;===================<SWAN'S FANDANGO>====================
[StateDef 3000]
type = S
physics = S
moveType = A
anim = 3000
ctrl = 0
velset = 0,0
sprPriority = 1
poweradd = ifelse(var(20) > 0, 0, -1000)
faceP2 = 1

[State 3000, VarSet: Hit Detect Reset]
type = VarSet
trigger1 = !Time
var(8) = 0
ignorehitpause = 1

[State 3000, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 0

[State 3000, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,18
channel = 0

[State 3000, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,19
channel = 0

[State 3000, Voice 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,17
channel = 0

[State 3000, Width]
type = Width
trigger1 = AnimElemTime(16) <= 0
player = 15,0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = -6,-73
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3000, Startup Sound]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 16
value = 1000, 0
channel = 2

[State 3000, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1030
ID = 3010
name = "Kacho Sen"
posType = P1
pos = 65,-72
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3000, Projectile 2]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 1030
ID = 3010
name = "Kacho Sen"
posType = P1
pos = 65,-62
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3000, Projectile 3]
type = Helper
trigger1 = AnimElem = 16
helperType = Normal
stateNo = 1040
ID = 3010
name = "Kacho Sen"
posType = P1
pos = 67,-42
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

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

;===================<SWAN'S FANDANGO MAX>====================
[StateDef 3050]
type = S
physics = S
moveType = A
anim = 3010
ctrl = 0
velset = 0,0
sprPriority = 1
poweradd = ifelse(var(20) > 0, -1000, -2000)
faceP2 = 1

[State 3050, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 0

[State 3050, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,18
channel = 0

[State 3050, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,19
channel = 0

[State 3050, Voice 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 0,17
channel = 0

[State 3050, Width]
type = Width
trigger1 = AnimElemTime(16) <= 0
player = 15,0

[State 3050, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
time = 1
value = SCA

[State 3050, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3050, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3050, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3050, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3050, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3050, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3050, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = -6,-73
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3050, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8510,0
darken = 0
poweradd = 0

[State 3050, Flame Ignite Sound]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 16
value = 1000, 1
channel = 2

[State 3050, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1050
ID = 3011
name = "Kacho Sen"
posType = P1
pos = 65,-72
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, Projectile 2]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 1050
ID = 3011
name = "Kacho Sen"
posType = P1
pos = 65,-62
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, Projectile 3]
type = Helper
trigger1 = AnimElem = 16
helperType = Normal
stateNo = 1060
ID = 3011
name = "Kacho Sen"
posType = P1
pos = 65,-42
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 3050, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<EXPLOSIVE MAI>==========================
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -1000)
facep2 = 1
sprpriority = 1

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 3100, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3100, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3100, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3100, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3100, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3100, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3100, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = -5,-85
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3100, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3100, On Ground]
type = PosSet
trigger1 = !Time
y = 0

[State 3100, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 0

[State 3100, End]
type = Changestate
trigger1 = !AnimTime
value = 3101

;Exploding
[Statedef 3101]
type = S
physics = S
movetype = A
anim = 3101
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3101, Voice]
type = Playsnd
trigger1 = !Time
value = 0,16
channel = 0

;[State 3101, NotHitBy]
;type = NotHitBy
;trigger1 = Time <=10
;time = 1
;value = SCA

[State 3101, Explosion Snd]
type= Playsnd
trigger1= !Time
value= 3100,0

[State 3101, Explosion]
type = Helper
trigger1 = !Time
helpertype = Normal
stateno = 3105
ID = 3105
name = "Explosion"
postype = p1
pos = 0,0
size.xscale = 0.5
size.yscale = 0.5
keyctrl = 1
ownpal = 1

[State 3101, Flame Pillar FX: Front]
type = Explod
trigger1 = !NumExplod(3106)
trigger1 = !Time
anim = 3106
id = 3106
pos = -5,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3101, Flame Pillar FX: Back]
type = Explod
trigger1 = !NumExplod(3108)
trigger1 = !Time
anim = 3106
id = 3108
pos = -5,0
scale = 0.575,0.575
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3101, Ground Aura FX]
type = Explod
trigger1 = !NumExplod(1407)
trigger1 = !Time
anim = 1407
id = 1407
pos = -5,0
scale = 0.6,0.6
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3101, End]
type = Changestate
trigger1 = Time >= 48
value = 3102

;Done
[Statedef 3102]
type = S
physics = S
movetype = A
anim = 3102
ctrl = 0
velset = 0,0
sprpriority = 1

[State 3102, Remove Flame Pillar: Front]
type = RemoveExplod
trigger1 = NumExplod(3106)
id = 3106

[State 3102, Remove Flame Pillar: Back]
type = RemoveExplod
trigger1 = NumExplod(3108)
id = 3108

[State 3102, Remove Ground Aura]
type = RemoveExplod
trigger1 = NumExplod(1407)
id = 1407

[State 3102, Flame Pillar Fade: Front]
type = Explod
trigger1 = !Time
trigger1 = !NumExplod(3107)
anim = 3107
id = 3107
pos = -5,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 3102, Flame Pillar Fade: Back]
type = Explod
trigger1 = !Time
trigger1 = !NumExplod(3109)
anim = 3107
id = 3109
pos = -5,0
scale = 0.5,0.5
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 3102, Ground Aura Fade]
type = Explod
trigger1 = !Time
trigger1 = !NumExplod(1408)
anim = 1408
id = 1408
pos = -5,0
scale = 0.575,0.575
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 3102, End]
type = Changestate
trigger1 = !AnimTime
value = 0
ctrl = 1

;=========================<CRIMSON FIREBIRD DIVER>======================
[Statedef 3200]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -1000)
anim = 3200
sprpriority = 2

[State 3200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
time = 1
value = SCA

[State 3200, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3200, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 45

[State 3200, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3200, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3200, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3200, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3200, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = -14,-54
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3200, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3200, Flame FX: Front]
type = Explod
triggerall = !NumExplod(3250)
trigger1 = AnimElem = 7
anim = 3250
id = 3250
pos = -8,-34
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3200, Flame FX: Back]
type = Explod
triggerall = !NumExplod(3252)
trigger1 = AnimElem = 7
anim = 3250
id = 3252
pos = -8,-34
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3200, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,14
channel = 0

[State 3200, Flame Ignite Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000,4

[State 3200, Velocity]
type = VelSet
trigger1 = AnimElem = 7
x = 7
y = 4

[State 3200, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 3
trigger1 = !(Time%4)
attr = A, HA
damage    = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = s1000,2
guardsound = s130,0
pausetime = 8, 12
guard.pausetime = 10, 12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -15
ground.type = High
air.animType = Back
fall.animType = Back
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
airguard.ctrlTime = 16
ground.velocity = -4,-7
air.velocity = -4,-7
airguard.velocity = -7, -1
guard.velocity = -10
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
palfx.time = 48
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
forcestand = 1

[State 3200, Flame Particles]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3200, End]
type = ChangeState
trigger1 = AnimElemTime(7) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3205

;Landing: Doubles for MAX version as well
[Statedef 3205]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3205
velset = 0, 0

[State 3205, Remove Flames]
type = RemoveExplod
trigger1 = 1
id = 3250

[State 3205, Remove Flames]
type = RemoveExplod
trigger1 = 1
id = 3252

[State 3205, Flames Fade]
type = Explod
trigger1 = !Time
anim = 3251
id = 3251
pos = -8,-34
scale = .5,.5
bindtime = -1
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 3205, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 3205, Landing Dust Explod]
type = Explod
trigger1 = Time = 1
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3205, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 3205, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<CRIMSON FIREBIRD DIVER MAX>=====================
[Statedef 3250]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, -1000, -2000)
anim = 3200
sprpriority = 2

[State 3250, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(7) < 0
time = 1
value = SCA

[State 3250, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3250, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 45

[State 3250, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3250, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3250, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3250, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3250, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = -14,-54
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3250, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8510,0
darken = 0
poweradd = 0

[State 3250, Flame FX: Front]
type = Explod
triggerall = !NumExplod(3250)
trigger1 = AnimElem = 7
anim = 3250
id = 3250
pos = -8,-34
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3250, Flame FX: Back]
type = Explod
triggerall = !NumExplod(3252)
trigger1 = AnimElem = 7
anim = 3250
id = 3252
pos = -8,-34
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3250, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,14
channel = 0

[State 3250, Flame Ignite Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000,4

[State 3250, Velocity]
type = VelSet
trigger1 = AnimElem = 7
x = 7.5
y = 4

[State 3250, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 5
trigger1 = !(Time%4)
attr = A, HA
damage    = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = s1000,2
guardsound = s130,0
pausetime = 8, 12
guard.pausetime = 10, 12
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -15
ground.type = High
air.animType = Back
fall.animType = Back
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
airguard.ctrlTime = 16
ground.velocity = -4,-7
air.velocity = -4,-7
airguard.velocity = -7, -1
guard.velocity = -10
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
palfx.time = 48
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
forcestand = 1

[State 3250, Flame Particles]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3250, End]
type = ChangeState
trigger1 = AnimElemTime(7) > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3205

;========================<CHOU DEADLY NINJA BEES>========================
[Statedef 3300]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -1000)
anim = 3300
facep2 = 1
sprpriority = 2

[State 3300, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
time = 1
value = SCA

[State 3300, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3300, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 54

[State 3300, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3300, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3300, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3300, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3300, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = 3,-38
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3300, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 54
moveTime = 54
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3300, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 5.25

[State 3300, Voice 1]
type = PlaySnd
trigger1 = !Time
value = 0,16
channel = 0

[State 3300, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,15
channel = 0

[State 3300, Step Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100,0

[State 3300, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 41,0

[State 3300, StateTypeSet];Air, no physics
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 3300, Cartwheel Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S, HA
animtype = Hard
damage    = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 8,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -70
hitsound = S2, 4
guardsound = S130, 0
ground.type = Low
air.animType = Back
fall.animType = Back
air.type = Low
ground.slidetime = 28
ground.hittime  = 28
guard.hittime  = 19
air.hittime = 19
ground.velocity = -8
guard.velocity = -8
air.velocity = -2.5,-3
yaccel = .5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 3300, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 7 < 0

[State 3300, Velocity]
type = VelSet
trigger1 = AnimElem = 8
x = 6.7
y = -4.5

[State 3300, Flames Ignite Snd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1000,4

[State 3300, Flame FX: Front]
type = Explod
triggerall = !NumExplod(3350)
trigger1 = AnimElem = 8
anim = 3350
id = 3350
pos = -5,-26
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3300, Flame FX: Back]
type = Explod
triggerall = !NumExplod(3352)
trigger1 = AnimElem = 8
anim = 3350
id = 3352
pos = -5,-26
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3300, Flame Elbow Hit]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
trigger1 = !(Time %5)
attr = A, HA
animtype = Hard
damage    = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 120), var(36) := -73
hitsound = S1000,2
guardsound = S130,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 19
ground.velocity = -8
guard.velocity = -8
air.velocity = -3,-2
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
yaccel = .58
air.fall = 1
fall.recover = 0
palfx.time = 46
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
forcestand = 1

[State 3300, Flame Particles]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3300, Gravity]
type = VelAdd
trigger1 = AnimElem = 8 > 0
y = .35

[State 3300, End]
type = ChangeState
trigger1 = AnimElem = 8 > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3305

;----------------
;Landing
[Statedef 3305]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3305
velset = 0, 0
sprpriority = 2

[State 3305, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3305, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S1000,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 95), var(36) := -73
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 19
ground.velocity = -7.5, -7.35
air.velocity = -7.5, -6.5
guard.velocity = -11
yaccel = .58
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 45
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
forcestand = 1

[State 3305, Flame Particles]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3305, Flames Fade]
type = Explod
triggerall = !Time
trigger1 = NumExplod(3350)
anim = 3351
id = 3351
pos = -5,-26
scale = .5,.5
bindtime = -1
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 3305, Remove Flames]
type = RemoveExplod
trigger1 = 1
id = 3350

[State 3305, Remove Flames]
type = RemoveExplod
trigger1 = 1
id = 3352

[State 3305, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 3305, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 3305, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
movetype = I

[State 3305, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=====================<TRUE DEADLY NINJA BEES>=====================
[Statedef 3400]
type = S
movetype = A
physics = S
ctrl = 0
poweradd = ifelse(var(20) > 0, -1000, -3000)
velset = 0,0
anim = 3400
facep2 = 1
sprpriority = 2

[State 3400, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(12) < 0
time = 1
value = SCA

[State 3400, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3400, Unguardable]
type = VarSet
trigger1 = Time = 0 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3400, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3400, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3400, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3400, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3400, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8520
ID = 8500
name = "Superpause FX"
posType = P1
pos = 2,-63
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3400, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 48
moveTime = 48
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8520,0
darken = 0
poweradd = 0

[State 3400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,14
channel = 0

[State 3400, StateTypeSet];Air, no physics
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 3400, Flame Ignite Snd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1000,4

[State 3400, Flame FX: Front]
type = Explod
triggerall = !NumExplod(3450)
trigger1 = AnimElem = 12
anim = 3450
id = 3450
pos = 11,-27
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3400, Flame FX: Back]
type = Explod
triggerall = !NumExplod(3452)
trigger1 = AnimElem = 12
anim = 3450
id = 3452
pos = 11,-27
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 3400, Velocity]
type = VelSet
trigger1 = AnimElem = 12
x = 11
y = -5

[State 3400, HitDef]
type = HitDef
trigger1 = !(Time %3)
attr = A, HA
animtype = Hard
damage    = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
pausetime = 4,4
guard.pausetime = 4,4
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 120), var(36) := -65
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
hitsound = S1000,2
guardsound = S130,0
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 19
ground.velocity = -9
guard.velocity = -9
air.velocity = -3,-4
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
air.fall = 1
fall.recover = 0
palfx.time = 46
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
forcestand = 1

[State 3400, Flame Particles]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3400, Gravity]
type = VelAdd
trigger1 = AnimElem = 12 > 0
y = .35

[State 3400, End]
type = ChangeState
trigger1 = AnimElem = 12 > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3405

;-----------------
;Landing
[Statedef 3405]
type = S
movetype = A
physics = S
ctrl = 0
poweradd = 0
anim = 3305
velset = 0, 0
sprpriority = 2

[State 3405, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3405, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
getpower = 0,0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S1000,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 95), var(36) := -73
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 19
ground.velocity = -7.5, -7.5
air.velocity = -7.5, -7.5
guard.velocity = -11
yaccel = .58
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 45
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
forcestand = 1

[State 3405, Flame Particles]
type = Helper
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3405, Flames Fade]
type = Explod
triggerall = !Time
trigger1 = NumExplod(3450)
anim = 3451
id = 3451
pos = 10,-26
scale = .5,.5
bindtime = -1
sprpriority = 10
ownpal = 1
removeongethit = 1

[State 3405, Remove Flames]
type = RemoveExplod
trigger1 = 1
id = 3450

[State 3405, Remove Flames]
type = RemoveExplod
trigger1 = 1
id = 3452

[State 3405, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 3405, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 3405, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
movetype = I

[State 3405, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===================<HANA ARASHI>====================
[StateDef 3500]
type = S
physics = S
moveType = A
anim = 3500
ctrl = 0
velset = 0,0
sprPriority = 1
poweradd = ifelse(var(20) > 0, -1000, -2000)
faceP2 = 1

[State 3500, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
time = 1
value = SCA

[State 3500, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3500, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3500, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3500, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3500, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3500, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3500, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = 25,-58
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3500, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8510,0
darken = 0
poweradd = 0

[State 3500, Fly Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,3

[State 3500, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
stateno = 8103
ID = 8100
name = "Dash Dust"
postype = p1
pausemovetime = 255
supermovetime = 255
ownpal = 1

[State 3500, On Ground]
type = PosSet
trigger1 = !Time
y = 0

[State 3500, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 0

[State 3500, Velocity]
type = Velset
trigger1 = AnimElem = 4
x = 12

[State 3500, Velmul]
type = Velmul
trigger1 = AnimElemTime(3) >= 0
x = 1

[State 3500, Initial Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S,HA
hitflag = MAF
guardflag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 0, 12
guard.pausetime = 2, 2
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 19
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = 0
ground.cornerpush.veloff = 0
guard.velocity = -4.45
guard.cornerpush.veloff = 0
air.velocity = -4.25, -5.25
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = s2,2
guardsound = s130, 0
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 121), var(36) := -75
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
snap = 50,0

[State 3500, Attack Success]
type = ChangeState
trigger1 = MoveContact = 1
value = 3501

[State 3500, Attack Miss]
type = ChangeState
triggerall = Time > 50
trigger1 = Time > 100
trigger2 = FrontEdgeBodyDist <= 0
value = 3502

;---Attack---
[Statedef 3501]
type = S
physics = N
movetype = A
anim = 3501
ctrl = 0
velset = 0,0
sprpriority = 2

[State 3501, Hana SFX]
type = PlaySnd
trigger1 = !Time
value = 3500,0

[State 3501, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,16
channel = 0

[State 3501, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 11 || AnimElem = 14 || AnimElem = 16 || AnimElem = 19 
value = 1,2
channel = 1

[State 3501, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 41,0

[State 3501, VelStop]
type = Velset
trigger1 = AnimElem = 1
x = 0

[State 3501, Rising Vel]
type = Velset
trigger1 = AnimElem = 5
y = -10.5

[State 3501, StateTypeSet: Air]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A 

[State 3501, Dust Helper]
type = Helper
trigger1 = Animelem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 3501, PosFreeze]
type = PosFreeze
trigger1 = AnimElemTime(18) >= 0 && AnimElemTime(20) < 0
ignorehitpause = 1

[State 3501, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0 
y = 0.38

[State 3501, Success Hits]
type = HitDef
trigger1 = !var(16) && var(15) < 8
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 11 || AnimElem = 14 || AnimElem = 16
attr = A,HA
hitflag = MAF
guardflag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 4, 5
guard.pausetime = 4, 4
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 = 120
ground.velocity = 0, -6.65
ground.cornerpush.veloff = 0
guard.velocity = -6
guard.cornerpush.veloff = 0
air.velocity = 0, -6.4
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 0
hitsound = s2,2
guardsound = s130, 0
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 121), var(36) := -75
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 3501, Final Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 9
trigger1 = AnimElem = 19
attr = A,HA
hitflag = MAF
guardflag = HA
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 28, 30
guard.pausetime = 12, 12
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
airguard.ctrlTime = 16
ground.velocity = -10, -6.5
ground.cornerpush.veloff = 0
guard.velocity = -11
guard.cornerpush.veloff = 0
air.velocity = -10, 20
airguard.velocity = -9, -1
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
hitsound = s2,2
guardsound = s130, 0
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 121), var(36) := -83
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 3501, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(20) >= 0
moveType = I

[State 3501, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 3510

;--Hana Miss--
[Statedef 3502]
type = S
movetype = I
physics = S

[State 3502, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 3502

[State 3502, Skid Snd]
type = PlaySnd
trigger1 = !Time
value = 101,0

[State 3502, Skid Dust]
type = Explod
trigger1 = !Time
anim = 8104
sprPriority=3
posType = P1
pos = -15,0
vel = 0,0
scale = 0.5,0.5
pauseMovetime = -1
superMoveTime = -1
ownpal = 1

[State 3502, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Landing
[Statedef 3510]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3510
velset = 0, 0

[State 3510, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 3510, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 3510, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprpriority = -3
postype = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3510, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===================<KUBI NO KITSUNE>====================