;====================<PARRY HELPER>=========================
[StateDef 765]
type = A
physics = N
moveType = I
anim = ifElse(Root, StateType = C, 766, ifElse(Root, StateType = A, 767, 765))
velSet = 0,0
ctrl = 0

[State 765, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 765, BindToRoot]
type = BindToRoot
trigger1 = 1
time = -1

[State 765, Change to Crouching]
type = ChangeAnim
triggerAll = !Time
trigger1 = Root, command = "down"
value = 766

[State 765, Change to Standing / Jumping]
type = ChangeAnim
triggerall = !Time
trigger1 = Root, command = "fwd"
value = ifElse((Root, StateType = A), 767, 765)

[State 765, Change to Standing / Jumping]
type = ChangeAnim
trigger1 = Anim = 765 || Anim = 767
value = ifElse((Root, StateType = A), 767, 765)

[State 765, Disable]
type = VarSet
trigger1 = Time >= ifElse((Root, StateType = A), 7, 8)
trigger2 = Facing != (Root, Facing)
trigger3 = !(Root, ctrl)
trigger3 = (Root, StateNo != [760,762]) && (Root, StateNo != 5120)
var(0) = 1

[State 765, Disable]
type = VarSet
trigger1 = (Root, command = "holdback")
trigger2 = Time < 4 && (Root, command = "holdfwd" + Root, command = "holddown") > 1
trigger3 = Time >= 4 && (Root, command = "holdfwd" || Root, command = "holddown")
trigger4 = Time >= 1 && (((Anim = 765 || Anim = 767) && Root, command = "fwd") || (Anim = 766 && Root, command = "down"))
var(0) = 1

[State 765, Disable]
type = ChangeAnim
trigger1 = var(0) = 1
value = 1

[State 765, Standing/Air]
type = ReversalDef
trigger1 = !var(0) && (Anim = 765 || Anim = 767)
trigger1 = (Root, StateNo != 5120) || !(Root, AnimTime)
reversal.attr = SCA,AA
p1StateNo = 766
pauseTime = 0,0
sparkNo = -1
numHits = 0

[State 765, Crouching]
type = ReversalDef
trigger1 = !var(0) && Anim = 766
reversal.attr = SC,AA
p1StateNo = 766
pauseTime = 0,0
sparkNo = -1
numHits = 0

[State 765, Disable]
type = ReversalDef
trigger1 = var(0) = 1
reversal.attr =
pauseTime = 0,0
sparkNo = -1
numHits = 0

[State 765, End]
type = DestroySelf
trigger1 = Time >= 18
trigger2 = (Root, MoveType != I)
trigger3 = !(Root, ctrl) && (Root, StateNo != [760,762]) && (Root, StateNo != 5120)
trigger4 = (Root, StateNo = [760,762]) && (Root, Time <= 1)


;---Success---
[StateDef 766]
moveType = I
ctrl = 0

[State 766, Disable]
type = VarSet
trigger1 = 1
var(0) = 1

[State 766, End]
type = DestroySelf
trigger1 = Root, StateNo = [760,762]
trigger2 = Time >= 2

;=====================<MAX MODE BAR HELPER>============================
[Statedef 780]
type = S
movetype = I
physics = N
anim = 1
sprpriority = 0

[State 780, BindToRoot]
type = BindToRoot
trigger1 = 1
time = -1
pos = 0,-15

[State 780, Meter BG]
type = Null;Explod
trigger1 = !Time
anim = 780
id = 780
pos = 2,0
postype = p1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = -1
ontop = 1
ownpal = 1
removeongethit = 0

[State 780, Meter Fill]
type = Explod
trigger1 = Time = 2
anim = 781
id = 781
pos = 24,0
postype = p1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 780, Meter Container]
type = Explod
trigger1 = Time = 2
anim = 782
id = 782
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 4
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 780, ModifyExplod]
type = ModifyExplod
trigger1 = root, Var(20) > 0
id = 781
scale = (5 + root, Var(20)) / 2000.0,.5
ignorehitpause = 1

[State 780, RemoveExplod]
type = RemoveExplod
trigger1 = root, Var(20) <= 0
id = 780
ignorehitpause = 1

[State 780, RemoveExplod]
type = RemoveExplod
trigger1 = root, Var(20) <= 0
id = 781
ignorehitpause = 1

[State 780, RemoveExplod]
type = RemoveExplod
trigger1 = root, Var(20) <= 0
id = 782
ignorehitpause = 1

[State 780, DestroySelf]
type = DestroySelf
trigger1 = root, Var(20) <= 0
ignorehitpause = 1

;===========================<ICE FX HELPERS>============================
;Stand HP
[Statedef 222]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 222
sprpriority = 4

[State 222, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = 2,0

[State 222, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 222, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 222, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 222, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=220


;Critical Ice 
[Statedef 226]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 226
sprpriority = 4

[State 226, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 226, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 226, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 226, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 226, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=225

;Jump LP 
[Statedef 605]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 605
sprpriority = 4

[State 605, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = 3,5

[State 605, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 605, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 605, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 605, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=600

;Jump MP 
[Statedef 615]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 605
sprpriority = 4

[State 615, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = -3,10

[State 615, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 615, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 615, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 615, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=610

;Jump HP 
[Statedef 625]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 625
sprpriority = 4

[State 625, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = -3,9

[State 625, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 625, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 625, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 625, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=620

;Ice Coffin FX 1 
[Statedef 825]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 825
sprpriority = 4

[State 825, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 825, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 825, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 825, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 825, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=810

;Ice Coffin FX 2 
[Statedef 826]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 826
sprpriority = 4

[State 826, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 826, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 826, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 826, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 826, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=810

;LP Crow Bites FX
[Statedef 1101]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1101
sprpriority = 4

[State 1101, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0,0

[State 1101, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1101, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1101, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1101, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=1100

;MP Crow Bites FX
[Statedef 1102]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1101
sprpriority = 4

[State 1102, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0,0

[State 1102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1102, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1102, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1102, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=1110

;HP Crow Bites FX
[Statedef 1103]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1101
sprpriority = 4

[State 1103, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0,0

[State 1103, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1103, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1103, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1103, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=1120

;EX Crow Bites FX
[Statedef 1104]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1101
sprpriority = 4

[State 1104, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0,0

[State 1104, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1104, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1104, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1104, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=1130

;Counter Shell FX 
[Statedef 1203]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1203
sprpriority = 4

[State 1203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1203, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1203, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1203, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=1200

;Shell Kick FX 
[Statedef 1204]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1204
sprpriority = 4

[State 1204, Bind to Kula]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 1204, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1204, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1204, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1204, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H

;EX Counter Shell FX 
[Statedef 1290]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1203
sprpriority = 4

[State 1290, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1290, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1290, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1290, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=1230

;Diamond Shoot FX 
[Statedef 1401]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 1401
sprpriority = 4

[State 1401, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0,-61

[State 1401, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1401, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1401, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1401, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H


;=====================<DIAMOND BREATH PROJECTILE>=========================
;Light
[StateDef 1010]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 4

[State 1010, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1014
ignoreHitPause = 1

[State 1010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1010, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1010, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1010, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1010, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010
value = 1010

[State 1010, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0, 0
facing = 1

[State 1010, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1010, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1010, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1010, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = !var(18)
attr = S,SP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (49 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (49 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -4.5, -7.775
ground.cornerPush.velOff = 0
guard.velocity = -12.52
guard.cornerPush.velOff = 0
air.velocity = -4.5, -7.775
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .49
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -90
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 4
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1010, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = MoveContact=1
value = 1013
ignoreHitPause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1014
ignoreHitPause = 1

[State 1010, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
;trigger3 = Root,StateNo!=1000
;trigger4 = MoveReversed


;Med
[StateDef 1011]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1011
sprPriority = 4

[State 1011, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1014
ignoreHitPause = 1

[State 1011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1011, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1011, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1011, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1011, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1011, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1011
value = 1011

[State 1011, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0, 0
facing = 1

[State 1011, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1011, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1011, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1011, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = !var(18)
attr = S,SP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (56 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (56 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -4.5, -7.775
ground.cornerPush.velOff = 0
guard.velocity = -12.52
guard.cornerPush.velOff = 0
air.velocity = -4.5, -7.775
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .5
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -90
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 4
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1011, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1011, ChangeState]
type = ChangeState
trigger1 = MoveContact=1
value = 1013
ignoreHitPause = 1

[State 1011, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1014
ignoreHitPause = 1

[State 1011, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H


;Strong
[StateDef 1012]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1012
sprPriority = 4

[State 1012, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1014
ignoreHitPause = 1

[State 1012, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1012, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1012, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1012, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1012, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1012, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1012
value = 1012

[State 1012, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0, 0
facing = 1

[State 1012, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1012, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1012, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1012, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = !var(18)
attr = S,SP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (63 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (63 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 16
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 19
ground.slideTime = 19
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -12.52
ground.cornerPush.velOff = 0
guard.velocity = -12.52
guard.cornerPush.velOff = 0
air.velocity = -4.5, -7.775
air.cornerPush.velOff = 0
airGuard.velocity = -5, -1
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .5
air.fall = 1
fall = 0
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -90
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 4
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1012, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1012, ChangeState]
type = ChangeState
trigger1 = MoveContact=1
value = 1013
ignoreHitPause = 1

[State 1012, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1014
ignoreHitPause = 1

[State 1012, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H


;Hit Pause
[StateDef 1013]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
moveHitPersist = 1

[State 1013, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 1013, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
ignorehitPause = 1

[State 1013, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), -50;-60
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 1013, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), -50
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 1013, End]
type = ChangeState
trigger1 = Time >= 0
value = 1014


;Dead State
[Statedef 1014]
type = A
movetype= I
physics = N
ctrl = 0
;velset = 0,0
sprpriority = 4
movehitpersist = 1

[State 1014, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1014, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1014, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1014, End]
type = ChangeState
trigger1 = !AnimTime
value = 1015

[State 1014, End]
type = DestroySelf
trigger1 = Root,MoveType=H


;Wait
[StateDef 1015]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 1015, AfterImageTime]
type = AfterImageTime
trigger1 = 1 
time = 0
ignorehitpause = 1 

[State 1015, DestroySelf]
type = DestroySelf
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target, Time <= 1 && !(Target, HitShakeOver)


;EX Version
[StateDef 1020]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1012
sprPriority = 4

[State 1020, Restriction Set]
type = ParentVarSet
trigger1 = MoveHit=1 && NumTarget
var(12) = 0

[State 1020, Extra Stock Subtract]
type = ParentVarAdd
triggerall = Root,var(14) > 0
trigger1 = MoveHit=1 && NumTarget
var(14) = -1

[State 1020, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1014
ignoreHitPause = 1

[State 1020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1020, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1020, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1020, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1020, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1020, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1012
value = 1012

[State 1020, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 0, 0
facing = 1

;[State 1020, VelSet]
;type = Null;VelSet
;trigger1 = 1
;trigger1 = AnimElemTime(2) >=0 
;x = 4
;ignorehitpause = 1  

[State 1020, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1020, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1020, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1020, HitDef: Unfrozen, Standing]
type = HitDef
triggerall = root,var(12)
triggerall = root,var(14)
triggerall = P2StateNo != [105000,105002]
triggerall = P2StateType = S || P2StateType = L
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage =  ceil(ifElse(fvar(11) * (28 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (28 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 8
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = 0
ground.cornerPush.velOff = 0
guard.velocity = -8
guard.cornerPush.velOff = 0
air.velocity = 0, 0
air.cornerPush.velOff = 0
airGuard.velocity = -6, -1.5
airGuard.cornerPush.velOff = 0
;yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
kill = 0
id = 105000
p2facing = 1

[State 1020, HitDef: Unfrozen, Crouching]
type = HitDef
triggerall = root,var(12)
triggerall = root,var(14)
triggerall = P2StateNo != [105000,105002]
triggerall = P2StateType = C
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage =  ceil(ifElse(fvar(11) * (28 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (28 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 8
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = 0
ground.cornerPush.velOff = 0
guard.velocity = -8
guard.cornerPush.velOff = 0
air.velocity = 0, 0
air.cornerPush.velOff = 0
airGuard.velocity = -6, -1.5
airGuard.cornerPush.velOff = 0
;yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 34
;forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
kill = 0
id = 105001
p2facing = 1

[State 1020, HitDef: Unfrozen, Air]
type = HitDef
triggerall = root,var(12)
triggerall = root,var(14)
triggerall = P2StateNo != [105000,105002]
triggerall = P2StateType = A
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage =  ceil(ifElse(fvar(11) * (28 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (28 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 8
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = 0
ground.cornerPush.velOff = 0
guard.velocity = -8
guard.cornerPush.velOff = 0
air.velocity = 0, 0
air.cornerPush.velOff = 0
airGuard.velocity = -6, -1.5
airGuard.cornerPush.velOff = 0
;yAccel = .58
fall = 0
air.fall = 0
fall.recover = 1
fall.recoverTime = 34
;forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
kill = 0
id = 105002
p2facing = 1

[State 1020, HitDef: P2 Frozen]
type = HitDef
triggerall = P2StateNo = [105000,105002]
trigger1 = !(root,var(16)) && root,var(15)<1
;trigger1 = root,var(12)=0
attr = S,SP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage =  ceil(ifElse(fvar(11) * (21 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (21 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 8
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -6, -4
ground.cornerPush.velOff = 0
guard.velocity = -8
guard.cornerPush.velOff = 0
air.velocity = -6, -4
air.cornerPush.velOff = 0
airGuard.velocity = -6, -1.5
airGuard.cornerPush.velOff = 0
yAccel = .58
fall = 1
fall.recover = 0
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palfx.time = ifelse(P2statetype = A,60,36)
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
palfx.invertall = 1
;kill = 0

[State 1020, TargetState: Frozen Ground]
type = TargetState
trigger1 = MoveHit && NumTarget(105000)
trigger1 = (Target(105000), StateNo = 5000) || (Target(105000), StateNo = 5010) || (Target(105000), StateNo = 5020)
value = 105000
ID = 105000
ignoreHitPause = 1

[State 1020, TargetState: Frozen Crouch]
type = TargetState
trigger1 = MoveHit && NumTarget(105001)
trigger1 = (Target(105001), StateNo = 5000) || (Target(105001), StateNo = 5010) || (Target(105001), StateNo = 5020)
value = 105001
ID = 105001
ignoreHitPause = 1

[State 1020, TargetState: Frozen Air]
type = TargetState
trigger1 = MoveHit && NumTarget(105002)
trigger1 = (Target(105002), StateNo = 5000) || (Target(105002), StateNo = 5010) || (Target(105002), StateNo = 5020)
value = 105002
ID = 105002
ignoreHitPause = 1

[State 1020, VarSet: No Juggle Check]
type = ParentVarSet
trigger1 = root,var(12)=0
trigger1 = MoveHit=1 && NumTarget
var(15) = 0

[State 1020, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = MoveContact=1
value = 1013
ignoreHitPause = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1014
ignoreHitPause = 1

[State 1020, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H

;========================<COUNTER SHELL HELPER>=========================
[Statedef 1205]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 4
hitcountpersist = 1

[State 1205, HitOverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1210
ignorehitpause = 1

[State 1205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1205, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1205, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1205, HitBy]
type = Hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 1205, ChangeAnim]
type = Changeanim
trigger1 = Anim !=1205
value = 1205

[State 1205, Bind to Kula]
type = Bindtoroot
trigger1 = 1
pos = 35,-70

[State 1205, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1205, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1205, HitDef]
type = Hitdef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = Root,StateNo = 1200
trigger1 = !var(18)
attr = S,SP
hitflag = MAFP
guardflag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (42 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (42 * (ifElse(var(20), 1.1, 1))))), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 0, 12
guard.pausetime = 0, 10
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = High
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 60
ground.velocity = -4.5, -6
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.5, -6
air.cornerpush.veloff = 0
airguard.velocity = -4.5, -1
airguard.ctrlTime = 16
yaccel = .54
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
sprpriority = 4
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1205, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1205, End]
type = ChangeState
trigger1 = MoveContact = 1
value = 1206
ignorehitpause =1

[State 1205, End]
type= ChangeState
trigger1 = Root,MoveType=H || Root,StateNo!=1200
trigger2 = Root,StateNo=1200 && Root,AnimElemTime(8)>=0
trigger3 = MoveReversed
value = 1207
ignorehitpause = 1


;Hit Pause
[Statedef 1206]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = 3
movehitpersist = 1
hitcountpersist = 1

[State 1206, PosFreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 1206, HitSound]
type = Playsnd
trigger1 = MoveContact = 1 && Numtarget
trigger1 = !(target,hitshakeover)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 2
ignorehitpause = 1

[State 1206, Spark]
type = Helper
trigger1 = MoveContact=1 && Numtarget
trigger1 = !(target,Hitshakeover)
helpertype = Normal
stateno = Ifelse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
facing = -1
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 1206, Counter FX]
type = Helper
trigger1 = MoveContact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 1206, End]
type= Changestate
trigger1 = Time >= 0
value = 1207


;Counter Shell Die
[Statedef 1207]
type = A
physics = N
movetype = I
anim = 1
velset = 0,0
ctrl = 0
sprpriority = -1;4
movehitpersist = 1

[State 1207, End]
type = ChangeState
trigger1 = Time >= 10
value = 1015


;Reflection State
[Statedef 1210]
type = A
movetype= I
physics = N
anim = 1
ctrl = 0
velset = 0,0
sprpriority = -1

[State 1210, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1210, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1210, End]
type = DestroySelf
trigger1 = Root,MoveType=H || Root,StateNo!=1201
trigger2 = Root,StateNo=1201 && AnimElemTime(8)>=0


;Reflect Spike
[StateDef 1215]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1215
sprPriority = 3

[State 1215, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1220
ignoreHitPause = 1

[State 1215, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1215, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1215, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1215, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1215 && Anim != 1220
value = 1215

[State 1215, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1215, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1215, Velocity]
type = VelSet
trigger1 = 1
x = 8
y = 0

[State 1215, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1215, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1215, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1215, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<3
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (49 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (49 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -4.5, -6
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.5, -6
air.cornerPush.velOff = 0
airGuard.velocity = -5, -1
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -90
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1215, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1215, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1216
ignoreHitPause = 1

[State 1215, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1220
ignoreHitPause = 1

[State 1215, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1220 && !AnimTime

;Hit Pause
[StateDef 1216]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
moveHitPersist = 1

[State 1216, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 1216, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
ignorehitPause = 1

[State 1216, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), -80
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 1216, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), -80
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 1216, End]
type = ChangeState
trigger1 = Time >= 0
value = 1220

;Ice Spike Fade
[Statedef 1220]
type = A
movetype = A
physics = N
anim = 1220
ctrl = 0
velSet = 0,0
sprpriority = 3
moveHitPersist = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 1010,0
channel = 3
volume = -128
lowPriority = 1

[State 1220, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1220, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1220, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1220, End]
type = ChangeState
trigger1 = !AnimTime
value = 1015

;========================<EX COUNTER SHELL HELPER>======================
[Statedef 1235]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
sprpriority = 4
hitcountpersist = 1

[State 1235, HitOverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1240
ignorehitpause = 1

[State 1235, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1235, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1235, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1235, HitBy]
type = Hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 1235, ChangeAnim]
type = Changeanim
trigger1 = Anim !=1235
value = 1235

[State 1235, Bind to Kula]
type = Bindtoroot
trigger1 = 1
pos = 35,-70

[State 1235, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1235, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1235, HitDef]
type = Hitdef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = Root,StateNo = 1230
trigger1 = !var(18)
attr = S,SP
hitflag = MAFP
guardflag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (70 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (70 * (ifElse(var(20), 1.1, 1))))), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 0, 12
guard.pausetime = 0, 10
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = High
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 60
ground.velocity = -5, -6
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -5, -6
air.cornerpush.veloff = 0
airguard.velocity = -5, -1
airguard.ctrlTime = 16
yaccel = .54
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
sprpriority = 4
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1235, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1235, End]
type = ChangeState
trigger1 = MoveContact = 1
value = 1206
ignorehitpause =1

[State 1235, End]
type= ChangeState
trigger1 = Root,MoveType=H || Root,StateNo!=1230
trigger2 = Root,StateNo=1230 && Root,AnimElemTime(8)>=0
trigger3 = MoveReversed
value = 1207
ignorehitpause = 1


;EX Reflection State
[Statedef 1240]
type = A
movetype= I
physics = N
anim = 1
ctrl = 0
velset = 0,0
sprpriority = -1

[State 1240, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1240, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1240, End]
type = DestroySelf
trigger1 = Root,MoveType=H || Root,StateNo!=1231
trigger2 = Root,StateNo=1231 && AnimElemTime(8)>=0


;EX Reflect Spike
[StateDef 1245]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1215
sprPriority = 3

[State 1245, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1220
ignoreHitPause = 1

[State 1245, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1245, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1245, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1245, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1215 && Anim != 1220
value = 1215

[State 1245, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1245, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1245, Velocity]
type = VelSet
trigger1 = 1
x = 9.5
y = 0

[State 1245, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1245, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1245, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1245, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<3
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (63 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (63 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Diagup
air.animType = Diagup
fall.animType = Diagup
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -5, -6
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5, -6
air.cornerPush.velOff = 0
airGuard.velocity = -5, -1
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -90
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1245, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1245, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1216
ignoreHitPause = 1

[State 1245, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1220
ignoreHitPause = 1

[State 1245, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1220 && !AnimTime

;=====================<SNOWFLAKE PROJECTILE>=========================
[StateDef 1410]
type = A
physics = N
moveType = A
ctrl = 0
anim = 1410
sprPriority = 3

[State 1410, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1415
ignoreHitPause = 1

[State 1410, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1410, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1410, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1410, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1410 && Anim != 1415
value = 1410

[State 1410, Button Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(10) = Root, var(10)

[State 1410, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1410, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1410, Velocity]
type = VelSet
trigger1 = 1
x = ifElse(var(10) = 2, 5.5, ifElse(var(10) = 1, 5.5, 3))
y = ifElse(var(10) = 2, 0, ifElse(var(10) = 1, 3.5, 4))

[State 1410, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1410, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1410, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1410, Snd FX]
type = PlaySnd
trigger1 = !Time
value = 1000, 2
channel = 7

[State 1410, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
attr = A,SP
hitFlag = MAF 
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (56 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (56 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
;down.hittime = 12
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -4.5, -7
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.5, -7
air.cornerPush.velOff = 0
airGuard.velocity = -6, -1
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .54
fall = 1
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1410, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1411
ignoreHitPause = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1415
ignoreHitPause = 1

[State 1410, End]
type = ChangeState
trigger1 = Pos y >=0
value = 1414

[State 1410, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1415 && !AnimTime


;Hit Pause
[StateDef 1411]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
moveHitPersist = 1

[State 1411, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 1411, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
ignorehitPause = 1

[State 1411, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 1411, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 1411, End]
type = ChangeState
trigger1 = Time >= 0
value = 1415


;Ground Hit
[Statedef 1414]
type = A
physics = N
movetype = A
anim = 1415
ctrl = 0
velset = 0,0
sprpriority = 3
movehitpersist = 1

[State 1414, Snd FX]
type= PlaySnd
trigger1 = !Time
value = 1050,0
volume = -128
lowpriority = 1

[State 1414, PosSet]
type = PosSet
trigger1 = pos y >0
y = 0

[State 1414, Dust FX]
type = Explod
trigger1 = !Time && pos y >=0
anim = 8102
sprpriority = -3
postype = p1
scale = .5,.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1414, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1414, Transparency]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 1414, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1414, End]
type = DestroySelf
trigger1 = !AnimTime


;Snowflake Fade
[Statedef 1415]
type = A
physics = N
movetype = A
anim = 1415
velset = 0, 0
ctrl = 0
sprpriority = 3
movehitpersist = 1

[State 1415, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 1010,0
channel = 3
volume = -128
lowPriority = 1

[State 1415, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1415, Transparency]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1415, End]
type = ChangeState
trigger1 = !AnimTime
value = 1015


;EX Snowflake
[StateDef 1416]
type = A
physics = N
moveType = A
ctrl = 0
anim = 1410
sprPriority = 3

[State 1416, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = ifElse(var(2) < 2, 1416, 1415)
ignoreHitPause = 1

[State 1416, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1416, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1416, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1416, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1410 && !PrevStateNo
value = 1410

[State 1416, VarAdd]
type = VarAdd
trigger1 = !Time
var(2) = 1

[State 1416, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1416, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1416, Velocity]
type = VelSet
trigger1 = 1
x = ifElse((Time < 2 && var(2) > 1), 1, 6.5)
y = ifElse((Time < 2 && var(2) > 1), 1, 4)

[State 1416, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1416, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1416, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 1416, Snd FX]
type = PlaySnd
trigger1 = !Time && !PrevStateNo
value = 1000, 2
channel = 7

[State 1416, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = 1
attr = A,SP
hitFlag = MAF 
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (42 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (42 * (ifElse(var(20), 1.1, 1))))), 4
getPower = 0, 0
givePower = 35, 35
pauseTime = 4 * (var(2) < 2), 12
guard.pauseTime = 4 * (var(2) < 2), 10
animType = Hard
air.animType = Diagup
fall.animType = Diagup
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
;down.hittime = 12
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = ifelse(var(2)<2, -10.52, -5), ifelse(var(2)<2, 0, -7)
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5, -7
air.cornerPush.velOff = 0
airGuard.velocity = -6, -1
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .54
fall = (var(2)>=2)
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palfx.time = ifelse(P2statetype = A,60,40)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 1416, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

;Hit Pause
[State 1416, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
persistent = 0
ignorehitPause = 1

[State 1416, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
persistent = 0
ignoreHitPause = 1

[State 1416, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
persistent = 0
ignorehitpause = 1

[State 1416, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = ifElse(var(2) < 2, 1416, 1415)
ignoreHitPause = 1

[State 1416, Ground Hit]
type = ChangeState
trigger1 = Pos y >=0
value = 1414

[State 1416, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1415
ignoreHitPause = 1

[State 1416, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60


;=======================<DIAMOND EDGE HELPERS>============================
[StateDef 3010]
type = S
physics = N
moveType = A
ctrl = 0
anim = 3010
sprPriority = 4

[State 3010, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3010
ignoreHitPause = 1

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 3010, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 3010, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 3010, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3010
value = 3010

[State 3010, Bind to Kula]
type = BindToRoot
trigger1 = AnimElemTime(2)<0
pos = 20, 0

[State 3010, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3010, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3010, Miss]
type = HitDef
trigger1 = (root,var(16)) || (root,var(15)>=(2+hitcount))
attr = S,HP
hitflag =
sparkxy = -10,0

[State 3010, Snd FX]
type = PlaySnd
trigger1 = !Time && !PrevStateNo
value = 3010,0
channel = 7

[State 3010, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = !var(18)
attr = S,HP
ID = 3000
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 168 < 7, 7, fvar(11) * 168)), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 8
animType = Up
air.animType = Up
fall.animType = Up
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -4.5, -7.7
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.5, -7
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .53
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -90
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
sprPriority = 4
palfx.time = ifelse(P2statetype = A,60,45)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 3010, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

;Hit Pause
[State 3010, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
ignorehitPause = 1

[State 3010, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
posType = P1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64);-80
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3010, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3010, ChangeState]
type = ChangeState
trigger1 = MoveHit && !AnimTime
trigger2 = Root,StateNo=3050 || Root,StateNo=3100
value = 1015
ignoreHitPause = 1

[State 3010, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
;trigger3 = Root,StateNo!=3000
;trigger4 = MoveReversed


;Max version
[StateDef 3015]
type = S
physics = N
moveType = A
ctrl = 0
anim = 3010
sprPriority = 4

[State 3015, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3015
ignoreHitPause = 1

[State 3015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3015, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 3015, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 3015, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 3015, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3010
value = 3010

[State 3015, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3015, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3015, Miss]
type = HitDef
trigger1 = (root,var(16)) || (root,var(15)>=(2+hitcount))
attr = S,HP
hitflag =
sparkxy = -10,0

[State 3015, Snd FX]
type = PlaySnd
trigger1 = !Time && !PrevStateNo
value = 3010,0
channel = 7

[State 3015, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<3
trigger1 = !var(18)
attr = S,HP
ID = 3000
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 7
guard.pauseTime = 0, 10
animType = Up
air.animType = Up
fall.animType = Up
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -5.5, -7
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5.5, -4.95;-6
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .53
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -90
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
sprPriority = 4
palfx.time = ifelse(P2statetype = A,60,45)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 3015, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

;Hit Pause
[State 3015, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
ignorehitPause = 1

[State 3015, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
posType = P1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64)
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3015, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3015, ChangeState]
type = ChangeState
trigger1 = MoveHit && !AnimTime
value = 1015
ignoreHitPause = 1

[State 3015, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H

;========================<Glacier Shoot HELPER>=========================
[Statedef 3105]
type = S
physics = N
movetype = A
ctrl = 0
sprpriority = 3

[State 3105, HitOverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3105
ignorehitpause = 1

[State 3105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3105, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3105, HitBy]
type = Hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 3105, ChangeAnim]
type = Changeanim
trigger1 = Anim !=3105
value = 3105

[State 3105, Bind to Kula]
type = BindtoRoot
trigger1 = 1
pos = 45,-60

[State 3105, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3105, Transparency]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 3105, HitDef]
type = Hitdef
trigger1 = !NumTarget(3100)
trigger1 = Root,StateNo=3100
ID = 3100
attr = S,HP
hitflag = MAFP
guardflag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 0, 10
guard.pausetime = 0, 10
animtype = Up
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = Low
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 60
ground.velocity = -6, -8
ground.cornerpush.veloff = 0
guard.velocity = -12
guard.cornerpush.veloff = 0
air.velocity = -6, -7
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -32
palfx.time = ifelse(P2statetype = A,60,45)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
sprpriority = 3

[State 3105, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3105, Miss]
type = HitDef
trigger1 = (root,var(16)) || (root,var(15)>=(2+hitcount))
attr = S,HP
hitflag =
sparkxy = -10,0

;Hit Pause
[State 3105, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
ignorehitPause = 1

[State 3105, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), ceil(p2dist y-64)
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3105, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), ceil(p2dist y-64)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3105, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 1015
ignoreHitPause = 1

[State 3105, End]
type = ChangeState
trigger1 = Root,MoveType=H
value = 3115
ignorehitpause = 1


;Kicked out
[StateDef 3110]
type = S
physics = N
moveType = A
ctrl = 0
;anim = 3110
sprPriority = 3

[State 3110, Projectile Health]
type = VarSet
trigger1 = !Time && !PrevStateNo
var(0) = 2

[State 3110, Projectile Health Decrement]
type = VarAdd
trigger1 = !Time && PrevStateNo
var(0) = -1
ignoreHitPause = 1
persistent = 0

[State 3110, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = ifElse(var(0) > 0, 3110, 3115)
ignoreHitPause = 1

[State 3110, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3110, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 3110, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 3110, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3110 ;&& !PrevStateNo
value = 3110

[State 3110, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3110, Velocity]
type = VelSet
trigger1 = Time > 1 && !PrevStateNo
trigger2 = PrevStateNo
x = ifElse((Time < 2 && var(0) < 2), 1, 11)
y = 0

[State 3110, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3110, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 3110, AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 999
length = 4
palbright = 0,0,0;,136
palcontrast = 128,128,128;,136
paladd = 0,0,0
timegap = 2
framegap = 1
trans = add

[State 3110, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<2
trigger1 = var(0)>0
ID = 3100
attr = S,HP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(0) < 2, 112, 224) < 7, 7, fvar(11) * ifElse(var(0) < 2, 112, 224))), 14
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 8
animType = Diagup
air.animType = Diagup
fall.animType = Diagup
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -8,-7
ground.cornerPush.velOff = 0
guard.velocity = -12
guard.cornerPush.velOff = 0
air.velocity = -8, -7
air.cornerPush.velOff = 0
;airGuard.velocity = -5, -1
airGuard.cornerPush.velOff = 0
yAccel = .58
fall = 1
air.fall = 1
fall.recover = 0
fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
sprPriority = 3
palfx.time = ifelse(P2statetype = A,60,45)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1

[State 3110, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3110, End]
type = ChangeState
trigger1 = MoveContact
value = ifElse(NumTarget, 3111, 3110)
ignoreHitPause = 1

[State 3110, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = ifElse(var(0) > 0, 3110, 3115)
ignoreHitPause = 1

[State 3110, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60

;Hit Pause
[StateDef 3111]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
moveHitPersist = 1

[State 3111, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 3111, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 1010), ifElse(MoveGuarded, 0, 0)
channel = 3
ignorehitPause = 1

[State 3111, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), ceil(p2dist y-64)
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3111, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), ceil(p2dist y-64)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3111, End]
type = ChangeState
trigger1 = Time >= 0
value = 3115


;Ice Block Disperse
[Statedef 3115]
type = A
movetype = A
physics = N
anim = 3115
ctrl = 0
velSet = 0,0
sprpriority = 3
moveHitPersist = 1

[State 3115, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 1010,0
channel = 3
volume = -128
lowPriority = 1

[State 3115, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3115, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 3115, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3115, End]
type = ChangeState
trigger1 = !AnimTime
value = 1015


;=====================<FREEZE EXECUTION HELPERS>==========================
;Diana
[StateDef 3205]
type = S
physics = N
moveType = A
ctrl = 0
anim = 3205
sprPriority = 3

;[State 3205, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = SCA,AA,AP,AT
;time = -1
;stateno = 3205
;ignoreHitPause = 1

;[State 3205, HitBy]
;type = HitBy
;trigger1 = 1
;value = SCA,NP,SP,HP
;time = -1
;ignoreHitPause = 1

[State 3205, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3205, No Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 3205, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3205, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3205
value = 3205

[State 3205, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3205, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3205, Miss]
type = HitDef
trigger1 = (root,var(16)) || (root,var(15)>=(2+hitcount))
attr = S,HP
hitflag =
sparkxy = -10,0

[State 3205, Velocity]
type = VelSet
trigger1 = 1
x = 16
y = 0

[State 3205, Snd FX]
type = PlaySnd
trigger1 = AnimElem = 1 && !PrevStateNo
value = 3205, 0
channel = 7
volume = 255
persistent = 0

[State 3205, HitDef]
type = HitDef
triggerall = Root,MoveType!=H
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = !var(18)
ID = 3200
attr = S,HP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = 0, 0
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 8
animType = Up
air.animType = Up
fall.animType = Up
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -4, -9
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4, -9
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .49
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48


;Hit Pause
[State 3205, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 2), ifElse(MoveGuarded, 0, 10)
channel = 3
ignorehitPause = 1

[State 3205, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8017)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), -60
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3205, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 120, ceil(P2Dist x), 120)), -60
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3205, End]
type = ChangeState
trigger1 = MoveHit = 1 && NumTarget
value = 3206
ignoreHitPause = 1

[State 3205, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
;trigger2 = MoveReversed


;Diana Hit State
[Statedef 3206]
type = A
movetype= I
physics = N
ctrl = 0
;velset = 0,0
sprpriority = 3
movehitpersist = 1

[State 3206, ParentVarSet: Diana Hit Detect]
type = ParentVarSet
trigger1 = 1
var(11) = 1
ignorehitpause = 1

[State 3206, No Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 3206, Velocity]
type = VelSet
trigger1 = 1
x = 16
y = 0

[State 3206, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3206, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3206, End]
type = ChangeState
trigger1 = Time > 0 && FrontEdgeDist <= -60
value = 1015

;[State 3206, End]
;type = DestroySelf
;trigger1 = Root,MoveType=H


;Deep Freeze
[Statedef 3210]
type = S
physics = N
movetype = A
ctrl = 0
sprpriority = 5
hitcountpersist = 1

[State 3210, HitOverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3211
ignorehitpause = 1

[State 3210, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3210, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3210, HitBy]
type = Hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 3210, ChangeAnim]
type = Changeanim
trigger1 = Anim !=3210
value = 3210

[State 3210, Bind to Kula]
type = Bindtoroot
trigger1 = 1
pos = 0,0

[State 3210, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3210, HitDef]
type = Hitdef
trigger1 = Root,StateNo=3201
trigger1 = !(Root,Time%6) 
ID = 3200
attr = S,HP
hitflag = MAFP
guardflag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 4
getpower = 0, 0
givepower = 35, 35
pausetime = 0, 12
guard.pausetime = 0, 4
animtype = Up
air.animtype = Up
fall.animtype = Up
ground.type = High
air.type = High
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 60
ground.velocity = -4.5, -7.5
ground.cornerpush.veloff = 0
guard.velocity = -4
guard.cornerpush.veloff = 0
air.velocity = -4.5, -7
air.cornerpush.veloff = 0
yaccel = .52
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -48
palfx.time = ifelse(P2statetype = A,60,45)
palfx.add = 100,100,180
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
sprpriority = 5

[State 3210, Ice Sparkles]
type = Helper
trigger1 = !NumHelper(8160)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8160
ID = 8160
name = "Ice Sparkles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3210, End]
type = ChangeState
trigger1 = MoveContact = 1
value = 3211
ignorehitpause =1

[State 3210, End]
type= ChangeState
trigger1 = Root,MoveType=H
trigger2 = Root,StateNo!=3201
value = 3212
ignorehitpause = 1


;Hit Pause
[Statedef 3211]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = 3
movehitpersist = 1
hitcountpersist = 1

[State 3211, PosFreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 3211, HitSound]
type = Playsnd
trigger1 = Movecontact = 1 && Numtarget
trigger1 = !(target,hitshakeover)
value = Ifelse(MoveGuarded, 130, 1010), Ifelse(MoveGuarded, 0, 0)
channel = 2
ignorehitpause = 1

[State 3211, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
posType = P1
pos = ceil(p2dist x), ceil(p2dist y-64)
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3211, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ceil(p2dist x), ceil(p2dist y-64)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3211, End]
type= Changestate
trigger1 = Time >= 0
value = 3210


;Deep Freeze Die
[Statedef 3212]
type = A
physics = N
movetype = A
anim = 1
ctrl = 0
velset = 0,0
sprpriority = 5
movehitpersist = 1

[State 3212, End]
type = ChangeState
trigger1 = Time > 10
value = 1015

;========================<SPARKS>=============================
;Guard Spark (Normal)
[StateDef 8000]
type = A
physics = N
moveType = I
anim = 8000
velset = 0,0
sprPriority = 5

[State 8000, Assert: No Shadow]
type = AssertSpecial
trigger1= 1
flag = NoShadow

[State 8000, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.125 + (0.046875 * Time), 0.125 + (0.046875 * Time)

[State 8000, Transparency]
type = Trans
trigger1 = Time < 4
trans = AddAlpha
alpha = 256, 256

[State 8000, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256

[State 8000, End]
type = DestroySelf
trigger1 = Time >= 8


;Guard Spark (Special)
[StateDef 8001]
type = A
physics = N
moveType = I
anim = 8001
velSet = 0,0
sprPriority = 5

[State 8001, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8001, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.25 + (0.03125 * Time), 0.25 + (0.03125 * Time)

[State 8001, Transparency]
type = Trans
trigger1 = time < 4
trans = AddAlpha
alpha = 256, 256

[State 8001, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256

[State 8001, End]
type = DestroySelf
trigger1 = Time >= 8


;Weak Hit Spark
[StateDef 8010]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8010, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 8010, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)
ignorehitpause = 1

[State 8010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8010, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.3 - (Time * 0.03)) * 0.8, (0.3 - (Time * 0.03)) * 0.8
ignorehitpause = 1

[State 8010, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignorehitpause = 1

[State 8010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1

[State 8010, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8010, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.15 + (0.009375 * Time)) * 0.8, (0.15 + (0.009375 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time),256

[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.15 + (0.009375 * Time)) * 0.8, (0.15 + (0.009375 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.3 - (0.0375 * Time)) * 0.8, (0.3 - (0.0375 * Time)) * 0.8
trans = AddAlpha
alpha = 128 - (16 * Time), 256

[State 8010, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8010, End]
type = DestroySelf
trigger1 = Time >= 16


;Medium Hit Spark
[StateDef 8011]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8011, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 8011, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8011, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8011, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.35 - (Time * 0.035)) * 0.8, (0.35 - (Time * 0.035)) * 0.8
ignorehitpause = 1

[State 8011, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignorehitpause = 1

[State 8011, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 8011, Center]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removetime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8011, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.175 + (0.0109375 * Time)) * 0.8, (0.175 + (0.0109375 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8011, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8011, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.175 + (0.0109375 * Time)) * 0.8, (0.175 + (0.0109375 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8011, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8011, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.35 - (0.04375 * Time)) * 0.8, (0.35 - (0.04375 * Time)) * 0.8
trans = AddAlpha
alpha = 128 - (16 * Time), 256

[State 8011, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8011, End]
type = DestroySelf
trigger1 = Time >= 16


;Strong Hit Spark
[StateDef 8012]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8012, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 8012, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8012, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8012, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.4 - (Time * 0.04)) * 0.8, (0.4 - (Time * 0.04)) * 0.8
ignorehitpause = 1

[State 8012, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignorehitpause = 1

[State 8012, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1

[State 8012, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8012, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.2 + (0.0125 * Time)) * 0.8, (0.2 + (0.0125 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8012, Streaks Explod]
type = Explod
trigger1 = !time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8012, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.2 + (0.0125 * Time)) * 0.8, (0.2 + (0.0125 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8012, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8012, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.4 - (0.05 * Time)) * 0.8, (0.4 - (0.05 * Time)) * 0.8
trans = AddAlpha
alpha = 128 - (16 * Time), 256

[State 8012, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8012, End]
type = DestroySelf
trigger1 = Time >= 16


;Special Move Hit Spark
[StateDef 8013]
type = A
physics = N
moveType = I
anim = 8050
velSet = 0,0
sprPriority = 5

[State 8013, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 8013, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8013, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8013, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.45 - (Time * 0.045)) * 0.8, (0.45 - (Time * 0.045)) * 0.8
ignorehitpause = 1

[State 8012, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignorehitpause = 1

[State 8013, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1

[State 8013, Center Explod]
type = Explod
trigger1 = !Time
anim = 8051
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.225 + (0.0140625 * Time)) * 0.8, (0.225 + (0.0140625 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8013, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8052
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.225 + (0.0140625 * Time)) * 0.8, (0.225 + (0.0140625 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8013, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8053
ID = 3
posType = P1
facing = -1
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale P2 Back Explod]
type = ModifyExplod
trigger1= NumExplod(3)
ID = 3
scale = (0.4) * 0.8, (0.4) * 0.8
trans = AddAlpha
alpha = 256 - (32 * Time), 256

[State 8013, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(random < 500, -1, 1)
vFacing = ifElse(random < 500, -1, 1)
sprPriority=3
removeTime=8
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.45 - (0.05625 * Time)) * 0.8, (0.45 - (0.05625 * Time)) * 0.8
trans = AddAlpha
alpha = 192 - (24 * Time), 256

[State 8013, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8013, End]
type = DestroySelf
trigger1 = Time >= 16


;Super Hit Spark
[StateDef 8014]
type = A
physics = N
moveType = I
anim = 8060
velSet = 0,0
sprPriority = 5

[State 8014, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignorehitpause = 1

[State 8014, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8014, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8014, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.5 - (Time * 0.05)) * 0.8, (0.5 - (Time * 0.05)) * 0.8
ignorehitpause = 1

[State 8014, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignorehitpause = 1

[State 8014, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignorehitpause = 1

[State 8014, Center Explod]
type = Explod
trigger1 = !Time
anim = 8061
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.25 + (0.015625 * Time)) * 0.8, (0.25 + (0.015625 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8014, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8062
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.25 + (0.015625 * Time)) * 0.8, (0.25 + (0.015625 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8014, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8063
ID = 3
posType = P1
facing = -1;ifElse((Parent, StateNo = [3100,3150]), -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale P2 Back Explod]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = (0.5) * 0.8, (0.5) * 0.8
trans = AddAlpha
alpha = 256 - (32 * Time), 256

[State 8014, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.5 - (0.0625 * Time)) * 0.8, (0.5 - (0.0625 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (32 * Time),256

[State 8014, Remove Explods]
type = RemoveExplod
trigger1 = time >= 16

[State 8014, End]
type = DestroySelf
trigger1 = Time >= 16


;Normal Slash Spark
[StateDef 8015]
type = A
physics = N
moveType = I
anim = 8015
velSet = 0,0
sprPriority = 5

[State 8015, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8015, AngleSet]
type = AngleSet
trigger1 = !Time
value = 15 * (Random % 24)

[State 8015, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = ((0.5 + (Time * 0.15)) / 2) * 0.8, ((1 - (Time * 0.1)) / 2) * 0.8
ignoreHitPause = 1

[State 8015, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8015, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8015, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8015, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.2 + (0.0125 * Time)) * 0.8, (0.2 + (0.0125 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8015, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8015, End]
type = DestroySelf
trigger1 = Time >= 16


;Special Move Slash Spark
[StateDef 8016]
type = A
physics = N
moveType = I
anim = 8070
velSet = 0,0
sprPriority = 5

[State 8016, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8016, AngleSet]
type = AngleSet
trigger1 = !Time
value = 15 * (Random % 24)

[State 8016, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = ((0.5 + (Time * 0.15)) / 2) * 0.8, ((1 - (Time * 0.1)) / 2) * 0.8
ignoreHitPause = 1

[State 8016, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8016, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8016, Circle]
type = Explod
trigger1 = !Time
anim = 8071
ID = 8071
posType = p1
removeTime = 10
sprPriority = 5
pauseMoveTime = -1
superMoveTime = -1

[State 8016, Circle Scale]
type = ModifyExplod
trigger1 = NumExplod(8071)
ID = 8071
scale = (0.25 + (0.025 * Time)) * 0.8, (0.25 + (0.025 * Time)) * 0.8
trans = AddAlpha
alpha = ceil(256 - 25.6 * Time), 256

[State 8016, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8052
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8016, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.225 + (0.0140625 * Time)) * 0.8, (0.225 + (0.0140625 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8016, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8016, End]
type = DestroySelf
trigger1 = Time >= 16


;Super Move Slash Spark
[StateDef 8017]
type = A
physics = N
moveType = I
anim = 8080
velSet = 0,0
sprPriority = 5

[State 8017, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8017, AngleSet]
type = AngleSet
trigger1 = !Time
value = 15 * (Random % 24)

[State 8017, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = ((0.5 + (Time * 0.15)) / 2) * 0.8, ((1 - (Time * 0.1)) / 2) * 0.8
ignoreHitPause = 1

[State 8017, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8017, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8017, Circle]
type = Explod
trigger1 = !Time
anim = 8071
ID = 8071
posType = p1
removeTime = 10
sprPriority = 5
pauseMoveTime = -1
superMoveTime = -1

[State 8017, Circle Scale]
type = ModifyExplod
trigger1 = NumExplod(8071)
ID = 8071
scale = (0.3 + (0.03 * Time)) * 0.8, (0.3 + (0.03 * Time)) * 0.8
trans = AddAlpha
alpha = ceil(256 - 25.6 * Time), 256

[State 8017, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8052
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8017, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.25 + (0.015625 * Time)) * 0.8, (0.25 + (0.015625 * Time)) * 0.8
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8017, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8017, End]
type = DestroySelf
trigger1 = Time >= 16


;Reversal Spark
[StateDef 8020]
type = A
physics = N
moveType = I
anim = 8020
velSet = 0,0
sprPriority = 5

[State 8020, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8020, Scale]
type = AngleDraw
trigger1 = 1
scale = (0.25 + (0.09375 * Time)) * 0.35, (0.25 + (0.09375 * Time)) * 0.35
ignoreHitPause = 1

[State 8020, Transparency]
type = Trans
trigger1 = Time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 8020, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1

[State 8020, End]
type = DestroySelf
trigger1 = Time >= 8

;======================<JUMP DUST>===========================
[StateDef 8100]
type = S
anim = 1
velSet = 0,0

[State 8100, Bind]
type = BindToRoot
trigger1 = Time

[State 8100, Floor Dust]
type = Explod
trigger1 = !Time
anim = 8100
sprPriority = 3
posType = P1
pos = 0, ceil(pos y)
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 8100, Player Dust]
type = Explod
trigger1 = !Time || Time = 2 || Time = 6
anim = 8101
sprPriority = 3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 8100, End]
type = DestroySelf
trigger1 = Time >= 7

;======================<DASH DUST>===========================
[StateDef 8103]
type = A
anim = 1
velSet = 0,0
sprPriority = 5

[State 8103, posSet]
type = PosSet
trigger1 = !Time = 0
y = 0

[State 8103, Dash Dust]
type = Explod
trigger1 = Time = 0 || Time = 3 || Time = 6
anim = 8103
ID = ifElse((Time = 6), 3, ifElse((Time = 3), 2, 1))
posType = P1
pos = 0,-4
random = 8,8
vel = -3 - (Random / 1000.0), -2 - (Random / 2000.0)
facing = ifElse(Random < 500,-1,1)
vFacing = ifElse(Random < 500,-1,1)
removeTime = 16
sprPriority = 3
pauseMoveTime = -1
superMoveTime = -1

[State 8103, Scale Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 0.1 + (0.025 * Time), 0.1 + (0.025 * Time)
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8103, Scale Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 0.1 + (0.025 * (Time - 3)), 0.1 + (0.025 * (Time - 3))
trans = AddAlpha
alpha = 256 - (16 * (Time - 3)), 256

[State 8103, Scale Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 0.1 + (0.025 * (Time - 6)), 0.1 + (0.025 * (Time - 6))
trans = AddAlpha
alpha = 256 - (16 * (Time - 6)), 256

[State 8103, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 22

[State 8103, End]
type = DestroySelf
trigger1 = !NumExplod

;======================<IMPACT DUST>===========================
[StateDef 8110]
type = A
anim = 1
velSet = 0,0
sprPriority = 5

[State 8110, Impact Dust Explod 1]
type = Explod
trigger1 = !Time
anim = 8110
ID = ifElse(Time = 8, 3, ifElse(Time = 4, 2, 1))
posType = P1
removeTime = 8
sprPriority = -4
pauseMoveTime = -1
superMoveTime = -1

[State 8110, Impact Dust Explod 2]
type = Explod
trigger1 = !Time
anim = 8120
ID = 2
posType = P1
removeTime = 8
sprPriority = -4
pauseMoveTime = -1
superMoveTime = -1

[State 8110, Scale]
type = ModifyExplod
trigger1 = 1
scale = 0.25 + (0.03125 * Time), 0.25 + (0.03125 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 256, 256 - (64 * (Time - 4))), 256

[State 8110, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 8

[State 8110, End]
type = DestroySelf
trigger1 = !NumExplod

;======================<WALL IMPACT DUST>===========================
[StateDef 8111]
type = A
anim = 1
velSet = 0,0
sprPriority = 5

[State 8111, Impact Dust Explod 1]
type = Explod
trigger1 = !Time
anim = 8111
ID = ifElse(Time = 8, 3, ifElse(Time = 4, 2, 1))
posType = P1
removeTime = 8
sprPriority = -4
pauseMoveTime = -1
superMoveTime = -1

[State 8111, Impact Dust Explod 2]
type = Explod
trigger1 = !Time
anim = 8121
ID = 2
posType = P1
removeTime = 8
sprPriority = -4
pauseMoveTime = -1
superMoveTime = -1

[State 8111, Scale]
type = ModifyExplod
trigger1 = 1
scale = 0.25 + (0.03125 * Time), 0.25 + (0.03125 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 256, 256 - (64 * (Time - 4))), 256

[State 8111, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 8

[State 8111, End]
type = DestroySelf
trigger1 = !NumExplod

;========================<SPARKLES>=============================
[Statedef 8160]
type = A
velset = 0,0
anim = 1

[State 8160, Snd FX]
type = PlaySnd
trigger1= !Time
value = 8160, 0

[State 8160, Player]
type = VarSet
trigger1 = !Time
var(0) = Parent, var(40)

[State 8160, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8160, PosSet (Laying Down)]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8160, Facing]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8160, Sparkles Explod]
type = Explod
trigger1 = !(Time%2)
trigger1 = PlayerIDexist(var(0))
anim = 8160
sprpriority = 3
postype = p1
random = 60,60
facing = IfElse(Random<500, -1, 1)
vfacing = IfElse(Random<500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8160, End]
type = DestroySelf
trigger1 = Time >= 600;120
trigger2 = !PlayerIDexist(var(0))

[State 8160, End]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])

;========================<RECOVER FX>=============================
[StateDef 8200]
type = A
velSet = 0,0
anim = 8200
sprPriority = 5

[State 8200, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8200, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.25 + (0.017 * Time), 0.25 + (0.017 * Time)

[State 8200, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = ceil(256 - 17.1 * Time), 256

[State 8200, End]
type = DestroySelf
trigger1 = Time >= 15

;========================<COUNTER FX>=============================
[StateDef 8290]
type = A
physics = N
velSet = 0,0
anim = 1

[State 8290, "Counter!" Text Explod]
type = Explod
trigger1 = !NumExplod(8290)
anim = 8290
ID = 8290
sprPriority = 64
posType = P1
facing = Facing
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8290, Scale]
type = ModifyExplod
trigger1 = Time < 8
ID = 8290
scale = 0.5, .5
trans = AddAlpha
alpha = 256,0

[State 8290, Scale]
type = ModifyExplod
trigger1 = Time >= 8
ID = 8290
scale = 0.5 + 0.0625 * (Time - 8), 0.5 + 0.0625 * (Time - 8)
trans = AddAlpha
alpha = 256 - 32 * (Time - 8), 32 * (Time - 8)

[State 8290, Safety]
type = RemoveExplod
trigger1 = Time >= 16

[State 8290, End]
type = DestroySelf
trigger1 = Time >= 16

;========================<MAX MODE TEXT FX>=============================
[StateDef 8291]
type = A
physics = N
velSet = 0,0
anim = 1

[State 8291, "Power Up!" Text Explod]
type = Explod
trigger1 = !NumExplod(8291)
anim = 8291
ID = 8291
sprPriority = 64
posType = P1
facing = Facing
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8291, Scale]
type = ModifyExplod
trigger1 = Time < 8
ID = 8291
scale = 0.5, .5
trans = AddAlpha
alpha = 256,0

[State 8291, Scale]
type = ModifyExplod
trigger1 = Time >= 8
ID = 8291
scale = 0.5 + 0.0625 * (Time - 8), 0.5 + 0.0625 * (Time - 8)
trans = AddAlpha
alpha = 256 - 32 * (Time - 8), 32 * (Time - 8)

[State 8291, Safety]
type = RemoveExplod
trigger1 = Time >= 16

[State 8291, End]
type = DestroySelf
trigger1 = Time >= 16

;==================<POWER CHARGE FX(Phantom Style)>==================
;Aura and Dust
[StateDef 8330]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velset = 0,0

[State 8330, BindToRoot]
type = BindToRoot
trigger1 = (Root, StateNo = 730)
pos = 3,2;values to adjust for aura alignment

[State 8330, Charging Sound]
type = PlaySnd
trigger1 = !Time
value = 730,0
channel = 0

[State 8330, Power Charge Aura]
type = Explod
trigger1 = !NumExplod(8330)
ID = 8330
anim = 8330
sprPriority = 3
posType = P1
bindTime = -1
removeTime = -1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8330, Power Charge Dust]
type = Explod
trigger1 = !(Time % 6)
anim = 8105
sprPriority = -3
posType = P1
pos = 0, -ceil(pos y)
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8330, Modify Aura 1]
type = ModifyExplod
trigger1 = Numexplod(8330) && Root, Power < 3000
ID = 8330
scale = 0.5, 0.1 + 0.4 * (Root, Power / 3000.0)

[State 8330, Modify Aura 2]
type = ModifyExplod
trigger1 = NumExplod(8330) && Root, Power >= 3000
ID = 8330
scale = 0.5, 0.5

[State 8330, StopSnd]
type = StopSnd
trigger1 = Root, StateNo != 730
channel = 0

[State 8330, RemoveExplod]
type = RemoveExplod
trigger1 = Root, StateNo != 730

[State 8330, End]
type = DestroySelf
trigger1 = Root, StateNo != 730


;Particles
[StateDef 8331]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 8331, BindToRoot]
type = BindToRoot
trigger1 = !(Time % 8)
pos = ceil(-151 + (Random / 3.125)), ceil(98 - (Random / 3.125))

[State 8331, Particle]
type = Explod
trigger1 = (Time % 8) = 1
anim = 8331
sprPriority = ifElse(Random < 750, 5, -1)
posType = P1
vel = ((RootDist x + 6) / 32.0), ((RootDist y - 72) / 32.0);values to adjust for particle alignment
scale = ifElse(Random < 500, 0.5, -0.5), ifElse(Random < 500, 0.5, -0.5)
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 8331, RemoveExplod]
type = RemoveExplod
trigger1 = Root, StateNo != 730

[State 8331, End]
type = DestroySelf
trigger1 = Root, StateNo != 730

;==================<POWER CHARGE FX(Divine Style)>==================
;Aura and Dust
[StateDef 8340]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velset = 0,0

[State 8340, BindToRoot]
type = BindToRoot
trigger1 = (Root, StateNo = 730)
pos = 2,-1;values to adjust for aura alignment

[State 8340, Charging Sound]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 8340, Power Charge Aura(Front)]
type = Explod
trigger1 = !NumExplod(8340)
ID = 8340
anim = 8340
sprPriority = 3
posType = P1
bindTime = -1
removeTime = -1
scale = 0.5,0.5 ;may wanna adjust based on char size
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8340, Power Charge Aura(Back)]
type = Explod
trigger1 = !NumExplod(8341)
ID = 8341
anim = 8340
sprPriority = -1
posType = P1
bindTime = -1
removeTime = -1
scale = 0.5,0.5 ;may wanna adjust based on char size
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8340, Power Charge Dust]
type = Explod
trigger1 = !(Time % 6)
anim = 8105
sprPriority = -3
posType = P1
pos = 0, -ceil(pos y)
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8340, StopSnd]
type = StopSnd
trigger1 = Root, StateNo != 730
channel = 0

[State 8340, RemoveExplod]
type = RemoveExplod
trigger1 = Root, StateNo != 730

[State 8340, End]
type = DestroySelf
trigger1 = Root, StateNo != 730


;Stardust
[StateDef 8341]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 8341, BindToRoot]
type = BindToRoot
trigger1 = (Root, StateNo = 730)
pos = Const(size.mid.pos.x),Const(size.mid.pos.y) 

[State 8341, Stardust]
type = Explod
trigger1 = !(Time%8)
anim = 8341
sprpriority = ifElse(Random < 750, 5, -1)
postype = p1
random = 80,80;depending on the char size, you may wanna adjust this
vel = 0,-0.485
facing = IfElse(Random<500, -1, 1)
vfacing = IfElse(Random<500, -1, 1)
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 8341, RemoveExplod]
type = RemoveExplod
trigger1 = Root, StateNo != 730

[State 8341, End]
type = DestroySelf
trigger1 = Root, StateNo != 730

;==================<ALPHA COUNTER FX>==================
[StateDef 8350]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 8350, bgPalFX]
type = bgPalFX
trigger1 = 1
time = 1
color = 16 * Time
mul = 16 * Time, 16 * Time, 16 * Time

[State 8350, Circle Explod]
type = Explod
trigger1 = !Time
anim = 8350
ID = 1
sprPriority = 3
posType = P1
removeTime = 16
superMoveTime = -1
ownPal = 1

[State 8350, Scale]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.0625 * Time), (0.0625 * Time)
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8350, Lightning Explod]
type = Explod
trigger1 = !Time
anim = 8351
ID = 2
sprPriority = -2
posType = P1
pos = 0, -ceil(pos y)
superMoveTime = -1
ownPal = 1

[State 8350, End]
type = DestroySelf
trigger1 = Time >= 16

;========================<SUPER PAUSE FX>=============================
;Level 1 Super FX
[StateDef 8500]
type = A
velSet = 0,0
anim = 8500
sprPriority = 5

[State 8500, Bind]
type = varset
trigger1 = !Time
fvar(24) = -rootdist x

[State 8500, Bind]
type = varset
trigger1 = !Time
fvar(25) = -rootdist y

[State 8500, Bind]
type = bindtoroot
trigger1 = 1
pos = fvar(24), fvar(25)

[State 8500, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8500, BGpalFX]
type = BGpalFX
trigger1 = Time < 39
time = 1
color = 0
mul = 0,0,256

[State 8500, Rotate]
type = AngleSet
trigger1 = !Time
value = 6 * (Random % 60)

[State 8500, Rotate]
type = AngleAdd
trigger1 = 1
value = -6

[State 8500, Scale]
type = AngleDraw
trigger1 = Time < 16
scale = (0.03125 * Time), (0.03125 * Time)

[State 8500, Scale]
type = AngleDraw
trigger1 = Time >= 16
scale = 0.5,0.5

[State 8500, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 8500, Lines Explod]
type = Explod
trigger1 = Time = 0 || Time = 8 || Time = 16 || Time = 24
anim = 8501
ID = ifElse(Time = 24, 4, ifElse(Time = 16, 3, ifElse(Time = 8, 2, 1)))
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 16
superMoveTime = -1

[State 8500, Scale Lines Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 1 - (0.0625 * Time), 1 - (0.0625 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 64 * Time, 256), 256

[State 8500, Scale Lines Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 1 - (0.0625 * (Time - 8)), 1 - (0.0625 * (Time - 8))
trans = AddAlpha
alpha = ifElse((Time - 8) < 4, 64 * (Time - 8), 256), 256

[State 8500, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 1 - (0.0625 * (Time - 16)), 1 - (0.0625 * (Time - 16))
trans = AddAlpha
alpha = ifElse((Time - 16) < 4, 64 * (Time - 16), 256), 256

[State 8500, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 1 - (0.0625 * (Time - 24)), 1 - (0.0625 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8500, Circle Explod]
type = Explod
trigger1 = Time = 24
anim = 8502
ID = 10
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 32
superMoveTime = -1

[State 8500, Scale Circle Explod]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
scale = 2 - (0.125 * (Time - 24)), 2 - (0.125 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8500, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 40

[State 8500, End]
type = DestroySelf
trigger1 = Time >= 40


;Level 2 Super FX
[StateDef 8510]
type = A
velSet = 0,0
anim = 8510
sprPriority = 5

[State 8510, Bind]
type = varset
trigger1 = !Time
fvar(24) = -rootdist x

[State 8510, Bind]
type = varset
trigger1 = !Time
fvar(25) = -rootdist y

[State 8510, Bind]
type = bindtoroot
trigger1 = 1
pos = fvar(24), fvar(25)

[State 8510, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8510, BGpalFX]
type = BGpalFX
trigger1 = Time < 39
time = 1
color = 0
mul = 192,0,256

[State 8510, Rotate]
type = AngleSet
trigger1 = !Time
value =6 * (Random % 60)

[State 8510, Rotate]
type = AngleAdd
trigger1 = 1
value = -6

[State 8510, Scale]
type = AngleDraw
trigger1 = Time < 16
scale = (0.03125 * Time), (0.03125 * Time)

[State 8510, Scale]
type = AngleDraw
trigger1 = Time >= 16
scale = 0.5, 0.5

[State 8510, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 8510, Lines Explod]
type = Explod
trigger1 = Time = 0 || Time = 8 || Time = 16 || Time = 24
anim = 8511
ID = ifElse(Time = 24, 4, ifElse(Time = 16, 3, ifElse(Time = 8, 2, 1)))
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 16
superMoveTime = -1

[State 8510, Scale Lines Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 1 - (0.0625 * Time), 1 - (0.0625 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 64 * Time, 256), 256

[State 8510, Scale Lines Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 1 - (0.0625 * (Time - 8)), 1 - (0.0625 * (Time - 8))
trans = AddAlpha
alpha = ifElse((Time - 8) < 4, 64 * (Time - 8), 256), 256

[State 8510, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 1 - (0.0625 * (Time - 16)), 1 - (0.0625 * (Time - 16))
trans = AddAlpha
alpha = ifElse((Time - 16) < 4, 64 * (Time - 16), 256), 256

[State 8510, Scale Lines Explod 4]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 1 -(0.0625 * (Time - 24)), 1 - (0.0625 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8510, Circle Explod]
type = Explod
trigger1 = Time = 24
anim = 8512
ID = 10
sprPriority = 5
posType = P1
facing = ifElse(Random < 500,-1,1)
vFacing = ifElse(Random < 500,-1,1)
removeTime = 32
superMoveTime = -1

[State 8510, Scale]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
scale = 2 - (0.125 * (Time - 24)), 2 - (0.125 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24)<4, 64 * (Time - 24), 256), 256

[State 8510, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 40

[State 8510, End]
type = DestroySelf
trigger1 = Time >= 40


;Level 3 Super FX
[StateDef 8520]
type = A
velset = 0,0
anim = 8520
sprPriority = 5

[State 8520, Bind]
type = varset
trigger1 = !Time
fvar(24) = -rootdist x

[State 8520, Bind]
type = varset
trigger1 = !Time
fvar(25) = -rootdist y

[State 8520, Bind]
type = bindtoroot
trigger1 = 1
pos = fvar(24), fvar(25)

[State 8520, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8520, Assert: NoBarDisplay, NoBG, NoFG]
type = AssertSpecial
trigger1 = Time < 40
flag = NoBarDisplay
flag2 = NoBG
flag3 = NoFG

[State 8520, Rotate]
type = AngleSet
trigger1 = !Time
value = 6 * (Random % 60)

[State 8520, Rotate]
type = AngleAdd
trigger1 = 1
value = -6

[State 8520, Scale]
type = AngleDraw
trigger1 = Time < 16
scale = (0.03125 * Time), (0.03125 * Time)

[State 8520, Scale]
type = AngleDraw
trigger1 = Time >= 16
scale = 0.5, 0.5

[State 8520, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 8520, Portrait 1]
type = Explod
trigger1 = !Time
anim = 8525
ID = 20
sprPriority = -16
posType = Back
removeTime = 40
superMoveTime = -1

[State 8520, Portrait 2]
type = Explod
trigger1 = !Time
anim = 8525
ID=21
sprPriority = -16
posType = Back
removeTime = 40
superMoveTime = -1

[State 8520, Scale Portrait 1a]
type = ModifyExplod
trigger1 = NumExplod(20) && Time < 16
ID = 20
posType = Back
pos = 160, 120
scale = 1 - (0.03125 * Time), 1 - (0.03125 * Time)
trans = AddAlpha
alpha = (8 * Time), 256

[State 8520, Scale Portrait 2a]
type = ModifyExplod
trigger1 = NumExplod(21) && Time < 16
ID = 21
posType = Back
pos = 160, 120
scale = 2 - (0.09375 * Time), 2 - (0.09375 * Time)
trans = AddAlpha
alpha = (8 * Time), 256

[State 8520, Scale Portrait 1b]
type = ModifyExplod
trigger1 = NumExplod(20) && (Time = [16,32])
ID = 20
posType = Back
pos = 160, 120
scale = 0.5, 0.5
trans = AddAlpha
alpha = 256, 256

[State 8520, Scale Portrait 2b]
type = ModifyExplod
trigger1 = NumExplod(21) && (Time = [16,32])
ID = 21
scale = 0,0

[State 8520, Scale Portrait 1c]
type = ModifyExplod
trigger1 = NumExplod(20) && Time >= 32
ID = 20
posType = Back
pos = 160 + (8 * (Time - 32)), 120
scale = 0.5, 0.5
trans = AddAlpha
alpha = 128 - 16 * (Time - 32), 256

[State 8520, Scale Portrait 2c]
type = ModifyExplod
trigger1 = NumExplod(21) && Time >= 32
ID = 21
posType = Back
pos = 160 - (8 * (Time - 32)), 120
scale = 0.5, 0.5
trans = AddAlpha
alpha = 128 - 16 * (Time - 32), 256

[State 8520, Lines Explod]
type = explod
trigger1 = Time = 0 || Time = 8 || Time = 16 || Time = 24
anim = 8521
ID = ifElse(Time = 24, 4, ifElse(Time = 16, 3, ifElse(Time = 8, 2, 1)))
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 16
superMoveTime = -1

[State 8520, Scale Lines Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 1 - (0.0625 * Time), 1 - (0.0625 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 64 * Time, 256), 256

[State 8520, Scale Lines Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 1-(0.0625 * (Time - 8)), 1 - (0.0625 * (Time - 8))
trans = AddAlpha
alpha = ifElse((Time - 8) < 4, 64 * (Time - 8), 256), 256

[State 8520, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 1 - (0.0625 * (Time - 16)), 1 - (0.0625 * (Time - 16))
trans = AddAlpha
alpha = ifElse((Time - 16) < 4, 64 * (Time - 16), 256), 256

[State 8520, Scale Lines Explod 4]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 1 - (0.0625 * (Time - 24)), 1 - (0.0625 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8520, Circle Explod]
type = Explod
trigger1 = Time = 24
anim = 8522
ID = 10
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1 ,1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 32
superMoveTime = -1

[State 8520, Scale Circle Explod]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
scale = 2 - (0.125 * (Time - 24)), 2 - (0.125 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8520, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 40

[State 8520, End]
type = DestroySelf
trigger1 = Time >= 40

;========================<SUPER FINISH>=============================
[StateDef 8600]
type = A
velSet = 0,0
anim = 1

[State 8600, Super Finish Sound]
type = PlaySnd
trigger1 = !Time
value = 8600,0
channel = 0

[State 8600, BG PalFX]
type = BGpalFX
trigger1 = Time < 16
time = 1
mul = 0, 0, 0

[State 8600, BG PalFX]
type = BGpalFX
trigger1 = Time = [16,24)
time = 1
mul = 32 * (Time - 16), 32 * (Time - 16), 32 * (Time - 16)

;[State 8600, Move Name: Custom Combo]
;type = null;VarSet
;trigger1= !Time && Root, var(23) = 900
;var(0) = 1

[State 8600, Move Name: Diamond Edge]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3000,3050])
var(0) = 2

[State 8600, Move Name: Glacier Shoot]
type = VarSet
trigger1 = !Time && Root, var(23) = 3100
var(0) = 3

[State 8600, Move Name: Freeze Execution]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3200,3202])
var(0) = 4

[State 8600, Super Finish Explod]
type = Explod
trigger1 = !Time
anim = 8600
ID = 8600
ontop = 1
postype = Left
pos = 160,120
scale = 0.5, 0.5
bindTime = -1
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Super Finish Explod Fade]
type = ModifyExplod
trigger1 = NumExplod(8600)
ID = 8600
trans = AddAlpha
alpha = ifElse(Time < 16, 256, 256 - 32 * (Time - 16)), 256

[State 8600, Text 1]
type = Explod
trigger1 = !Time && var(0)
anim = 8610 + var(0)
ID = 10
onTop = 1
posType = Left
pos = 160,120
scale = 0.5,0.5
bindTime = -1
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Text 2]
type = Explod
trigger1 = !Time && var(0)
anim = 8610 + var(0)
ID = 11
onTop = 1
posType = left
pos = 160,120
scale = 0.5,0.5
bindTime = -1
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Text 1 Fade]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
trans = AddAlpha
alpha = ifElse(Time < 16, 256, 256 - 32 * (Time - 16)), ifElse(Time < 16, 0, 32 * (Time - 16))

[State 8600, Text 2 Fade]
type = ModifyExplod
trigger1 = NumExplod(11)
ID = 11
scale = 0.5 + (0.0625 * Time), 0.5 + (0.0625 * Time)
trans = AddAlpha
alpha = 256 - (32 * Time), 32 * Time

[State 8600, Circle Explod]
type = Explod
trigger1 = !Time
anim = 8601
ID = 8601
under = 1
posType = Left
pos = 160,120
bindTime = -1
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Circle Fade]
type = ModifyExplod
trigger1 = NumExplod(8601)
ID = 8601
scale = (0.25 * Time), (0.25 * Time)
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8600, Assert: NoFG]
type = AssertSpecial
trigger1 = Time < 16
flag = NoFG

[State 8600, Assert: NoBarDisplay]
type = AssertSpecial
trigger1 = Time < 24
flag = NoBarDisplay

[State 8600, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 24
trigger2 = RoundState < 3

[State 8600, End]
type = DestroySelf
trigger1 = RoundState < 3

;========================<KO CAMERA FOCUS>=============================
[Statedef 8998]
type = S
physics  = N;S
anim = 0
ctrl = 0

[State 8998, Turn]
type = Turn
trigger1 = IsHelper(8998)
trigger1 = Facing!=Root,Facing
ignorehitpause = 1

[State 8998, VelSet]
type = VelSet
trigger1 = Parent,Pos x > 0
x = IfElse(Facing = 1,4,-4)

[State 8998, VelSet]
type = VelSet
trigger1 = Parent,Pos x < 0
x = IfElse(Facing = 1,-4,4)

[State 8998, VelSet]
type = VelSet
trigger1 = Parent,Pos x = [-5,5]
x = 0

[State 8998, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
ignorehitpause = 1 
persistent = 1

[State 8998, Width]
type = Width
trigger1 = 1
value = 1,1

[State 8998, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8998, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 320,0

[State 8998, Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 8998, DestroySelf]
type = DestroySelf
trigger1 = Time >= 50
trigger1 = Enemy,Life >= 1
trigger2 = NumHelper(8998)>1

;========================<CAMERA CONTROL>=============================
[StateDef 8999]
type = S
velSet = 0,0
anim = 1

[State 8999, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1

[State 8999, End]
type = DestroySelf
trigger1 = RoundState = 2
