;====================<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

;===================<TAUNT BUBBLE HELPER>=======================
[Statedef 390]
type = A
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

[State 390, Bind]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 390, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 390, Food]
type = Explod
trigger1 = !NumExplod(300)
trigger1 = AnimElem = 3
anim = 300+(Random%7)
ID = 300
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
bindtime = -1
removetime = -1
scale = root,const(size.xscale),root,const(size.yscale)
persistent = 0
removeongethit = 1

[State 390, RemoveExplod: Food]
type = RemoveExplod
trigger1 = Root,AnimElem=7
trigger2 = Root,MoveType=H
ID = 300

[State 390, End]
type = DestroySelf
trigger1 = Root,AnimElem=7
trigger2 = Root,MoveType=H
trigger3 = NumHelper(196)>1

;Turns Intro
[Statedef 391]
type = A
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

[State 391, Bind]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 391, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 391, Food]
type = Explod
trigger1 = !NumExplod(300)
trigger1 = AnimElem = 3
anim = 300+(Random%7)
ID = 300
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
bindtime = -1
removetime = -1
scale = root,const(size.xscale),root,const(size.yscale)
persistent = 0
removeongethit = 1

[State 391, RemoveExplod: Food]
type = RemoveExplod
trigger1 = Root,AnimElem=8
trigger2 = Root,MoveType=H
ID = 300

[State 391, End]
type = DestroySelf
trigger1 = Root,AnimElem=8
trigger2 = Root,MoveType=H
trigger3 = NumHelper(196)>1

;===================<SOUL FLASH PROJECTILE>=======================
[StateDef 1005]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 3

[State 1005, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1015
ignoreHitPause = 1

[State 1005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1005, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1005, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1005, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010 && Anim != 1015
value = 1010

[State 1005, Button Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(10) = Root, var(10)

[State 1005, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1005, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1005, Velocity]
type = VelSet
trigger1 = Time > 3
x = ifElse(var(10) = 2, 3.35, ifElse(var(10) = 1, 2.25, 1))
y = 0

[State 1005, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1005, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1005, Bat]
type = Explod
trigger1 = !NumExplod(1011)
trigger1 = Time=0
anim = 1011
id = 1011
scale = 1,1
pos = -1,-2
bindtime = -1
sprpriority = 2
ownpal = 1
removeTime = -1

[State 1005, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (ifElse(var(10) = 2, 63, ifElse(var(10), 56, 49)) * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (ifElse(var(10) = 2, 63, ifElse(var(10), 56, 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 = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5.35, -6.15
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120;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
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1005, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1011
ignoreHitPause = 1

[State 1005, ChangeState: Fade]
type = ChangeState
trigger1 = !var(10) && Time >= 45
trigger2 = var(10)=1 && Time >= 25
trigger3 = var(10)=2 && Time >= 18
value = 1012
ignoreHitPause = 1

[State 1005, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1015
ignoreHitPause = 1

[State 1005, Remove Bat]
type = RemoveExplod
triggerall = Time > 1
trigger1 = FrontEdgeDist <= -60
id = 1011
ignoreHitPause = 1

[State 1005, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1015 && !AnimTime

;Hit Pause
[StateDef 1011]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
moveHitPersist = 1

[State 1011, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 1011, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 2), ifElse(MoveGuarded, 0, 6)
channel = 3
ignorehitPause = 1

[State 1011, 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 1011, 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 1011, End]
type = ChangeState
trigger1 = Time >= 0
value = 1015

;Soul Flash Fade
[Statedef 1012]
type = A
physics = N
movetype = A
anim = 1012
velset = 0, 0
ctrl = 0
sprpriority = 3
movehitpersist = 1

[State 1012, Remove Bat]
type = RemoveExplod
trigger1 = 1
ID = 1011
ignoreHitPause = 1

[State 1012, No Shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1012, Transparency]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1

[State 1012, End]
type = DestroySelf
trigger1 = !AnimTime

;Soul Flash Hit
[Statedef 1015]
type = A
movetype = A
physics = N
anim = 1015
ctrl = 0
velSet = 0,0
sprpriority = 3
moveHitPersist = 1

[State 1015, Remove Bat]
type = RemoveExplod
trigger1 = 1
ID = 1011
ignorehitpause = 1

[State 1015, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 2,6
channel = 3
volume = -128
lowPriority = 1

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1015, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1015, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1015, End]
type = ChangeState
trigger1 = !AnimTime
value = 1016

;Wait
[StateDef 1016]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 1016, Remove Bat]
type = RemoveExplod
trigger1 = 1
ID = 1011
ignorehitpause = 1

[State 1016, DestroySelf]
type = DestroySelf
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target, Time <= 1 && !(Target, HitShakeOver)

;=====================<EX SOUL FLASH>=========================
[StateDef 1020]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 3

[State 1020, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = ifElse(var(2) < 3, 1020, 1015)
ignoreHitPause = 1

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

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

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

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

[State 1020, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010 && !PrevStateNo
value = 1010

[State 1020, VarAdd]
type = VarAdd
trigger1 = !Time
var(2) = 1

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

[State 1020, Velocity]
type = VelSet
trigger1 = 1
x = ifElse((Time < 2 && var(2) > 1), 1, 3.5)
y = 0

[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, Bat]
type = Explod
trigger1 = !NumExplod(1011)
trigger1 = Time=0
anim = 1011
id = 1011
scale = 1,1
pos = -1,-2
bindtime = -1
sprpriority = 2
ownpal = 1
removeTime = -1

[State 1020, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<3
trigger1 = 1
attr = S,SP
hitFlag = MAF
guardFlag = MA
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 = 0, 0
pauseTime = 4 * (var(2) < 3), 8;10
guard.pauseTime = 4 * (var(2) < 3), 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12;18
ground.slideTime = 12
guard.hitTime = 15
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -8.25, 0
ground.cornerPush.velOff = 0
guard.velocity = -8.25
guard.cornerPush.velOff = 0
air.velocity = -5.35, -7
air.cornerPush.velOff = 0
airGuard.velocity = -5, -1
airGuard.cornerPush.velOff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120;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
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

;Hit Pause
[State 1020, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 2), ifElse(MoveGuarded, 0, 6)
channel = 3
persistent = 0
ignorehitPause = 1

[State 1020, 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 1020, 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 1020, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = ifElse(var(2) < 3, 1020, 1015)
ignoreHitPause = 1

[State 1020, ChangeState: Fade]
type = ChangeState
trigger1 = Time >= 40
value = 1012
ignoreHitPause = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1015
ignoreHitPause = 1

[State 1020, Remove Bat]
type = RemoveExplod
triggerall = Time > 1
trigger1 = FrontEdgeDist <= -60
id = 1011
ignoreHitPause = 1

[State 1020, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60

;===================<AIR SOUL FLASH PROJECTILE>=======================
[StateDef 1105]
type = A
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 3

[State 1105, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1015
ignoreHitPause = 1

[State 1105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1105, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1105, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1105, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010 && Anim != 1015
value = 1010

[State 1105, Button Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(10) = Root, var(10)

[State 1105, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1105, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1105, Velocity]
type = VelSet
trigger1 = Time > 3
x = ifElse(var(10) = 2, 3.35, ifElse(var(10) = 1, 2.25, 1))
y = 0

[State 1105, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1105, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1105, Bat]
type = Explod
trigger1 = !NumExplod(1011)
trigger1 = !Time
anim = 1011
id = 1011
scale = 1,1
pos = -1,-2
bindtime = -1
sprpriority = 2
ownpal = 1
removeTime = -1

[State 1105, 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) * (ifElse(var(10) = 2, 63, ifElse(var(10), 56, 49)) * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (ifElse(var(10) = 2, 63, ifElse(var(10), 56, 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 = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -5.35, -6.15
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120;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
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1105, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1011
ignoreHitPause = 1

[State 1105, ChangeState: Fade]
type = ChangeState
trigger1 = !var(10) && Time >= 45
trigger2 = var(10)=1 && Time >= 25
trigger3 = var(10)=2 && Time >= 18
value = 1012
ignoreHitPause = 1

[State 1105, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1015
ignoreHitPause = 1

[State 1105, Remove Bat]
type = RemoveExplod
triggerall = Time > 1
trigger1 = FrontEdgeDist <= -60
id = 1011
ignoreHitPause = 1

[State 1105, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1015 && !AnimTime

;=====================<EX AIR SOUL FLASH>=========================
[StateDef 1120]
type = A
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 3

[State 1120, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = ifElse(var(2) < 3, 1120, 1015)
ignoreHitPause = 1

[State 1120, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1120, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1120, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1120, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1120, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010 && !PrevStateNo
value = 1010

[State 1120, VarAdd]
type = VarAdd
trigger1 = !Time
var(2) = 1

[State 1120, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1120, Velocity]
type = VelSet
trigger1 = 1
x = ifElse((Time < 2 && var(2) > 1), 1, 3.5)
y = 0

[State 1120, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1120, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1120, Bat]
type = Explod
trigger1 = !NumExplod(1011)
trigger1 = Time=0
anim = 1011
id = 1011
scale = 1,1
pos = -1,-2
bindtime = -1
sprpriority = 2
ownpal = 1
removeTime = -1

[State 1120, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<3
trigger1 = 1
attr = S,SP
hitFlag = MAF
guardFlag = MA
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 = 0, 0
pauseTime = 4 * (var(2) < 3), 8;10
guard.pauseTime = 4 * (var(2) < 3), 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12;18
ground.slideTime = 12
guard.hitTime = 15
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -8.25, 0
ground.cornerPush.velOff = 0
guard.velocity = -8.25
guard.cornerPush.velOff = 0
air.velocity = -5.35, -7
air.cornerPush.velOff = 0
airGuard.velocity = -5, -1
airGuard.cornerPush.velOff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120;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
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

;Hit Pause
[State 1120, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 2), ifElse(MoveGuarded, 0, 6)
channel = 3
persistent = 0
ignorehitPause = 1

[State 1120, 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 1120, 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 1120, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = ifElse(var(2) < 3, 1120, 1015)
ignoreHitPause = 1

[State 1120, ChangeState: Fade]
type = ChangeState
trigger1 = Time >= 40
value = 1012
ignoreHitPause = 1

[State 1120, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1015
ignoreHitPause = 1

[State 1120, Remove Bat]
type = RemoveExplod
triggerall = Time > 1
trigger1 = FrontEdgeDist <= -60
id = 1011
ignoreHitPause = 1

[State 1120, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60

;========================<SPLENDOR LOVE BATS>=============================
[Statedef 4200]
type = A
ctrl = 0
anim = 4200
velset = 0,0
sprpriority = 3

[State 4200, Bind]
type = BindToRoot
trigger1 = 1
pos = 0,-3

[State 4200, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4200, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 4200, ChangeState(Fade)]
type = ChangeState
trigger1 = Root,StateNo=3000 && Root,AnimElem=14
trigger2 = Root,StateNo=3050 && Root,AnimElem=17
value = 4201

[State 4200, End]
type = DestroySelf
trigger1 = Root,MoveType=H
trigger2 = Root,StateNo!=3000 && Root,StateNo!=3050
trigger3 = Root,StateNo=3000 && Root,AnimElemTime(14)>=0
trigger4 = Root,StateNo=3050 && Root,AnimElemTime(17)>=0
trigger5 = NumHelper(4200)>1
ignorehitpause=1

;Bats Fwd Fade
[Statedef 4201]
type = A
ctrl = 0
anim = 4201
velset = 0,0

[State 4201, Bind]
type = BindToRoot
trigger1 = 1
pos = 0,-3

[State 4201, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4201, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 4201, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H

;Bats Back
[Statedef 4202]
type = A
ctrl = 0
anim = 4202
velset = 0,0
sprpriority = -1

[State 4202, Bind]
type = BindToRoot
trigger1 = 1
pos = 0,-3

[State 4202, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4202, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 4202, ChangeState(Fade)]
type = ChangeState
trigger1 = Root,StateNo=3000 && Root,AnimElem=14
trigger2 = Root,StateNo=3050 && Root,AnimElem=17
value = 4203

[State 4202, End]
type = DestroySelf
trigger1 = Root,MoveType=H
trigger2 = Root,StateNo!=3000 && Root,StateNo!=3050
trigger3 = Root,StateNo=3000 && Root,AnimElemTime(14)>=0
trigger4 = Root,StateNo=3050 && Root,AnimElemTime(17)>=0
trigger5 = NumHelper(4202)>1
ignorehitpause=1

;Bats Back Fade
[Statedef 4203]
type = A
ctrl = 0
anim = 4203
velset = 0,0

[State 4203, Bind]
type = BindToRoot
trigger1 = 1
pos = 0,-3

[State 4203, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 4203, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 4203, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H

;========================<LUMINOUS ILLUSION CLONE>=============================
[Statedef 3250]
type = S
ctrl = 0
anim = 3250
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[State 3250, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3250, Safety]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3250, No Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 3250, PosSet]
type = PosSet
trigger1 = 1
y = Root,pos y

[State 3250, Turn]
type = Turn
trigger1 = Facing=(Root,Facing)

[State 3250, Bind]
type = BindToRoot
trigger1 = 1
pos = ceil(125*root,const(size.xscale)),0

[State 3250, AssertSpecial]
type = AssertSpecial
trigger1 = Time=[0,3]
flag = invisible
ignorehitpause = 1

[State 3250, Fade In]
type = trans
trigger1 = Time=[3,34]
trans = addalpha
alpha = (time-3)*7,256-((time-3)*7)
ignorehitpause = 1

[State 3250, Fade Out]
type = trans
trigger1 = AnimElemTime(52)>0
trans = addalpha
alpha = ceil(256 -1.25 * time), ceil(1.25 * time)

[State 3250, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 30
StateType = A
physics = N

[State 3250, Hit 1]
type = HitDef
trigger1 = AnimElem = 6  
attr = S, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 52), var(36):=-78
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, 0
air.velocity = 0,-1.5
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3250, Hits 2&5]
type = HitDef
trigger1 = AnimElem = 9 || AnimElem = 22
attr = S, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 56), var(36):=-14
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, 0
air.velocity = 0,-1.5
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3250, Hit 3]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 98), var(36) := -66
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, 0
air.velocity = 0,-1.5
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3250, Hit 4]
type = HitDef
trigger1 = AnimElem = 19  
attr = S, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,9
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8017)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 61), var(36):=-91
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, 0
air.velocity = 0,-1.5
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3250, Hit 5]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 99), var(36) := -53
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, 0
air.velocity = 0,-1.5
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3250, Hits 6-8]
type = HitDef
trigger1 = AnimElem = 31 || AnimElem = 35 || AnimElem = 39  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,9
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8017)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -52
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -7
air.velocity = 0,-7
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3250, Final Hit]
type = HitDef
trigger1 = AnimElem = 47  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,9
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8017)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -52
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -6.5
air.velocity = 0,-6.5
guard.velocity = -8
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 1

[State 3250, End]
type = ChangeState
trigger1 = Time >= 215
trigger2 = !IsHelper(3250) || Root,StateNo!=3201
trigger3 = AnimElemTime(48)>=0 && pos y > -vel y
value = 1016

;Air Version
[Statedef 3251]
type = A
ctrl = 0
anim = 3251
velset = 0,0
movetype = A
physics = N
sprpriority = 2

[State 3251, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3251, Safety]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3251, No Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 3251, Turn]
type = Turn
trigger1 = Facing=(Root,Facing)

[State 3251, Bind]
type = BindToRoot
trigger1 = 1
pos = ceil(125*root,const(size.xscale)),0

[State 3251, AssertSpecial]
type = AssertSpecial
trigger1 = Time=[0,3]
flag = invisible
ignorehitpause = 1

[State 3251, Fade In]
type = trans
trigger1 = Time=[3,34]
trans = addalpha
alpha = (time-3)*7,256-((time-3)*7)

[State 3251, Fade Out]
type = trans
trigger1 = AnimElemTime(45)>0
trans = addalpha
alpha = ceil(256 -1.25 * time), ceil(1.25 * time)

[State 3251, Hits 1&4]
type = HitDef
trigger1 = AnimElem = 4 || AnimElem = 14  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 66), var(36):=-35
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -4.5
air.velocity = 0,-1
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3251, Hits 2&5]
type = HitDef
trigger1 = AnimElem = 7 || AnimElem = 17  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 45), var(36):=-45
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -4.5
air.velocity = 0,-1
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3251, Hit 3]
type = HitDef
trigger1 = AnimElem = 11  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,9
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8017)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -43
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -4.5
air.velocity = 0,-1
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3251, Hits 6]
type = HitDef
trigger1 = AnimElem = 21  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 2,4
guard.pausetime = 2,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -42
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -4.5
air.velocity = 0,-1
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3251, Hits 7-9]
type = HitDef
trigger1 = AnimElem = 25 || AnimElem = 29|| AnimElem = 33  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 4
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,9
guardsound = S130,0
pausetime = 4,6
guard.pausetime = 6,6
sparkNo = -1 + 0 * (var(33) := 8017)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -52
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -7
air.velocity = 0,-6.5
guard.velocity = 0
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 0

[State 3251, Final Hit]
type = HitDef
trigger1 = AnimElem = 40  
attr = A, HA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = M
hitflag = MAF
hitsound = S2,9
guardsound = S130,0
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8017)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -52
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 32
ground.hittime  = 32
guard.hittime = 18
ground.velocity = 0, -6.5
air.velocity = 0,-6.5
guard.velocity = -8
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .48
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
kill = 1

[State 3251, End]
type = ChangeState
trigger1 = Time >= 225
trigger2 = !IsHelper(3250) || Root,StateNo!=3211
trigger3 = AnimElemTime(41)>0 && pos y > -vel y
value = 1016

;========================<BAT HELPERS>=============================
;---LIE DOWN---
[Statedef 6105]
Type = A
physics=N
anim=6101
velset=0,0
sprpriority=2
ctrl=0

[State 6105, ID]
type=varset
trigger1= !time
var(0)=root,var(48)

[State 6105, Turn]
type=turn
trigger1= var(0)=2 && facing!=root,facing

[State 6105, varx]
type=varset
trigger1= root,stateno!=5120
fvar(1)=0

[State 6105, vary]
type=varset
trigger1= root,stateno!=5120
fvar(2)=0

[State 6105, varx]
type=varadd
trigger1= var(0)=1 && root,stateno=5120
fvar(1)=-1.47

[State 6105, vary]
type=varadd
trigger1= var(0)=1 && root,stateno=5120
fvar(2)=-1.16

[State 6105, varx]
type=varadd
trigger1= var(0)=2 && root,stateno=5120
fvar(1)=5

[State 6105, vary]
type=varadd
trigger1= var(0)=2 && root,stateno=5120
fvar(2)=-6.33

[State 6105, varx]
type=varadd
trigger1= var(0)=3 && root,stateno=5120
fvar(1)=.4

[State 6105, vary]
type=varadd
trigger1= var(0)=3 && root,stateno=5120
fvar(2)=-0.5

[State 6100, varx]
type=varadd
trigger1= var(0)=4 && root,stateno=5120
fvar(1)=-.6

[State 6100, vary]
type=varadd
trigger1= var(0)=4 && root,stateno=5120
fvar(2)=-0.73

[State 6105, Bind]
type=bindtoroot
trigger1= var(0)=1
pos=2+fvar(1),-16+fvar(2)

[State 6105, Bind]
type=bindtoroot
trigger1= var(0)=2
pos=-64+fvar(1),-18+fvar(2)

[State 6105, Bind]
type=bindtoroot
trigger1= var(0)=3
pos=-24+fvar(1),-36+fvar(2)

[State 6105, Bind]
type=bindtoroot
trigger1= var(0)=4
pos=-7+fvar(1),-43+fvar(2)

[State 6105, End]
type=destroyself
trigger1= root,stateno!=5110 && root,stateno!=5120 && root,stateno!=5150
trigger2= var(0)=2 && root,stateno=5120 && root,animelemtime(5)>=0


;---WIN COSTUME---
[Statedef 6109]
type = A
physics=N
anim=6100
velset=0,0
sprpriority=0
ctrl=0

[State 6109, ID]
type=varset
trigger1= !time && (ishelper(6101) || ishelper(6102) || ishelper(6103) || ishelper(6104))
var(0)=ifelse(ishelper(6101),1,ifelse(ishelper(6102),2,ifelse(ishelper(6103),3,4)))

[State 6109, Vel]
type=velset
trigger1= !time
x=ifelse(var(0)=1,-.33,ifelse(var(0)=2,-.66,ifelse(var(0)=3,-1,-.5)))
y=ifelse(var(0)=1,-.4,ifelse(var(0)=2,-.1,ifelse(var(0)=3,.2,.5)))

[State 6109, Vel]
type=veladd
trigger1= time<60 && vel y>-1
y=-.025

[State 6109, Vel]
type=velset
trigger1= time>=60 && (var(0)=1 || var(0)=3)
x=cos(time/20.0)
y=-cos((time+10)/20.0)

[State 6109, Vel]
type=velset
trigger1= time>=60 && (var(0)=2 || var(0)=4)
x=-cos(time/20.0)
y=cos((time+10)/20.0)

[State 6109, Vel]
type=velmul
trigger1= vel y>0 && pos y>-10
y=.8

[State 6109, End]
type=destroyself
trigger1= root,stateno!=181 || root,movetype=H


;---WIN POSE 2---
[Statedef 6200]
type=A
movetype=I
physics=N
velset=0,0
anim = 6100

[State 6200, motionset]
type=varset
trigger1=!time
var(47)=root,var(47)

[State 6200, motionset];#!$?
type=varrandom
trigger1=!time
v=0
range=-99,99

[State 6200, prioirty]
type=sprpriority
trigger1=!time
value=var(0)

[State 6200, face]
type=turn
trigger1=rootdist x<0&&root,animelemtime(16)<0

[State 6200, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6200)||ishelper(6201))
pos=ifelse(ishelper(6200),-2,-7),ifelse(ishelper(6200),-75,-80);0,-5\-75,-80
ignorehitpause=1

[State 6200, motion]
type=velset
trigger1=!time&&(ishelper(6200)||ishelper(6201))
x=ifelse(ishelper(6200),-5,5)
y=-.4

[State 6200, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6202)||ishelper(6203))
pos=ifelse(ishelper(6202),18,23),ifelse(ishelper(6203),-75,-80);20,25
ignorehitpause=1

[State 6200, motion]
type=velset
trigger1=!time&&(ishelper(6202)||ishelper(6203))
x=ifelse(ishelper(6202),5,-5)
y=-.25

[State 6200, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6204)||ishelper(6205))
pos=ifelse(ishelper(6204),-18,-23),ifelse(ishelper(6205),-45,-35);-15,-20
ignorehitpause=1

[State 6200, motion]
type=velset
trigger1=!time&&(ishelper(6204)||ishelper(6205))
x=ifelse(ishelper(6204),-5,5)
y=ifelse(ishelper(6204),-.25,.1)

[State 6200, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6206)||ishelper(6207))
pos=ifelse(ishelper(6206),18,23),ifelse(ishelper(6207),-35,-45);15,20
ignorehitpause=1

[State 6200, motion]
type=velset
trigger1=!time&&(ishelper(6206)||ishelper(6207))
x=ifelse(ishelper(6206),5,-5)
y=ifelse(ishelper(6206),-.25,.1)

[State 6200, veladd]
type=veladd
trigger1=var(47)=5||var(47)=7
trigger1=root,animelemtime(7)<0&&vel y<1.5&&pos y>-10
y=.33

[State 6200, veladd]
type=veladd
trigger1=var(47)!=5&&var(47)!=7
trigger1=root,animelemtime(7)<0&&vel y>-1.5
y=-.33

[State 6200, velset]
type=velset
trigger1=root,animelemtime(16)>=0
trigger1=(var(47)=0||var(47)=1||var(47)=4||var(47)=5)
x=cos(time/20.0)
y=-cos((time+20)/20.0)

[State 6200, velset]
type=velset
trigger1=root,animelemtime(16)>=0
trigger1=(var(47)=2||var(47)=3||var(47)=6||var(47)=7)
x=-cos(time/20.0)
y=cos((time+20)/20.0)

[State 6200, velmul]
type=velmul
trigger1= vel x
x=.9375

[State 6200, velmul]
type=velmul
trigger1 = vel y || pos y>-10
y=ifelse(pos y>10,.3,.8)

[State 6200, end]
type=destroyself
trigger1=root,stateno!=182 || root,movetype=H


;---WIN POSE 2,2---
[Statedef 6201]
type=A
movetype=I
physics=N
velset=0,0
anim = 6100

[State 6201, motionset]
type=varset
trigger1=!time
var(47)=root,var(47)

[State 6201, motionset];#$!?
type=varrandom
trigger1=!time
v=0
range=-99,99

[State 6201, prioirty]
type=sprpriority
trigger1=!time
value=var(0)

[State 6201, face]
type=turn
trigger1=rootdist x<0&&root,animelemtime(16)<0

[State 6201, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6220)||ishelper(6221))
pos=ifelse(ishelper(6220),-2,-7),ifelse(ishelper(6220),-75,-80)
ignorehitpause=1

[State 6201, motion]
type=velset
trigger1=!time&&(ishelper(6220)||ishelper(6221))
x=ifelse(ishelper(6220),-5,5)
y=-.4

[State 6201, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6222)||ishelper(6223))
pos=ifelse(ishelper(6222),18,23),ifelse(ishelper(6223),-75,-80)
ignorehitpause=1

[State 6201, motion]
type=velset
trigger1=!time&&(ishelper(6222)||ishelper(6223))
x=ifelse(ishelper(6222),5,-5)
y=-.25

[State 6201, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6224)||ishelper(6225))
pos=ifelse(ishelper(6224),-18,-23),ifelse(ishelper(6225),-45,-35)
ignorehitpause=1

[State 6201, motion]
type=velset
trigger1=!time&&(ishelper(6224)||ishelper(6225))
x=ifelse(ishelper(6224),-5,5)
y=ifelse(ishelper(6224),-.25,.1)

[State 6901, pos]
type=bindtoroot
trigger1=!time&&(ishelper(6226)||ishelper(6227))
pos=ifelse(ishelper(6226),18,23),ifelse(ishelper(6227),-35,-45)
ignorehitpause=1

[State 6901, motion]
type=velset
trigger1=!time&&(ishelper(6226)||ishelper(6227))
x=ifelse(ishelper(6226),5,-5)
y=ifelse(ishelper(6226),-.25,.1)

[State 6201, veladd]
type=veladd
trigger1=var(47)=5||var(47)=7
trigger1=root,animelemtime(7)<0&&vel y<1.5&&pos y>-10
y=.33

[State 6201, veladd]
type=veladd
trigger1=var(47)!=5&&var(47)!=7
trigger1=root,animelemtime(7)<0&&vel y>-1.5
y=-.33

[State 6201, velset]
type=velset
trigger1=root,animelemtime(16)>=0
trigger1=(var(47)=0||var(47)=1||var(47)=4||var(47)=5)
x=cos(time/20.0)
y=-cos((time+20)/20.0)

[State 6201, velset]
type=velset
trigger1=root,animelemtime(16)>=0
trigger1=(var(47)=2||var(47)=3||var(47)=6||var(47)=7)
x=-cos(time/20.0)
y=cos((time+20)/20.0)

[State 6201, velmul]
type=velmul
trigger1= vel x
x=.9375

[State 6201, velmul]
type=velmul
trigger1= vel y || pos y>-10
y=ifelse(pos y>10,.3,.8)

[State 6201, end]
type=destroyself
trigger1=root,stateno!=182 || parent,movetype=H

;========================<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

;========================<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 = 0,2;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 + 4) / 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 = -1,-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: Splendor Love]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3000,3050])
var(0) = 2

[State 8600, Move Name: Soul Spin]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3100,3150])
var(0) = 3

[State 8600, Move Name: Lumious Illusion]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3200,3211])
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
