet
trigger1 = MoveContact
var(2) = 1
ignorehitpause = 1

[State 1910, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1910, Helper];Arc Drive Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "AD_Edge"
ID = 1910
pos = 50,-80
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31010

[State 1910, Helper];Call Red Arcueid
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Red Arcueid"
pos = 60,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11910
ID = 11910

[State 1910, Helper];Call UNKNOWN
type = Null;Helper
trigger1 = Time = 0
helpertype = normal
name = "UNKNOWN"
pos = 30,0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 11910
ID = 11920

[State 1910, SuperPause];Self SuperPause
type = SuperPause
trigger1 = Time = 0
time = 25
movetime = 25
anim = -1
darken = 0
sound = s2,12

[State 1910, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s100,11
channel = 0

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,3

[State 1910, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = s107,4
channel = 0
persistent = 0

[State 1910, Hitdef]
type = Hitdef
trigger1 = AnimElem = 4
attr = S,HA
hitflag = MAF
guardflag = 
animtype = hard
air.animtype = hard
fall.animtype = hard
ground.type = high
air.type = high
damage = 0,0
getpower = 0,0
givepower = 0,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1,0
guardsound = -1,0
ground.hittime = 50
ground.slidetime = 50
guard.hittime = 50
air.hittime = 50
guard.ctrltime = 50
airguard.ctrltime = 50
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 0
forcestand = 0
fall = 1
air.fall = 1
kill = 1
guard.kill = 0
envshake.time = 10
envshake.ampl = -5
p1stateno = 1912
p2stateno = 60103
p2facing = 1
numhits = 0

[State 1910, ChangeState];Failure
type = ChangeState
trigger1 = Time > 120
trigger1 = var(2) = 0
value = 1911

;----------------------------------------------------------------------
; Gnaden Sturz - Failure

[Statedef 1911]
type = S
movetype = A
physics = S
anim = 1911
ctrl = 0
sprpriority = 1
velset = 0,0

[State 1911, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Gnaden Sturz - Success

[Statedef 1912]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[State 1912, TargetBind]
type = TargetBind
trigger1 = 1
time = 1
pos = 140,-80

[State 1912, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s107,4
channel = 0

[State 1912, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s3,8
volume = 255

[State 1912, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s4,8
volume = 255

[State 1912, EnvSolor]
type = EnvColor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = 0
ignorehitpause = 1

[State 1912, HitEffect]
type = Helper
trigger1 = Time % 10 = 0
name = "HitSpark"
pos = ceil(P2Dist X),ceil(P2Dist Y)-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31005
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1912, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time % 10 = 0
value = -1*ceil(40*fvar(0))
kill = 0

[State 1912, HitAdd]
type = HitAdd
trigger1 = Time % 10 = 0
value = 1

[State 1912, Helper]
type = Helper
trigger1 = Time = 0
name = "Chain"
pos = 60,-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11906
ID = 11900
size.xscale = 0.75
size.yscale = 0.75
ignorehitpause = 1

[State 1912, Helper]
type = Helper
trigger1 = Time = 0
name = "Chain"
pos = 60,-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11906
ID = 11901
size.xscale = 0.75
size.yscale = 0.75
ignorehitpause = 1

[State 1912, Helper]
type = Helper
trigger1 = Time = 0
name = "Chain"
pos = 50,0
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11906
ID = 11902
size.xscale = 0.75
size.yscale = 0.75
ignorehitpause = 1

[State 1912, Helper]
type = Helper
trigger1 = Time = 0
name = "Chain"
pos = 60,0
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11906
ID = 11903
size.xscale = 0.75
size.yscale = 0.75
ignorehitpause = 1

[State 1912, Helper]
type = Helper
trigger1 = Time = 0
name = "Chain"
pos = 75,0
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11906
ID = 11904
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1

[State 1912, Helper]
type = Helper
trigger1 = Time = 0
name = "Chain"
pos = 70,0
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11906
ID = 11905
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1

[State 1912, Helper]
type = Helper
trigger1 = Time = 0
name = "Chain"
pos = 70,0
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 11906
ID = 11906
size.xscale = 0.5
size.yscale = 0.5
ignorehitpause = 1

[State 1912, Explod];BackGround
type = Null;Explod
trigger1 = Time = 0
anim = 21912
ID = 21912
pos = 0,0
postype = left
bindtime = -1
removetime = -2
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = -5
scale = 0.5,0.5

[State 1912, Explod];Screen
type = Null;Explod
trigger1 = Time = 0
anim = 21914
ID = 21914
pos = 0,0
postype = left
bindtime = -1
removetime = -2
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = 5
ontop = 1
scale = 1,1

[State 1912, Explod]
type = Null;Explod
trigger1 = Time = 0
anim = 11901
ID = 19021
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 0
sprpriority = 5
ignorehitpause = 1
scale = 2,2
trans = sub

[State 1912, Explod]
type = Null;Explod
trigger1 = Time = 0
anim = 11902
ID = 19021
pos = 0,0
postype = Left
bindtime = -1
removetime = -1
ownpal = 0
sprpriority = 5
ignorehitpause = 1
scale = 2,2
trans = sub

[State 1912, EnvShake]
type = EnvShake
trigger1 = Time % 10 = 0
time = 10
ampl = -3

[State 1912, VarSet]
type = VarSet
trigger1 = Time = 0
var(0) = 2

[State 1912, VarSet]
type = VarSet
trigger1 = Time > 102
var(0) = 3

[State 1912, ChangeState]
type = ChangeState
trigger1 = Time > 102
value = 1913
ctrl = 0

;----------------------------------------------------------------------
; Gnaden Sturz - Charging

[Statedef 1913]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1913
sprpriority = 1
velset = 0,0

[State 1913, Helper];Ex Edge Spark
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Ex_Edge"
ID = 1913
pos = -17,-103
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
stateno = 31000

[State 1913, HitEffect]
type = Helper
trigger1 = Time = 8
trigger2 = Time = 18
trigger3 = Time = 28
name = "HitSpark"
pos = ceil(P2Dist X),ceil(P2Dist Y)-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31005
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1912, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 8
trigger2 = Time = 18
trigger3 = Time = 28
value = -1*ceil(40*fvar(0))
kill = 0

[State 1912, HitAdd]
type = HitAdd
trigger1 = Time = 8
trigger2 = Time = 18
trigger3 = Time = 28
value = 1

[State 1913, EnvShake]
type = EnvShake
trigger1 = Time = 8
trigger2 = Time = 18
trigger3 = Time = 28
time = 10
ampl = -3

[State 1913, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = s2,12

[State 1913, VarSet]
type = VarSet
trigger1 = Time > 0
trigger1 = NumHelper(1913) = 0
var(0) = 4

[State 1913, ChangeState]
type = ChangeState
trigger1 = Time > 0
trigger1 = NumHelper(1913) = 0
value = 1914

;----------------------------------------------------------------------
; Gnaden Sturz - Finish

[Statedef 1914]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1914
sprpriority = 1
velset = 0,0

[State 1914, Explod]
type = Explod
trigger1 = Time = 0
anim = 21911
ID = 21911
pos = 0,0
postype = P1
bindtime = 1
removetime = -2
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = 5
scale = 2,2

[State 1914, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 50
ID = 21912

[State 1914, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 50
ID = 19021

[State 1914, Explod];BackGround
type = Null;Explod
trigger1 = Time = 50
anim = 21913
ID = 21913
pos = 0,0
postype = left
bindtime = -1
removetime = -2
ownpal = 1
pausemovetime = -1
persistent = 0
sprpriority = -5
scale = 0.5,0.5

[State 1914, HitEffect]
type = Helper
trigger1 = Time = [5,36]
trigger1 = Time % 4 = 0
name = "HitSpark"
pos = ceil(P2Dist X),ceil(P2Dist Y)-50
ownpal = 1
pausemovetime = 9999
supermovetime = 0
stateno = 30000
ID = 31005
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1914, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = [5,36]
trigger1 = Time % 4 = 0
value = -1*ceil(40*fvar(0))
kill = 1

[State 1914, HitAdd]
type = HitAdd
trigger1 = Time = [5,36]
trigger1 = Time % 4 = 0
value = 1

[State 1914, EnvShake]
type = EnvShake
trigger1 = Time = [5,40]
trigger1 = Time % 4 = 0
time = 10
ampl = -3

[State 1914, TargetState]
type = TargetState
trigger1 = Time = 10
value = 60104

[State 1914, TargetState]
type = TargetState
trigger1 = Time = 42
value = 60000

[State 1914, VarSet]
type = VarSet
trigger1 = Time > 50
var(0) = 5

[State 1914, ChangeState]
type = ChangeState
trigger1 = Time > 50
value = 1915

;----------------------------------------------------------------------
; Gnaden Sturz - End

[Statedef 1915]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1915
sprpriority = 1
velset = 0,0

[State 1914, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; Damage State
;----------------------------------------------------------------------

;----------------------------------------------------------------------
; Wire Damage
;
;60000		- Initialize velocity and change animation
;60001		- Scatter to wall
;60002		- Crash into wall
;60003		- Turn to opposite
;60004		- Fall in down

[Statedef 60000]
type = A
movetype = H
physics = N

[State 60000, ChangeAnim2]
type = ChangeAnim2
trigger1 = 1
value = 60000

[State 60000, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 60000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 60000, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 60000, ChangeState]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 60001

[Statedef 60001]
type = A
movetype = H
physics = N

[State 60001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 60001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 60001, VelSet]
type = VelSet
trigger1 = 1
x = -14

[State 60001, ChangeState]
type = ChangeState
trigger1 = BackEdgeBodyDist < 15
value = 60002

[Statedef 60002]
type = A
movetype = H
phisics = N

[State 60002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 60002, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60002

[State 60002, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -10

[State 60002, ChangeState]
type = ChangeState
trigger1 = Time = 1
value = 60003

[Statedef 60003]
type = A
movetype = H
phisics = N

[State 60003, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 60003, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60002

[State 60003, VelSet]
type = VelSet
trigger1 = Time = 4
x = 3
y = -3

[State 60003, Turn]
type = Turn
trigger1 = Time = 4

[State 60003, ChangeState]
type = ChangeState
trigger1 = Time = 9
value = 60004

[Statedef 60004]
type = A
movetype = H
phisics = N

[State 60004, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60004

[State 60004, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 60004, VelSet]
type = VelSet
trigger1 = Time = 0
x = -1.6

[State 60004, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.65

[State 60004, ChangeAnim] 
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 60003, SelfState]
type = SelfState
trigger1 = command = "recovery"
trigger1 = Time > 2
value = 5210

[State 60004, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;----------------------------------------------------------------------
; Throw Damage - Wait

[Statedef 60010]
type = A
movetype = H
physics = N
poweradd = 20

[State 60010, ChangeAnim2]
type = ChangeAnim2
trigger1 = 1
value = 60010

;----------------------------------------------------------------------
; Throw Damage - Fall

[Statedef 60011]
type = A
movetype = H
physics = N

[State 60011, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 60011, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5160

[State 60011, PosSet]
type = PosSet
trigger1 = Time = 0
y = -700

[State 60011, VelSet]
type = VelSet
trigger1 = Time = 1
y = 30

[State 60011, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.45

[State 60011, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;----------------------------------------------------------------------
; Ariel Throw Damage - Fall

[Statedef 60020]
type = A
movetype = H
physics = N

[State 60020, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 60020, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5160

[State 60020, VelSet]
type = VelSet
trigger1 = Time = 1
x = -10
y = 12

[State 60020, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.45

[State 60020, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Guard Crush

[Statedef 60030]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60030, EnvSolor]
type = EnvColor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1

[State 60030, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60030

[State 60030, PosAdd]
type = PosAdd
trigger1 = Time < 12
x = ifelse(time % 2 = 0,-1,1)

[State 60030, VelSet]
type = VelSet
trigger1 = Time = 12
x = -4.5

[State 60030, VelMul]
type = VelMul
trigger1 = Time > 12
x = 0.9

[State 60030, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Replica Sion

[Statedef 60040]
type = S
movetype = H
physics = S
velset = 0,0
ctrl = 0

[State 60040, HitFallSet]
type = HitFallSet
trigger1 = Time = 0
value = 0
xvel = 0
yvel = 0

[State 60040, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 60040, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60040

[State 60040, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 60040, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 60040, SelfState]
type = SelfState
trigger1 = Time > 100
value = 0
ctrl = 1

[Statedef 60041]
type = S
movetype = H
physics = S
ctrl = 0

[State 60041, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 60041, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60041

[State 60041, SelfState]
type = SelfState
trigger1 = Time > 20
value = 0
ctrl = 1

[Statedef 60042]
type = A
movetype = H
physics = N
ctrl = 0

[State 60042, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[State 60042, PosSet]
type = PosSet
trigger1 = Time = 0
y = -5

[State 60042, SelfState]
type = SelfState
trigger1 = Time = 1
value = 5070

;---------------------------------------------------------------------------
; Last-Arc Binding

[Statedef 60100]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60100, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60100

[State 60100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[Statedef 60101]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60101, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60101

[State 60101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[Statedef 60102]
type = A
movetype = H
physics = N

[State 60102, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 60102, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 60102, VelSet]
type = VelSet
trigger1 = Time = 0
y = -10

[State 60102, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.45

[State 60102, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[Statedef 60103]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60103, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60100

[State 60103, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 60103, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[Statedef 60104]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60104, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60104

[State 60104, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 60104, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Arc Drive Binding

[Statedef 60110]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60110, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60110

[State 60110, ChangeAnim] 
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 60110, VelSet]
type = VelSet
trigger1 = Time = 0
y = -6.25

[State 60110, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.375

[State 60110, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[Statedef 60111]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60111, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60111

[State 60111, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 60111, ChangeState]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 60112

[Statedef 60112]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60112, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 60112, VelSet]
type = VelSet
trigger1 = Time = 0
y = -5.5

[State 60112, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.45

[State 60112, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60110

[State 60112, ChangeAnim] 
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 60112, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[Statedef 60113]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60113, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60110

[State 60113, ChangeAnim] 
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 60113, VelSet]
type = VelSet
trigger1 = Time = 0
y = -2.5

[State 60113, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.2

[State 60113, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Replica Makoto

[Statedef 60120]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60120, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 60120, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60110

[State 60120, ChangeAnim] 
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 60120, VelSet]
type = VelSet
trigger1 = Time = 0
y = -5

[State 60120, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.45

[State 60120, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

;---------------------------------------------------------------------------
; Replica Misaki

[Statedef 60130]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60130, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60130

[State 60130, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0
value = 0

[Statedef 60131]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 60131, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 60131

[State 60131, ChangeAnim]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5050

[State 60131, ScreenBound]
type = ScreenBound
trigger1 = 1
movecamera = 1,0
value = 1

[State 60131, VelSet]
type = VelSet
trigger1 = Time = 0
x = -10
y = -30

[State 60131, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.7

[State 60131, SelfState]
type = SelfState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100
