; _________________________________________________
;| Omni-Psych Super Dizzy [LE] Version 3  by Seven |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;===============================================================================
;=====================================<Normal>==================================
;===============================================================================

;===============================================================================
;                    Version  3  THE Challenge Edition
;===============================================================================
;=====The Number's Next to the constant's are optional Versions of [LE]=========
;===============================================================================
;==And For Those Who Wish To Seek The Hardest Challenge, Use Her Optional Stats=
;===============================================================================


;===============================================================================
;===============================================================================

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


[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-90
hitsound = s4000,0
guardsound = s4400,0
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -2,-3
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = numhelper(9100) = 1
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-90
hitsound = s4000,0
guardsound = s4400,0
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -2,-3
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4000,10

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
ctrl = 0
juggle = 20

[State hit]
type = HitDef
trigger1 = animelemno(0) = 6
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 8,8+(var(8)!=0)*6
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-65
hitsound = s4010,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 6
trigger1 = numhelper(9100) = 1
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 8,8+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-65
hitsound = s4010,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 1
getpower = 50


[State snd]
type = PlaySnd
trigger1 = animelem = 6,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
ctrl = 0
juggle = 20


[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-85
hitsound = s4010,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = numhelper(9100) = 1
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-85
hitsound = s4010,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
ctrl = 0
juggle = 20

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4050,1
guardsound = s4450,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = numhelper(9100) =1
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4050,1
guardsound = s4450,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 4,-1
value = 4050,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
ctrl = 0
juggle = 20


[State hit]
type = HitDef
trigger1 = uniqhitcount!= 3 && uniqhitcount < 6
trigger1 = timemod = 4,0
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 5,5
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-90
hitsound = s4050,0
guardsound = s4450,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-4
getpower = 50

[State hit]
type = HitDef
trigger1 = uniqhitcount!= 3 && uniqhitcount < 6
trigger1 = timemod = 4,0
trigger1 = numhelper(9100) = 1
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 5,5
sparkno = s9403
guard.sparkno = s9450
sparkxy = -10,-90
hitsound = s4050,0
guardsound = s4450,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3
air.velocity = -2,-4
getpower = 50

[State hit]
type = HitDef
trigger1 = uniqhitcount = 3
trigger1 = timemod = 4,0
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 5,5
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-90
hitsound = s4050,0
guardsound = s4450,0
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -3
air.velocity = -2,-4
p2facing = 1
ID = 4090
getpower = 50

[State hit]
type = HitDef
trigger1 = uniqhitcount = 3
trigger1 = timemod = 4,0
trigger1 = numhelper(9100) = 1
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 5,5
sparkno = s9403
guard.sparkno = s9450
sparkxy = -10,-90
hitsound = s4050,0
guardsound = s4450,0
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -3
air.velocity = -2,-4
p2facing = 1
ID = 4090
getpower = 50

[State target]
type = TargetState
trigger1 = movehit
value = 5000
persistent = 0
ignorehitpause = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 8,-1
value = 4050,10

[State type]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 260]
type = S
movetype = A
physics = S
anim = 260
ctrl = 0
juggle = 20



[State hit]
type = HitDef
trigger1 = animelemno(0) = 9
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
air.velocity = -3,-4
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 9
trigger1 = numhelper(9100) = 1
attr = S,NA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9403
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
air.velocity = -3,-4
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 9,-1
value = 4020,10

[State type]
type = StateTypeSet
trigger1 = animelem = 10
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 270]
type = S
movetype = A
physics = S
anim = 270
ctrl = 0
juggle = 20



[State hit]
type = HitDef
trigger1 = animelemno(0) = 8
trigger1 = numhelper(9100) = 0
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = hard
damage = Ceil(0.1 * enemy,Const(data.life)),Ceil(0.05 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-45
hitsound = s4020,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 8
trigger1 = numhelper(9100) = 1
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-45
hitsound = s4020,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
persistent = 1
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 10
trigger1 = numhelper(9100) = 0
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -1,-12
air.velocity = -1,-11
airguard.velocity = -3,-4
fall = 1
fall.recovertime = 40
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 10
trigger1 = numhelper(9100) = 1
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = up
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -1,-12
air.velocity = -1,-11
airguard.velocity = -3,-4
fall = 1
fall.recovertime = 40
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 8,-1
value = 4030,10

[State type]
type = StateTypeSet
trigger1 = animelem = 11
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 280]
type = S
movetype = A
physics = S
anim = 280
ctrl = 0
juggle = 20


[State snd]
type = PlaySnd
trigger1 = animelem = 3 || animelem = 5
value = 52,0

[State 280]
type = PlaySnd
trigger1 = animelem = 5
value = 280,var(1)*10
[State 280]
type = PlaySnd
trigger1 = animelem = 14
value = 280,ifelse(var(1)>=3,31,1)

[State hit]
type = HitDef
trigger1 = animelemno(0) = 10
trigger1 = numhelper(9100) = 0
attr = S,NA
guardflag = HA
animtype = diagup
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-95
hitsound = s4010,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .35
ground.velocity = -4,-14
air.velocity = -4,-12
airguard.velocity = -3,-4
p2facing = 1
fall = 1
fall.xvelocity = -2
fall.recovertime = 60
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 10
trigger1 = numhelper(9100) = 1
attr = S,NA
guardflag = HA
animtype = diagup
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-95
hitsound = s4010,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .35
ground.velocity = -4,-14
air.velocity = -4,-12
airguard.velocity = -3,-4
p2facing = 1
fall = 1
fall.xvelocity = -2
fall.recovertime = 60
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 10,-1
value = 4030,10

[State type]
type = StateTypeSet
trigger1 = animelem = 11
movetype = I

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

;===============================================================================
;===============================================================================

[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
ctrl = 0
juggle = 20


[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = numhelper(9100) = 0
attr = C,NA
guardflag = LA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 8,8+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-55
hitsound = s4050,1
guardsound = s4450,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = numhelper(9100) = 1
attr = C,NA
guardflag = LA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 8,8+(var(8)!=0)*6
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-55
hitsound = s4050,1
guardsound = s4450,0
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4050,10

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
ctrl = 0
juggle = 20



[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = numhelper(9100) = 0
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9403
guard.sparkno = s9450
sparkxy = -10,-10
hitsound = s4010,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -2,-3
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 3
trigger1 = numhelper(9100) = 1
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-10
hitsound = s4010,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -2,-3
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
ctrl = 0
juggle = 20



[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = numhelper(9100) = 0
attr = C,NA
hitflag = MAFD
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9403
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4010,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -2,-3
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = numhelper(9100) = 1
attr = C,NA
hitflag = MAFD
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-80
hitsound = s4010,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
down.velocity = -2,-3
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 4,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 460]
type = C
movetype = A
physics = C
anim = 460
ctrl = 0
juggle = 20



[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [6,7]
trigger1 = numhelper(9100) = 0
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = back
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9403
guard.sparkno = s9450
sparkxy = -10,-40
hitsound = s4060,0
guardsound = s4460,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-8
air.velocity = -2,-8
down.velocity = -1,-6
fall = 1
fall.recovertime = 20
getpower = 50

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [6,7]
trigger1 = numhelper(9100) = 1
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = back
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-40
hitsound = s4060,0
guardsound = s4460,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-8
air.velocity = -2,-8
down.velocity = -1,-6
fall = 1
fall.recovertime = 20
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 6,-1
value = 4060,10

[State type]
type = StateTypeSet
trigger1 = animelem = 8
movetype = I

[State snd]
type = PlaySnd
trigger1 = animelem = 8
value = 4310,0

[State 460]
type = EnvShake
trigger1 = animelem = 8
time = 4
ampl = -2

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 480]
type = C
movetype = A
physics = C
anim = 480
ctrl = 0
juggle = 20


[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = numhelper(9100) = 0
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = back
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-15
hitsound = s4020,0
guardsound = s4410,0
ground.type = trip
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-6
air.velocity = -2,-6
down.velocity = -1,-4
fall = 1
fall.recover = 0
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = numhelper(9100) = 1
attr = C,NA
hitflag = MAFD
guardflag = LA
animtype = back
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-15
hitsound = s4020,0
guardsound = s4410,0
ground.type = trip
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-6
air.velocity = -2,-6
down.velocity = -1,-4
fall = 1
fall.recover = 0
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4030,10

[State type]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State snd]
type = PlaySnd
trigger1 = animelem = 5
value = 4320,0

[State 480]
type = EnvShake
trigger1 = animelem = 5
time = 6

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

;===============================================================================
;===============================================================================

[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0
juggle = 20



[State vel]
type = velset
trigger1 = prevstateno = 102 && time = 0
x = vel x/2
[State vel]
type = velset
trigger1 = prevstateno = 102 && time = [0,9]
y = 0

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [3,4]
trigger1 = numhelper(9100) = 0
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 8,8+(var(8)!=0)*6
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-30
hitsound = s4050,1
guardsound = s4400,0
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [3,4]
trigger1 = numhelper(9100) = 1
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 8,8+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-30
hitsound = s4050,1
guardsound = s4400,0
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4050,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State type]
type = StateTypeSet
trigger1 = fvar(14) = 1
physics = N
[State vel]
type = veladd
trigger1 = fvar(14) = 1
y = .35

[State end]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
trigger2 = animtime = 0
value = 51
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
ctrl = 0
juggle = 20



[State vel]
type = velset
trigger1 = prevstateno = 102 && time = 0
x = vel x/2
[State vel]
type = velset
trigger1 = prevstateno = 102 && time = [0,9]
y = 0

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [3,4]
trigger1 = numhelper(9100) = 0
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-30
hitsound = s4000,0
guardsound = s4400,0
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [3,4]
trigger1 = numhelper(9100) = 1
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-30
hitsound = s4000,0
guardsound = s4400,0
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -3
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50


[State snd]
type = PlaySnd
trigger1 = animelem = 3,-1
value = 4000,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State type]
type = StateTypeSet
trigger1 = fvar(14) = 1
physics = N
[State vel]
type = veladd
trigger1 = fvar(14) = 1
y = .35

[State end]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
trigger2 = animtime = 0
value = 51
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
ctrl = 0
juggle = 20

[State vel]
type = velset
trigger1 = prevstateno = 102 && time = 0
x = vel x/2
[State vel]
type = velset
trigger1 = prevstateno = 102 && time = [0,9]
y = 0

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [2,5]
trigger1 = numhelper(9100) = 0
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = S9400
guard.sparkno = s9450
sparkxy = -10,-25
hitsound = s4060,0
guardsound = s4460,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [2,5]
trigger1 = numhelper(9100) = 1
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 10,10+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-25
hitsound = s4060,0
guardsound = s4460,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 2,-1
value = 4060,10

[State type]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I

[State type]
type = StateTypeSet
trigger1 = fvar(14) = 1
physics = N
[State vel]
type = veladd
trigger1 = fvar(14) = 1
y = .35

[State end]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
trigger2 = animtime = 0
value = 51
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 660]
type = A
movetype = A
physics = A
anim = 660
ctrl = 0
juggle = 20

[State vel]
type = velset
trigger1 = prevstateno = 102 && time = 0
x = vel x/2
[State vel]
type = velset
trigger1 = prevstateno = 102 && time = [0,9]
y = 0

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = numhelper(9100) = 0
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-40
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 4
trigger1 = numhelper(9100) = 1
attr = A,NA
guardflag = HA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12+(var(8)!=0)*6
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-40
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -1,-3-fvar(14)
air.fall = fvar(14)
fall.recovertime = ifelse(fvar(14)=1,40,4)
persistent = 1
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 4,-1
value = 4020,10

[State type]
type = StateTypeSet
trigger1 = animelem = 5
movetype = I

[State type]
type = StateTypeSet
trigger1 = fvar(14) = 1
physics = N
[State vel]
type = veladd
trigger1 = fvar(14) = 1
y = .35

[State end]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
trigger2 = animtime = 0
value = 51
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 680]
type = A
movetype = A
physics = A
anim = 680
ctrl = 0
juggle = 20



[State vel]
type = velset
trigger1 = prevstateno = 102 && time = 0
x = vel x/2
[State vel]
type = velset
trigger1 = prevstateno = 102 && time = [0,9]
y = 0

[State pos]
type = posadd
trigger1 = animelem = 3 || animelem = 4 || animelem = 5 || animelem = 6
x = 5
[State pos]
type = posadd
trigger1 = animelem = 10 || animelem = 11
x = -10
[State pos]
type = posadd
trigger1 = animelem = 11
y = -10

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = numhelper(9100) = 0
attr = A,NA
guardflag = HA
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9401
guard.sparkno = s9450
sparkxy = -10,-60
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-12
air.velocity = -2,-12
p2facing = 1
fall = 1
fall.yvelocity = -4
fall.recovertime = ifelse(fvar(14)=1,40,4)
persistent = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = animelemno(0) = 5
trigger1 = numhelper(9100) = 1
attr = A,NA
guardflag = HA
animtype = up
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9402
guard.sparkno = s9450
sparkxy = -10,-60
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-12
air.velocity = -2,-12
p2facing = 1
fall = 1
fall.yvelocity = -4
fall.recovertime = ifelse(fvar(14)=1,40,4)
persistent = 1
getpower = 50

[State hit]
type = movehitreset
trigger1 = animelemno(0) = 5

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [6,8]
trigger1 = numhelper(9100) = 0
attr = A,NA
guardflag = HA
animtype = up
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9400
guard.sparkno = s9450
sparkxy = -20,-90
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -6,-5
air.velocity = -6,-5
airguard.velocity = -3,-4
p2facing = 1
fall = 1
fall.yvelocity = -4
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50

[State hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = animelemno(0) = [6,8]
trigger1 = numhelper(9100) = 1
attr = A,NA
guardflag = HA
animtype = up
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9403
guard.sparkno = s9450
sparkxy = -20,-90
hitsound = s4020,0
guardsound = s4410,0
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -6,-5
air.velocity = -6,-5
airguard.velocity = -3,-4
p2facing = 1
fall = 1
fall.yvelocity = -4
fall.recovertime = ifelse(fvar(14)=1,40,4)
getpower = 50



[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4030,10

[State type]
type = StateTypeSet
trigger1 = animelem = 9
movetype = I

[State type]
type = StateTypeSet
trigger1 = fvar(14) = 1
physics = N
[State vel]
type = veladd
trigger1 = fvar(14) = 1
y = .35

[State end]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
trigger2 = animtime = 0
value = 51
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 710]
type=S
physics=S
movetype=I
anim=710
velset=0,0
ctrl=0
sprpriority=-1
[State 710, snd]
type=playsnd
trigger1=!time
value=280,30
channel=0
[State 710, push]
type=playerpush
trigger1=1
value=0
[State 710, hb]
type=hitby
trigger1=1
value=SCA,AT
time=1
[State 710, attack]
type=changestate
trigger1=var(59)<=0&&animelemtime(3)>=0
trigger1=command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
value=ifelse((command="x"||command="y"||command="z"),210,220)
[State 710, attack]
type=changestate
trigger1=var(59)>=1&&animelemtime(3)>=0&&(p2dist x=[0,60])&&p2movetype!=A
value=ifelse(random<500,210,220)
[State 710, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;===============================================================================
;===============================================================================

[Statedef 720]
type=C
physics=C
movetype=I
anim=720
velset=ifelse(prevstateno=100,vel x,0),0
ctrl=0
sprpriority=-1
[State 720, snd]
type=playsnd
trigger1=animelem=1
value= 5000,2
channel=0
[State 720, vel]
type=velset
trigger1=animelemtime(2)>=0&&animelemtime(4)<0
x=6
[State 720, push]
type=playerpush
trigger1=1
value=0
[State 720, hb]
type=hitby
trigger1=animelemtime(8)<0
value=SCA,AT
time=1
[State 720, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;===============================================================================
;===============================================================================

[Statedef 760]
type=U
physics=U
movetype=I
anim=760+(statetype=A)
ctrl=(statetype=A)
velset=ifelse((statetype=S),0,vel x),ifelse((statetype=S),0,vel y)
poweradd=-1000

[State 760, Omni-Effect]
type=nothitby
trigger1=time<10
time=1
value=SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT, AA, AT, AP

[State pal]
type = BGPalFX
trigger1 = animelem = 1
time = 30
sinadd = -128,-128,-64,104
ignorehitpause = 1
[State pal]
type = BGPalFX
trigger1 = time >= 1
time = 30
add = -128,-128,-64
sinadd = 128,128,64,104
ignorehitpause = 1

[State 760, snd]
type=playsnd
trigger1=!time
value=2052,10
channel=0
volume=200

[State 760, superchargepause]
type=superpause
trigger1=!time
time=30
anim=-1
sound=s4500
darken=0
movetime=30*(anim=760)

[State 760, nhb]
type=nothitby
trigger1=anim=760&&time<=30
trigger2=anim=761&&time<=1
time=1
value=SCA


[State 760, end]
type=changeanim
trigger1=anim=761&&!animtime
value=41+(vel x>0)+(vel x<0)*2
elem=7-(!vel x)*4
persistent=0
[State 760, sts]
type=statetypeset
trigger1=anim=[41,43]
statetype=A
physics=A

[State 760]
type = LifeAdd
trigger1 = numhelper(9100) = 0
trigger1 = time = 0
value = 100

[State 760]
type = LifeAdd
trigger1 = numhelper(9100) = 1
trigger1 = time = 0
value = 250

[State 760, super effect]
type = Explod
trigger1 = time = 1
anim = 4500
pos= 0,-80
removetime = 64
supermove = 1
sprpriority = 5

[State 760, super effect]
type = Explod
trigger1 = time = 1
anim = 4501
removetime = 64
pos= 0,-80
supermove = 1
sprpriority = 5

[State 760, super effect]
type = Explod
trigger1 = time = 1
anim = 4502
removetime = 64
pos= 0,-80
supermove = 1
sprpriority = 5

[State 760, end]
type=changestate
trigger1=anim=760&&!animtime
value=0
ctrl=1

;===============================================================================
;===============================================================================

[Statedef 740]
type=S
physics=S
movetype=I
anim=740
ctrl=0
velset=0,0

[State 740, power]
type=poweradd
triggerall=anim=740&&power<powermax
trigger1=var(59)<=0&&(command="hold_b"&&command="hold_y")
trigger2=var(59)>=1
value=15+(time/10)

[State 740, snd]
type=playsnd
trigger1=!time
value=7500,0
channel=0

[State 740]
type = Explod
triggerall = roundstate = 2
triggerall = time >= -1
trigger1 = (GameTime%25) = 1
anim = 7776
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 740]
type = Explod
triggerall = roundstate = 2
triggerall = time >= -1
trigger1 = (GameTime%25) = 1
anim = 7777
sprpriority = 1
postype = p1
pos = -70,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 740, shake]
type=envshake
trigger1=anim=740&&!(time%4)
time=4
freq=80
ampl=2
[State 740, flash]
type=palfx
trigger1=anim=740&&!(time%12)
add=80,20,0
sinadd=80,20,0,12
time=12
[State 740, flash]
type=palfx
trigger1=anim=741
add=0,0,0
time=1
persistent=0




[State 740, anim]
type=changeanim
triggerall=anim=740&&animelemtime(2)>=0
trigger1=var(59)<=0&&(command!="hold_b"||command!="hold_y")
trigger2=power>=powermax||roundstate!=2
trigger3=var(59)>=1&&(inguarddist||p2movetype=A||p2dist x<160)
value=741

[State 740, stopsnd]
type=stopsnd
trigger1=anim=741
channel=0
persistent=0
[State 740, snd]
type=playsnd
trigger1=anim=741&&power>=powermax
value=914,0
channel=0
persistent=0
[State 740, end]
type=changestate
trigger1=anim=741&&!animtime
value=0
ctrl=1


;===============================================================================
;===============================================================================

[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0


[State var]
type = varset
trigger1 = time = 0
var(3) = 0
[State var]
type = varset
trigger1 = command = "holdback" && time = 0
var(3) = 1

[State hit]
type = HitDef
trigger1 = time = 0
trigger1 = numhelper(9100) = 0
attr = S,NT
hitflag = M-
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
priority = 2,miss
sparkno = s9402
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
p1facing = ifelse(var(3)=1,-1,1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1
fall.xvelocity = -1
fall.recover = 0
hitonce = 1
numhits = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = time = 0
trigger1 = numhelper(9100) = 1
attr = S,NT
hitflag = M-
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
priority = 2,miss
sparkno = s9401
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
p1facing = ifelse(var(3)=1,-1,1)
p2facing = 1
p1stateno = 801
p2stateno = 805
fall = 1
fall.xvelocity = -1
fall.recover = 0
hitonce = 1
numhits = 0
getpower = 50

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 270

;===============================================================================
;===============================================================================

[Statedef 801]
type = S
movetype = A
physics = S
anim = 801


[State hit]
type = NotHitBy
trigger1 = animelem = 13,< 0
value = SCA
[State 801]
type = PlayerPush
trigger1 = animelem = 13,< 0
value = 0

[State pos]
type = posadd
trigger1 = var(3) = 1 && animelem = 1
x = 5

[State snd]
type = PlaySnd
trigger1 = animelem = 1
value = 4040,0

[State bind]
type = TargetBind
trigger1 = animelem = 2,< 0
pos = 50,0
[State bind]
type = TargetBind
trigger1 = animelemno(0) = 2
pos = 52,-128
[State bind]
type = TargetBind
trigger1 = animelemno(0) = 3
pos = 79,-145
[State bind]
type = TargetBind
trigger1 = animelemno(0) = 4
pos = 85,-148
[State bind]
type = TargetBind
trigger1 = animelemno(0) = [5,11]
pos = 92,-151

[State 801]
type = PlaySnd
trigger1 = animelem = 1
value = 200,ifelse(var(1)>=3,31,1)
[State 801]
type = PlaySnd
trigger1 = animelem = 6
value = 801,ifelse(var(1)>=3,30,0)

[State hit]
type = HitDef
trigger1 = time = 0
trigger1 = numhelper(9100) = 0
attr = S,NT
hitflag = AF
animtype = back
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 1,12
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-150
hitsound = s4060,0
guardsound = s4460,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-10
air.velocity = -2,-10
fall = 1
fall.recover = 0
getpower = 50

[State hit]
type = HitDef
trigger1 = time = 0
trigger1 = numhelper(9100) = 1
attr = S,NT
hitflag = AF
animtype = back
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 1,12
sparkno = s9403
guard.sparkno = s9450
sparkxy = -10,-150
hitsound = s4060,0
guardsound = s4460,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -2,-10
air.velocity = -2,-10
fall = 1
fall.recover = 0
getpower = 50

[State snd]
type = PlaySnd
trigger1 = animelem = 12,-1
value = 4020,10

[State target]
type = TargetState
trigger1 = animelem = 12
value = 806

[State type]
type = StateTypeSet
trigger1 = animelem = 13
movetype = I

[State end]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 805]
type = A
movetype = H
physics = N



[State hit]
type = NotHitBy
trigger1 = 1
value = SCA
[State 805]
type = PlayerPush
trigger1 = 1
value = 0
[State 805]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State anim]
type = ChangeAnim
trigger1 = time = [0,3]
value = 5011
[State anim]
type = ChangeAnim2
trigger1 = time = 4
value = 5405

;===============================================================================
;===============================================================================

[Statedef 806]
type = A
movetype = H
physics = N



[State pos]
type = posadd
trigger1 = time = 0
y = -const(size.mid.pos.y)

[State vel]
type = velset
trigger1 = time = 0
x = -2
y = -6

[State end]
type = SelfState
trigger1 = time = 0
value = 5050

;===============================================================================
;===============================================================================

[Statedef 820]
type = A
movetype = A
physics = A
anim = 820
ctrl = 0



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

[State hit]
type = HitDef
trigger1 = time = 0
trigger1 = numhelper(9100) = 0
attr = A,NT
hitflag = AF
priority = 2,miss
sparkno = s9403
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -8,-5
air.velocity = -8,-5
p2facing = 1
p1stateno = 821
p2stateno = 825
p2getp1state = 1
fall = 1
fall.yvelocity = -4
fall.recovertime = 60
hitonce = 1
getpower = 50

[State hit]
type = HitDef
trigger1 = time = 0
trigger1 = numhelper(9100) = 1
attr = A,NT
hitflag = AF
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
priority = 2,miss
sparkno = s9402
ground.slidetime = 20
ground.hittime = 20
yaccel = .55
ground.velocity = -8,-5
air.velocity = -8,-5
p2facing = 1
p1stateno = 821
p2stateno = 825
p2getp1state = 1
fall = 1
fall.yvelocity = -4
fall.recovertime = 60
hitonce = 1
getpower = 50

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 660

;===============================================================================
;===============================================================================

[Statedef 821]
type = A
movetype = I
physics = N
anim = 821
velset = 0,0


[State hit]
type = NotHitBy
trigger1 = 1
value = SCA
[State 821]
type = PlayerPush
trigger1 = 1
value = 0

[State snd]
type = PlaySnd
trigger1 = animelem = 2
value = 4040,0

[State 821]
type = PlaySnd
trigger1 = animelem = 2
value = 801,ifelse(var(1)>=3,30,0)

[State explod]
type = Explod
trigger1 = animelem = 5
anim = f1
pos = 80,-60
ownpal = 1
ontop = 1
[State snd]
type = PlaySnd
trigger1 = animelem = 5
value = 4020,0

[State bind]
type = TargetBind
trigger1 = animelem = 3,< 0
pos = 80,-90
[State bind]
type = TargetBind
trigger1 = animelemno(0) = [3,4]
pos = 90,-90

[State snd]
type = PlaySnd
trigger1 = animelem = 5,-1
value = 4030,10

[State life]
type = TargetLifeAdd
trigger1 = animelem = 5
value = -ceil(80*(const(data.attack)*.01))

[State life]
type = TargetLifeAdd
trigger1 = animelem = 5
trigger1 = numhelper(9100) = 1
value = -ceil(9999*(const(data.attack)*.01))

[State hit]
type = HitAdd
trigger1 = animelem = 5
value = 1

[State vel]
type = velset
trigger1 = animelem = 6
x = -1

[State ctrl]
type = ctrlset
trigger1 = animelem = 9
value = 1

[State vel]
type = veladd
trigger1 = animelem = 9,>= 0
y = .45

[State end]
type = ChangeState
trigger1 = animelem = 9,>= 0
trigger1 = pos y >= 0 && vel y > 0
value = 52
ctrl = 1

;===============================================================================
;===============================================================================

[Statedef 825]
type = A
movetype = H
physics = N

[State hit]
type = NotHitBy
trigger1 = 1
value = SCA
[State 825]
type = PlayerPush
trigger1 = 1
value = 0
[State 825]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State anim]
type = ChangeAnim2
trigger1 = time = [0,10]
value = 5403
[State anim]
type = ChangeAnim2
trigger1 = time = [11,16]
value = 5404
[State anim]
type = ChangeAnim2
trigger1 = time = [17,21]
value = 5405

[State pos]
type = posadd
trigger1 = time = 21
y = -const(size.mid.pos.y)

[State end]
type = ChangeState
trigger1 = time = 21
value = 5060


;===============================================================================
;===============================================================================

[Statedef 910]
type = S
movetype = A
physics = S
anim = 910
velset = 0,0
ctrl = 0
poweradd = 0
facep2 = 1



[State hit]
type = NotHitBy
trigger1 = time = [0,13]
value = SCA
[State pal]
type = PalFX
trigger1 = time = 0
time = 13
sinadd = 128,128,128,26
ignorehitpause = 1
[State snd]
type = PlaySnd
trigger1 = time = 0
value = 914,0

[State hit]
type = HitDef
trigger1 = animelemno(0) = 6
trigger1 = numhelper(9100) = 0
attr = S,HA
guardflag = MA
animtype = hard
damage = Ceil(0.03 * enemy,Const(data.life)),Ceil(0.005 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-65
hitsound = s4020,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
air.velocity = -3,-4
p2facing = 1
air.fall = 1
fall.recover = 0
ID = 4090
hitonce = 1
getpower = 0
persistent = 0

[State hit]
type = HitDef
trigger1 = animelemno(0) = 6
trigger1 = numhelper(9100) = 1
attr = S,HA
guardflag = MA
animtype = hard
damage = Ceil(0.05 * enemy,Const(data.life)),Ceil(0.02 * enemy,Const(data.life))
pausetime = 12,12
sparkno = s9400
guard.sparkno = s9450
sparkxy = -10,-65
hitsound = s4020,0
guardsound = s4410,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6
air.velocity = -3,-4
p2facing = 1
air.fall = 1
fall.recover = 0
ID = 4090
hitonce = 1
getpower = 0
persistent = 1

[State target]
type = TargetState
trigger1 = movehit
value = 5000
persistent = 0
ignorehitpause = 1

[State snd]
type = PlaySnd
trigger1 = animelem = 6,-1
value = 4010,10

[State type]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I

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