;=====================<KACHO SEN>==========================
[StateDef 1000]
type = S
physics = S
moveType = A
anim = 1000
ctrl = 0
velset = 0,0
sprPriority = 1
poweradd = 84 * !var(20)
faceP2 = 1

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,11
channel = 0

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(5) <= 0
player = 15,0

[State 1000, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(0)) || (helper(10371), var(7)), 0, ifElse((helper(10371), var(1)) || (helper(10371), var(8)), 1, 2))

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifelse(var(10)=2, 1002, ifelse(var(10)=1, 1001, 1000))

[State 1000, Startup Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 0
channel = 2

[State 1000, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1010
ID = 1010
name = "Kacho Sen"
posType = P1
pos = 65,-72
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

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

;======================<DEADLY NINJA BEES>=====================
[Statedef 1100]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1100, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(3)) || (helper(10371), var(10)), 0, ifElse((helper(10371), var(4)) || (helper(10371), var(11)), 1, 2))

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,22
channel = 0

[State 1100, Cartwheel Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = ifElse(var(10) = 2, 4.8, ifElse(var(10) = 1, 4.3, 3.8))

[State 1100, Stop]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 1100, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 8

[State 1100, StateTypeSet];Air, no physics
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 1100, Step Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100,0

[State 1100, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 41,0

[State 1100, Cartwheel Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
pausetime = 8,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -70
hitsound = s2, 4
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -7
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
guard.velocity = -8
airguard.ctrlTime = 16
air.velocity = -4.25,-5.15
airguard.velocity = -5, -1
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1100, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 6 < 0

[State 1100, Elbow Hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 7 || Animelem = 8 || Animelem = 9
attr = A, SA
animtype  = Hard
damage    = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 7
priority = 4, hit
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
pausetime = 10,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -73
hitsound = s2, 2
guardsound = s130, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -6.75,-6.22
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
guard.velocity = -8
air.velocity = -6.75,-6.22
airguard.velocity = -5, -1.5
airguard.ctrlTime = 16
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
yaccel = .58
fall = 1
fall.recover = 0
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1100, Elbow Velocity]
type = VelSet
trigger1 = AnimElem = 7
x = ifElse(var(10) = 2, 6.4, ifElse(var(10) = 1, 5.4, 4.5))
y = ifElse(var(10) = 0, -4.28, -4.5)

[State 1100, Gravity]
type = VelAdd
trigger1 = AnimElem = 7 > 0
y = .35

[State 1100, End]
type = ChangeState
trigger1 = AnimElem = 7 > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1150

;Landing
[Statedef 1150]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1150
velset = 0, 0

[State 1150, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 1150, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 1150, 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 1150, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=======================<Hishou Ryuu'en Jin>====================
[Statedef 1200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6
channel = 1

[State 1200, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 1

[State 1200, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(3)) || (helper(10371), var(10)), 0, ifElse((helper(10371), var(4)) || (helper(10371), var(11)), 1, 2))

[State 1200, Statetypeset];Air, no physics
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 1200, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 0.5*(var(10)+1)
y = ifElse(var(10) = 2, -7, ifElse(var(10) = 1, -6.5, -5))

[State 1200, Gravity]
type = VelAdd
trigger1 = AnimElemTime(4) >= 0
y = ifElse(var(10) = 0, .48, .5)

[State 1200, Muteki]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 1200, Dust Helper]
type = Helper
trigger1 = Animelem = 2
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1200, Flame FX]
type = Explod
trigger1 = !NumExplod(1280)
trigger1 = AnimElem = 4
anim = 1280
ID = 1280
pos = 10, -40
postype = P1
sprpriority = 4
scale = .35,.35
ignorehitpause = 1
bindtime = 24
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1200, Hit]
type = HitDef
triggerall = !MoveContact || !MoveReversed
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3 || AnimElem = 4
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Hard
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 84, ifElse(var(10), 77, 70)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 84, ifElse(var(10), 77, 70)))), 7
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
priority = 4, hit
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -95
hitsound = s1000,2
guardsound = s130,0
ground.type = High
air.animType = Back
fall.animType = Back
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
airguard.ctrlTime = 16
yaccel = .58
ground.velocity = -2.5,-10
air.velocity = -2.5,-10
guard.velocity = -8
airguard.velocity = -8,-1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
palfx.time = 55
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
forcestand = 1

[State 1200, 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 1200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 1200, End]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = pos y > -vel y
value = 1150 ;same landing state used for Deadly Ninja Bees

;======================<RYU EN BU>=====================
[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1300, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
channel = 0

[State 1300, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1

[State 1300, Flame FX]
type = Explod
trigger1 = !NumHelper(1350)
trigger1 = AnimElem = 5
anim = 1350
id = 1350
pos = -2,-25
postype = P1
ignorehitpause = 1
scale = .5,.5
bindtime = -1
sprpriority = 10
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1300, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
player = 10,0

[State 1300, Projectile Shield]
type=helper
trigger1= AnimElem =6
helpertype= Normal
stateno= 1305
ID= 1305
name= "Shield"
postype= p1
ownpal= 1

[State 1300, HitDef]
type = HitDef
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6 || AnimElem = 7
attr = S, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
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) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -4.85,-6.4
air.velocity = -4.85,-6.4
guard.velocity = -10
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palfx.time = 43
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1300, 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 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3
x = 4

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = 5

[State 1300, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

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

;Mid
[Statedef 1301]
type = S
movetype = A
physics = S
anim = 1300
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1301, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
channel = 0

[State 1301, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1

[State 1301, Flame FX]
type = Explod
trigger1 = !NumHelper(1350)
trigger1 = AnimElem = 5
anim = 1350
id = 1350
pos = -2,-25
postype = P1
ignorehitpause = 1
scale = .5,.5
bindtime = -1
sprpriority = 10
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1301, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
player = 10,0

[State 1301, Projectile Shield]
type=helper
trigger1= AnimElem =6
helpertype= Normal
stateno= 1307
ID= 1305
name= "Shield"
postype= p1
ownpal= 1

[State 1301, HitDef]
type = HitDef
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6 || AnimElem = 7
attr = S, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
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) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -4.85,-6.4
air.velocity = -4.85,-6.4
guard.velocity = -10
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palfx.time = 43
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1301, 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 1301, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 3

[State 1301, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = 5

[State 1301, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

[State 1301, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Heavy
[Statedef 1302]
type = S
movetype = A
physics = S
anim = 1302
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1302, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
channel = 0

[State 1302, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000, 1

[State 1302, Flame FX]
type = Explod
trigger1 = !NumHelper(1350)
trigger1 = AnimElem = 6
anim = 1350
id = 1350
pos = -2,-25
postype = P1
ignorehitpause = 1
scale = .5,.5
bindtime = -1
sprpriority = 10
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1302, Projectile Shield]
type=helper
trigger1= AnimElem =7
helpertype= Normal
stateno= 1308
ID= 1305
name= "Shield"
postype= p1
ownpal= 1

[State 1302, Slap Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
priority = 4, hit
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
guardflag = MA
hitflag = MAF
pausetime = 8,10
guard.pausetime = 8,8
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 86), var(36) := -76
hitsound = s2, 2
guardsound = s130, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
ground.velocity = -7
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
guard.velocity = -8
air.velocity = -3.55,-3.72
airguard.velocity = -5, -1
airguard.ctrlTime = 16
air.animType = Back
fall.animType = Back
air.type = High
yaccel = .58
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1302, MoveHitReset]
type = MoveHitReset
trigger1 = MoveContact
trigger1 = AnimElem = 6 < 0

[State 1302, Flame Hit]
type = HitDef
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 7 || AnimElem = 8
attr = S, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
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) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -65
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -4.85,-6.4
air.velocity = -4.85,-6.4
guard.velocity = -10
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palfx.time = 43
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1302, Flame Particles]
type = Helper
trigger1 = AnimElemTime(6) >= 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 1302, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 3

[State 1302, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7 || AnimElem = 8
x = 5

[State 1302, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
movetype = I

[State 1302, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Alpha Counter Version
[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1301
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1310, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
channel = 0

[State 1310, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1

[State 1310, Flame FX]
type = Explod
trigger1 = !NumHelper(1350)
trigger1 = AnimElem = 5
anim = 1350
id = 1350
pos = -2,-25
postype = P1
ignorehitpause = 1
scale = .5,.5
bindtime = -1
sprpriority = 10
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1310, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
player = 10,0

[State 1310, Muteki]
type = NotHitBy
trigger1 = AnimElemTime(8) < 0
time = 1
value = SCA

[State 1310, Projectile Shield]
type=helper
trigger1= AnimElem =6
helpertype= Normal
stateno= 1311
ID= 1305
name= "Shield"
postype= p1
ownpal= 1

[State 1310, HitDef Counter]
type = HitDef
trigger1 = !MoveContact
trigger1 = !MoveReversed
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6 || AnimElem = 7
attr = S, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 6, hit ;I give counters higher priority ^_^
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S1000,2
guardsound = S130,0
pausetime = 8,8
guard.pausetime = 8,8
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -65
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -7.5,-6.4
air.velocity = -7.5,-6.4
guard.velocity = -11
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palfx.time = 43
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1310, 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 1310, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3
x = 4

[State 1310, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = 5

[State 1310, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

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

;=====================<BURNING MAI>==========================
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,20
channel = 0

[State 1400, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000,4

[State 1400, Flame Aura FX: Front]
type = Explod
trigger1 = !NumExplod(1405)
trigger1 = AnimElem = 7
anim = 1405
id = 1405
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1400, Flame Aura FX: Back]
type = Explod
trigger1 = !NumExplod(1409)
trigger1 = AnimElem = 7
anim = 1405
id = 1409
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1400, Ground Aura FX]
type = Explod
trigger1 = !NumExplod(1407)
trigger1 = AnimElem = 7
anim = 1407
id = 1407
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1400, Projectile]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 1450
ID = 1450
name = "Fire Pillar"
posType = P1
pos = 0,0
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1400, ChangeState]
type = ChangeState
trigger1 = Time >= 52
value = 1401


;End
[Statedef 1401]
type = S
movetype = I
physics = S
ctrl = 0
anim = IfElse(PrevStateNo=1400,1401,IfElse(PrevStateNo=1410,1411,1421))
velset = 0, 0

[State 1401, Remove Flame Aura: Front]
type = RemoveExplod
trigger1 = NumExplod(1405)
id = 1405

[State 1401, Remove Ground Aura]
type = RemoveExplod
trigger1 = NumExplod(1407)
id = 1407

[State 1401, Remove Flame Aura: Back]
type = RemoveExplod
trigger1 = NumExplod(1409)
id = 1409

[State 1401, Flame Aura Fade: Front]
type = Explod
trigger1 = !Time
trigger1 = !NumExplod(1406)
anim = 1406
id = 1406
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 1401, Flame Aura Fade: Back]
type = Explod
trigger1 = !Time
trigger1 = !NumExplod(1404)
anim = 1406
id = 1404
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 1401, Ground Aura Fade]
type = Explod
trigger1 = !Time
trigger1 = !NumExplod(1408)
anim = 1408
id = 1408
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 1401, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Mid
[Statedef 1410]
type = S
movetype = A
physics = S
anim = 1410
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1410, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,20
channel = 0

[State 1410, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000,4

[State 1410, Flame Aura FX: Front]
type = Explod
trigger1 = !NumExplod(1405)
trigger1 = AnimElem = 7
anim = 1405
id = 1405
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1410, Flame Aura FX: Back]
type = Explod
trigger1 = !NumExplod(1409)
trigger1 = AnimElem = 7
anim = 1405
id = 1409
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1410, Ground Aura FX]
type = Explod
trigger1 = !NumExplod(1407)
trigger1 = AnimElem = 7
anim = 1407
id = 1407
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1410, Projectile]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 1452
ID = 1450
name = "Fire Pillar"
posType = P1
pos = 0,0
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1410, ChangeState]
type = ChangeState
trigger1 = Time >= 66
value = 1401

;Strong
[Statedef 1420]
type = S
movetype = A
physics = S
anim = 1410
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 1420, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,20
channel = 0

[State 1420, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000,4

[State 1420, Flame Aura FX: Front]
type = Explod
trigger1 = !NumExplod(1405)
trigger1 = AnimElem = 7
anim = 1405
id = 1405
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1420, Flame Aura FX: Back]
type = Explod
trigger1 = !NumExplod(1409)
trigger1 = AnimElem = 7
anim = 1405
id = 1409
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1420, Ground Aura FX]
type = Explod
trigger1 = !NumExplod(1407)
trigger1 = AnimElem = 7
anim = 1407
id = 1407
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 1420, Projectile]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 1453
ID = 1450
name = "Fire Pillar"
posType = P1
pos = 0,0
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1420, ChangeState]
type = ChangeState
trigger1 = Time >= 79
value = 1401

;=======================<WALL FLYING SQUIRREL>===================
;Jumping Toward Wall
[Statedef 1500]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
velset = -7,-14
poweradd = 30 * !var(20)

[State 1500, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1500, Jump Snd]
type = PlaySnd
trigger1 = !Time
value = 41,0

[State 1500, Gravity]
type = VelAdd
trigger1 = 1
y = .7

[State 1500, Wall Contact]
type = ChangeState
trigger1 = AnimElemNo(0) = 5
trigger1 = Backedgebodydist <= 10
value = 1505

[State 1500, Miss]
type = ChangeState
trigger1 = pos y > -vel y
value = 1501

;Wall Success
[Statedef 1505]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1505

[State 1505, Screenbound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,1

[State 1501, Voice]
type = PlaySnd
trigger1 = Time = 1
value = 0,21
channel = 0

[State 1505, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 1502
;---------------------------
;Jumping Toward Wall (Mid)
[Statedef 1510]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
velset = -7,-14
poweradd = 30 * !var(20)

[State 1510, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1510, Jump Snd]
type = PlaySnd
trigger1 = !Time
value = 41,0

[State 1510, Gravity]
type = VelAdd
trigger1 = 1
y = .7

[State 1510, Wall Contact]
type = ChangeState
trigger1 = AnimElemNo(0) = 5
trigger1 = Backedgebodydist <= 10
value = 1506

[State 1510, Miss]
type = ChangeState
trigger1 = pos y > -vel y
value = 1501

;Wall Success
[Statedef 1506]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1505

[State 1506, Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,1

[State 1506, Voice]
type = PlaySnd
trigger1 = Time = 1
value = 0,21
channel = 0

[State 1506, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 1503

;---------------------------
;Jumping Toward Wall (Heavy)
[Statedef 1520]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
velset = -7,-14
poweradd = 30 * !var(20)

[State 1520, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1520, Jump Snd]
type = PlaySnd
trigger1 = !Time
value = 41,0

[State 1520, Gravity]
type = VelAdd
trigger1 = 1
y = .7

[State 1520, Wall Contact]
type = ChangeState
trigger1 = AnimElemNo(0) = 5
trigger1 = Backedgebodydist <= 10
value = 1507

[State 1520, Miss]
type = ChangeState
trigger1 = pos y > -vel y
value = 1501

;Wall Success
[Statedef 1507]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1505

[State 1507, Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,1

[State 1507, Voice]
type = PlaySnd
trigger1 = Time = 1
value = 0,21
channel = 0

[State 1507, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 1504

;Wall Miss
[Statedef 1501]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1501
velset = 0, 0

[State 1501, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 106, 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 1501, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 1501, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=====================<FLYING SQUIRREL>=================
;Start up
[Statedef 1550]
type = A
movetype = A
physics = N
anim = 1550
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)

[State 1550, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,21
channel = 0

[State 1550, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 1502

;Attack
[Statedef 1502]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1502
sprpriority = 2

[State 1502, Fly Snd]
type = PlaySnd
trigger1 = !Time
value = 1000,3

[State 1502, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 1
attr = A, SA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = s2,2
guardsound = s130,0
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8013)
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 = -4.5,-7
air.velocity = -4.5,-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
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1502, Velocity]
type = VelSet
trigger1 = !Time
x = 7
y = 6

[State 1502, Change to Landing]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1590
;----------------------------------
;Start up (Mid)
[Statedef 1560]
type = A
movetype = A
physics = N
anim = 1550
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)

[State 1560, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,21
channel = 0

[State 1560, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 1503

;Attack
[Statedef 1503]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1502
sprpriority = 2

[State 1503, Fly Snd]
type = PlaySnd
trigger1 = !Time
value = 1000,3

[State 1503, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 1
attr = A, SA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = s2,2
guardsound = s130,0
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8013)
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 = -4.5,-7
air.velocity = -4.5,-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
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1503, Velocity]
type = VelSet
trigger1 = !Time
x = 9
y = 6.5

[State 1503, Change to Landing]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1590
;-----------------------------------
;Start up (Heavy)
[Statedef 1570]
type = A
movetype = A
physics = N
anim = 1550
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)

[State 1570, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,21
channel = 0

[State 1570, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 1504

;Attack
[Statedef 1504]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1502
sprpriority = 2

[State 1504, Fly Snd]
type = PlaySnd
trigger1 = !Time
value = 1000,3

[State 1504, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 1
attr = A, SA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = s2,2
guardsound = s130,0
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8013)
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 = -4.5,-7
air.velocity = -4.5,-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
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1504, Velocity]
type = VelSet
trigger1 = !Time
x = 12
y = 7

[State 1504, Change to Landing]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1590

;Landing
[Statedef 1590]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1506
velset = 0, 0

[State 1590, On Ground]
type = Posset
trigger1 = !Time
Y = 0

[State 1590, 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 1590, Land Snd]
type = PlaySnd
trigger1 = Time = 1
value = 52,0

[State 1590, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;============================<EX KACHO SEN>========================
[StateDef 1600]
type = S
physics = S
moveType = A
anim = 1600
ctrl = 0
velset = 0,0
sprPriority = 1
poweradd = ifelse(var(20) > 0, 0, -500)
faceP2 = 1

[State 1600, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1600, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0,18
channel = 0

[State 1600, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,19
channel = 0

[State 1600, Width]
type = Width
trigger1 = AnimElemTime(9) <= 0
player = 15,0

[State 1600, Startup Sound]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 1000, 0
channel = 2

[State 1600, EX Sound]
type = PlaySnd
trigger1 = !Time ;AnimElem = 5
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1600, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 42

[State 1600, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = -4, -73
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1600, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1600, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1600, Projectile]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 1020
ID = 1010
name = "Kacho Sen"
posType = P1
pos = 65,-72
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1600, Projectile 2]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 1020
ID = 1010
name = "Kacho Sen"
posType = P1
pos = 65,-62
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 1600, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=========================<EX DEADLY NINJA BEES>========================
[Statedef 1700]
type = S
physics = N
movetype = A
anim = 1700
ctrl = 0
velset = 0,0
sprpriority = 2
poweradd = ifelse(var(20) > 0, 0, -500)
facep2 = 1

[State 1700, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1700, EX Flash]
type=Varset
trigger1 = !Time
var(25) = 30

[State 1700, EX Sound]
type= PlaySnd
trigger1= !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1700, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1= !Time
anim = 8210
sprpriority = 3
postype = p1
pos = 5,-45
scale = .5,.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1700, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1700, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1700, Fly Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000,3

[State 1700, Dust Helper]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
stateno = 8103
ID = 8100
name = "Dash Dust"
postype = p1
pausemovetime = 255
supermovetime = 255
ownpal = 1

[State 1700, Velocity]
type = Velset
trigger1 = AnimElem = 6
x = 25

[State 1700, Velocity]
type = Velmul
trigger1 = AnimElemTime(5) >= 0
x = .9

[State 1700, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,22
channel = 0

[State 1700, Initial Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 4
getpower = 0, 0
givepower = 35, 35
pausetime = 4, 4
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 = -4.45, 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) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 121), var(36) := -75
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1700, Attack Success]
type = ChangeState
trigger1 = MoveContact = 1
value = 1701

[State 1700, Attack Miss]
type = ChangeState
trigger1 = Time >= 30
value = 1702


;---Miss---
[Statedef 1702]
type = S
physics = N
movetype = I
anim = 1702
ctrl = 0
velset = 0,0
sprpriority = 2
movehitpersist = 1

[State 1702, Step Snd]
type= Playsnd
trigger1 = !Time
value = 102,0

[State 1702, Land Dust]
type = Explod
trigger1 = !Time
anim = 8102
sprpriority = -3
postype = p1
scale = .5,.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1702, End]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl = 1


;---Attack---
[Statedef 1701]
type = S
physics = N
movetype = A
anim = 1701
ctrl = 0
velset = 0,0
sprpriority = 2

[State 1701, Velocity]
type = Velset
trigger1 = AnimElem = 1
x = 5

[State 1701, Velstop]
type = Velset
trigger1 = AnimElem = 8
x = 0

[State 1701, Success Hits]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 2 || AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 4
getpower = 0, 0
givepower = 35, 35
pausetime = 4, 4
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 = -4.45, 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) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 121), var(36) := -75
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1701, Final Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4,Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 12, 12
guard.pausetime = 12, 12
animtype = Diagup
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -8.65, -5.85
ground.cornerpush.veloff = 0
guard.velocity = -16
guard.cornerpush.veloff = 0
air.velocity = -8.65, -5.85
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
hitsound = s2,2
guardsound = s130, 0
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 121), var(36) := -75
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1701, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

[State 1701, End]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl = 1

;========================<EX Hishou Ryuu'en Jin>========================
[Statedef 1800]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1800
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1800, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1800, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6
channel = 0

[State 1800, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 1

[State 1800, Statetypeset];Air, no physics
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
physics = N

[State 1800, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 6
y = -7.5

[State 1800, Friction]
type = VelAdd
trigger1 = vel x > 0
trigger1 = AnimElemTime(2) > 0
x = -0.05

[State 1800, Gravity]
type = VelAdd
trigger1 = AnimElemTime (4) >= 0
y = .54

[State 1800, EX Sound]
type = PlaySnd
trigger1 = !Time;AnimElem = 2
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1800, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 25

[State 1800, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 0, -70
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1800, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1800, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1800, Dust Helper]
type = Helper
trigger1 = Animelem = 2
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1800, Muteki]
type = NotHitBy
trigger1 = AnimElemTime (4) < 0
value = SCA
time = 1
ignorehitpause = 1

[State 1800, Flame FX]
type = Explod
trigger1 = !NumExplod(1280)
trigger1 = AnimElem = 4
anim = 1280
ID = 1280
pos = 10, -40
scale = .35,.35
postype = P1
sprpriority = 10
ignorehitpause = 1
bindtime = 24
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1800, 1st Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 2
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Back
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
getpower = 0, 0
givepower = 35, 35
priority = 4, hit
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -57
hitsound = s2,5
guardsound = s130,0
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
ground.velocity = -3,-10
air.velocity = -3,-10
guard.velocity = -6.5
airguard.velocity = -6.5,-1
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

[State 1800, 2nd Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 3
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Back
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
getpower = 0, 0
givepower = 35, 35
priority = 4, hit
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 59), var(36) := -101
hitsound = s1000,2
guardsound = s130,0
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
ground.velocity = -2.5,-10
air.velocity = -2.5,-10
guard.velocity = -8
airguard.velocity = -8,-1
fall = 1
air.fall = 1
fall.recover = 0
forcestand = 1
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
palfx.time = 50
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4

[State 1800, Flame Particles]
type = Helper
trigger1 = AnimElemTime(3) >= 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 1800, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 1800, End]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
trigger1 = pos y > -vel y
value = 1150

;======================<EX RYU EN BU>=====================
[Statedef 1900]
type = S
movetype = A
physics = S
anim = 1301
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 1900, Extra Stock Subtract]
type = VarAdd
triggerall = var(12) > 0
trigger1 = MoveHit=1 && NumTarget
var(12) = -1
;ignorehitpause = 1

[State 1900, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1900, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,12
channel = 0

[State 1900, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 1900, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 23

[State 1900, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 0, -70
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1900, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1900, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 1900, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 1

[State 1900, Flame FX]
type = Explod
trigger1 = !NumHelper(1350)
trigger1 = AnimElem = 5
anim = 1350
id = 1350
pos = -2,-25
postype = P1
ignorehitpause = 1
scale = .5,.5
bindtime = -1
sprpriority = 10
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 1900, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
player = 10,0

[State 1900, Projectile Shield]
type=helper
trigger1= AnimElem =6
helpertype= Normal
stateno= 1309
ID= 1305
name= "Shield"
postype= p1
ownpal= 1

[State 1900, HitDef]
type = HitDef
triggerall = var(12)
trigger1 = !NumTarget(1900)
trigger1 = !MoveContact || !MoveReversed
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6 || AnimElem = 7
attr = S, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S1000,2
guardsound = S130,0
pausetime = 8,8
guard.pausetime = 8,8
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -65
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -10,-8.25
air.velocity = -10,-8.25
guard.velocity = -11
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palfx.time = 64
palfx.mul = 128,128,128
palfx.sinadd = 96,96,96,4
id = 1900
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
p2facing = 1

[State 1900, TargetState];hits foe into wall
type = TargetState
trigger1 = MoveHit && NumTarget(1900)
trigger1 = (Target(1900), StateNo = 5000) || (Target(1900), StateNo = 5010) || (Target(1900), StateNo = 5020)
value = 1910
ID = 1900
ignoreHitPause = 1

[State 1900, 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 1900, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 3

[State 1900, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7
x = 5

[State 1900, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

[State 1900, VarSet: No Juggle Check]
type = VarSet
trigger1 = MoveHit=1 && NumTarget
var(15) = 0

[State 1900, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;======================<HIT BY EX RYU EN BU>===========================
;Being Launched
[StateDef 1910]
type = A
moveType = H
physics = N
velSet = 0,0

[State 1910, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5002

[State 1910, End]
type = ChangeState
trigger1 = HitShakeOver
value = 1911


;Heading Towards Wall
[StateDef 1911]
type = A
moveType = H
physics = N

[State 1911, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 1911, Gravity]
type = VelAdd
trigger1 = 1
y = GetHitVar(yAccel)

[State 1911, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1911, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1911, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5052), 5052, 5030)

[State 1911, Bounce Off Wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10 || FrontEdgeBodyDist <= 10
value = 1912

[State 1911, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100


;Impacting Wall
[StateDef 1912]
type = A
moveType = H
physics = N

[State 1912, Turn]
type = Turn
trigger1 = !Time
trigger1 = FrontEdgeDist < BackEdgeDist

[State 1912, PosSet]
type = PosSet
trigger1 = 1
x = -160 * Facing

[State 1912, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1912, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1912, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1912, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5010

[State 1912, Impact Sound]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 1912, End]
type = ChangeState
trigger1 = Time >= 4
value = 1913


;Bouncing Off Wall
[Statedef 1913]
type = A
moveType = H
physics = N

[State 1913, Turn]
type = Turn
trigger1 = !Time

[State 1913, Gravity]
type = VelAdd
trigger1 = 1
y = 0.5

[State 1913, VelSet]
type = VelSet
trigger1 = !Time
x = -2.85 ;-2.5
y = -8.5

[State 1913, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5051), 5051, 5030)

[State 1913, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5050

[State 1913, ChangeAnim]
type = ChangeAnim
trigger1 = vel y > -3 && Anim = 5051 && SelfAnimExist(5061)
value = 5061

[State 1913, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0

[State 1913, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1913, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100

;=====================<EX BURNING MAI>==========================
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 1400
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 2000, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 2000, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,20
channel = 0

[State 2000, Muteki]
type = NotHitBy
trigger1 = AnimElemTime (9) < 0
time = 1
value = SCA

[State 2000, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 2000, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 40

[State 2000, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = AnimElem = 2;!Time
anim = 8210
sprPriority = 3
posType = p1
pos = -5, -85
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 2000, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = AnimElem = 2;!Time
anim = 8220
sprpriority = 4
postype = p1
pos = -5, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2000, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = AnimElem = 2;!Time
anim = 8221
sprpriority = -1
postype = p1
pos = -5, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2000, Flame Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1000,4

[State 2000, Flame Aura FX: Front]
type = Explod
trigger1 = !NumExplod(1405)
trigger1 = AnimElem = 7
anim = 1405
id = 1405
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 4
ownpal = 1
removeongethit = 1
removeTime = -1

[State 2000, Flame Aura FX: Back]
type = Explod
trigger1 = !NumExplod(1409)
trigger1 = AnimElem = 7
anim = 1405
id = 1409
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = 0
ownpal = 1
removeongethit = 1
removeTime = -1

[State 2000, Ground Aura FX]
type = Explod
trigger1 = !NumExplod(1407)
trigger1 = AnimElem = 7
anim = 1407
id = 1407
pos = -5,0
scale = .5,.5
bindtime = -1
sprpriority = -1
ownpal = 1
removeongethit = 1
removeTime = -1

[State 2000, Projectile]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 1454
ID = 1450
name = "EX Fire Pillar"
posType = P1
pos = 0,0
keyctrl = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 2000, ChangeState]
type = ChangeState
trigger1 = Time >= 40
value = 1401

;=======================<EX WALL FLYING SQUIRREL>===================
;Start Up
[Statedef 2100]
type = A
movetype = A
physics = N
anim = 1500
ctrl = 0
velset = -8,-14
poweradd = ifelse(var(20) > 0, 0, -500)

[State 2100, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 2100, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 2100, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 35

[State 2100, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 0, -50
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 2100, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2100, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2100, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 2100, Jump Snd]
type = PlaySnd
trigger1 = !Time
value = 41,0

[State 2100, Gravity]
type = VelAdd
trigger1 = 1
y = .7

[State 2100, Wall Contact]
type = ChangeState
trigger1 = AnimElemNo(0) = 5
trigger1 = Backedgebodydist <= 10
value = 2101

[State 2100, Miss]
type = ChangeState
trigger1 = pos y > -vel y
value = 1501

;Wall Success
[Statedef 2101]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1505

[State 2101, Screenbound]
type = screenbound
Trigger1 = 1
value = 1
movecamera = 0,1

[State 2101, Voice]
type = PlaySnd
trigger1 = Time = 1
value = 0,21
channel = 0

[State 2101, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 2201

;=====================<EX FLYING SQUIRREL>=================
;Start up
[Statedef 2200]
type = A
movetype = A
physics = N
anim = 2200
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)

[State 2200, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 2200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,21
channel = 0

[State 2200, Change to Attack]
type = ChangeState
trigger1 = !AnimTime
value = 2201

[State 2200, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 2200, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 20

[State 2200, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 0, -70
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 2200, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2200, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

;Attack
[Statedef 2201]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1502
sprpriority = 2

[State 2201, Fly Snd]
type = PlaySnd
trigger1 = !Time
value = 1000,3

[State 2201, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = !(movecontact%3)
attr = A, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = HA
hitflag = MAF
hitsound = s2,2
guardsound = s130,0
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8013)
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 = -5.45, 0
air.velocity = -5.45, 4.5
airguard.velocity = -8, -1.5
guard.velocity = -5.85;10.85
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 2201, Velocity]
type = VelSet
trigger1 = !Time
x = 12.25
y = 10.35

[State 2201, Change to Landing]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1590

;=========================<HAKURO NO MAI>==========================
[Statedef 2300]
type = S
movetype = A
physics = S
anim = 1900
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 2300, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = ifElse((helper(10371), var(0)) || (helper(10371), var(7)), 0, ifElse((helper(10371), var(1)) || (helper(10371), var(8)), 1, 2))

[State 2300, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
channel = 0

[State 2300, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 9 || AnimElem = 14 
value = 1,2

[State 2300, Width]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(14) < 0
player = 15,0

[State 2300, Velocity]
type = Velset
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(14) < 0
x = ifElse(var(10) = 2, 4.5, ifElse(var(10) = 1, 3.5, 2.75))

[State 2300, VelStop]
type = Velset
trigger1 = AnimElem = 14
x = 0

[State 2300, 1-2 Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6 || AnimElem = 9
attr = S, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 4
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 8,8
guard.pausetime = 8,8
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -70
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2.5, 0
air.velocity = -4.85,-6
guard.velocity = -6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 2300, Final Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 14
attr = S, SA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 4
priority = 4, hit
animtype = Hard
getpower = 50 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 130), var(36) := -78
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -5.75, -6
air.velocity = -5.75,-6
guard.velocity = -10
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 2300, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(15) >= 0
movetype = I

[State 2300, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=========================<EX HAKURO NO MAI>==========================
[Statedef 2350]
type = S
movetype = A
physics = S
anim = 2350
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 2350, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 2350, Resist Projectiles]
type = NotHitBy
trigger1 = AnimElemTime (23) <= 0
time = 1
value = ,NP,SP

[State 2350, EX Sound]
type = PlaySnd
trigger1 = !Time 
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 2350, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 50

[State 2350, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = -4, -72
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 2350, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2350, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2350, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,25
channel = 0

[State 2350, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 9 || AnimElem = 14 || AnimElem = 17 || AnimElem = 22 
value = 1,2

[State 2350, Width]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(22) < 0
player = 15,0

[State 2350, Velocity]
type = Velset
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(22) < 0
x = 4.25

[State 2350, VelStop]
type = Velset
trigger1 = AnimElem = 22
x = 0

[State 2350, 1-4 Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6 || AnimElem = 9 || AnimElem = 14 || AnimElem = 17
attr = S, SA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 3
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 8,8
guard.pausetime = 8,8
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -70
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -2.5, 0
air.velocity = -4.85,-6
guard.velocity = -6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 2350, Final Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 22
attr = S, SA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 3
priority = 4, hit
animtype = Diagup
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 130), var(36) := -78
air.animtype = Diagup
fall.animtype = Diagup
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -6, -6
air.velocity = -6,-6
guard.velocity = -10
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 2350, StateTypeSet];Idle
type = StateTypeSet
trigger1 = AnimElemTime(23) >= 0
movetype = I

[State 2350, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=========================<SAIYO CHIDORI>===================
[Statedef 2400]
type = S
movetype = A
physics = S
anim = 2000
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 2400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,7
channel = 0

[State 2400, Chidori Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 5

[State 2400, Fan Illusion FX]
type = Explod
trigger1 = !NumHelper(2010)
trigger1 = AnimElem = 3
anim = 2010
id = 2011
pos = 0,5
postype = P1
ignorehitpause = 1
sprpriority = 10
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 2400, Width]
type = Width
trigger1 = AnimElemTime(7) < 0
player = 15,0

[State 2400, Projectile Shield]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
stateno = 2020
ID = 2020
name = "Shield"
postype = p1
ownpal = 1

[State 2400, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -60
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -3
air.velocity = -4,-6
guard.velocity = -12
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 2400, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 2400, Ryu En Bu Link]
type = ChangeState
triggerall = MoveContact = [1,6]
trigger1 = helper(10371), var(22)
trigger1 = (helper(10371), var(0)) || (helper(10371), var(1)) || (helper(10371), var(2)) || (helper(10371), var(7)) || (helper(10371), var(8)) || (helper(10371), var(9)) 
value = IfElse((helper(10371), var(2)) || (helper(10371), var(9)),1302,IfElse((helper(10371), var(1)) || (helper(10371), var(8)),1301,1300))

[State 2400, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Mid
[Statedef 2401]
type = S
movetype = A
physics = S
anim = 2000
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 2401, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,7
channel = 0

[State 2401, Chidori Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 5

[State 2401, Fan Illusion FX]
type = Explod
trigger1 = !NumHelper(2010)
trigger1 = AnimElem = 3
anim = 2010
id = 2010
pos = 0,5
postype = P1
ignorehitpause = 1
sprpriority = 10
bindtime = -1
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 2401, Width]
type = Width
trigger1 = AnimElemTime(7) < 0
player = 15,0

[State 2401, Projectile Shield]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
stateno = 2021
ID = 2020
name = "Shield"
postype = p1
ownpal = 1

[State 2401, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -60
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -8.5
air.velocity = -4,-6
guard.velocity = -12
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 2401, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 2401, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;Heavy
[Statedef 2402]
type = S
movetype = A
physics = S
anim = 2001
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State 2402, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,7
channel = 0

[State 2402, Chidori Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 5

[State 2402, Fan Illusion FX]
type = Explod
trigger1 = !NumHelper(2010)
trigger1 = AnimElem = 3
anim = 2010
id = 2010
pos = 0,5
postype = P1
ignorehitpause = 1
sprpriority = 10
bindtime = -1
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 2402, Width]
type = Width
trigger1 = AnimElemTime(7) < 0
player = 15,0

[State 2402, Projectile Shield]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
stateno = 2022
ID = 2020
name = "Shield"
postype = p1
ownpal = 1

[State 2402, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 10,12
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -60
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -4,-6
air.velocity = -4,-6
guard.velocity = -12
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .58
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 = 14
envshake.ampl = 4
envShake.freq = 120

[State 2402, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 2402, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;=========================<EX SAIYO CHIDORI>===================
[Statedef 2450]
type = S
movetype = A
physics = S
anim = 2030
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
sprpriority = 2
facep2 = 1

[State 2450, Extra Stock Subtract]
type = VarAdd
triggerall = var(12) > 0
trigger1 = MoveHit=1 && NumTarget
var(12) = -1

[State 2450, Restriction Set]
type = VarSet
trigger1 = MoveHit=1 && NumTarget
var(11) = 0

[State 2450, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 2450, EX Sound]
type = PlaySnd
trigger1 = !Time 
value = 0, ifelse(!fvar(31), 1000, 1001)

[State 2450, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 30

[State 2450, EX FX(Phantom)]
type = Explod
triggerall = !fvar(31)
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = -4, -72
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 2450, EX FX 1(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8220
sprpriority = 4
postype = p1
pos = 0, 0
bindtime = 1
facing = -1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2450, EX FX 2(Divine)]
type = Explod
triggerall = fvar(31)
trigger1 = !Time
anim = 8221
sprpriority = -1
postype = p1
pos = 0, 0
bindtime = 1
facing = 1
scale = 0.5, 0.5;based on char size
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 2450, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,7
channel = 0

[State 2450, Chidori Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000, 5

[State 2450, Fan Illusion FX]
type = Explod
trigger1 = !NumHelper(2010)
trigger1 = AnimElem = 3
anim = 2010
id = 2010
pos = 0,5
postype = P1
ignorehitpause = 1
sprpriority = 10
bindtime = -1
pausemovetime = 65535
supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 2450, Width]
type = Width
trigger1 = AnimElemTime(7) < 0
player = 15,0

[State 2450, Projectile Shield]
type = Helper
trigger1 = AnimElem = 5
helpertype = Normal
stateno = 2023
ID = 2020
name = "Shield"
postype = p1
ownpal = 1

[State 2450, Hit]
type = HitDef
triggerall = var(12) 
triggerall = var(11)
trigger1 = !NumTarget(2450)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, SA
ID = 2450
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,2
guardsound = S130,0
pausetime = 8,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -60
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime = 18
ground.velocity = -7, 0
air.velocity = -7, 0
guard.velocity = -12
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .5
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 = 14
envshake.ampl = 4
envShake.freq = 120
p2facing = 1

[State 2450, TargetState]
type = TargetState
trigger1 = NumTarget(2450)
trigger1 = MoveHit && Target,Alive
value = 2490
ID = 2450
ignoreHitPause = 1
persistent = 0

[State 2450, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 2450, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;==================<Collapsed TargetState>=====================
;Collapsed
[Statedef 2490]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0

[State 2490, PosSet]
type = PosSet
trigger1 = !Time
y = 0
ignorehitpause = 1

[State 2490, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 2490

[State 2490, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 2490, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1

[State 2490, PlayerPush]
type = PlayerPush
trigger1 = 1 
value = 1
ignorehitpause = 1

;[State 2490, StateTypeSet]
;type = StateTypeSet
;trigger1 = AnimElemTime(1) > 0 && AnimElemTime(5) < 0
;statetype = A 

[State 2490, Muteki]
type = Nothitby
trigger1 = AnimElemTime(5) >= 0
time = 1
value = SCA

[State 2490, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
statetype = L 
physics = N

[State 2490, SelfState]
type = SelfState
trigger1 = !AnimTime 
trigger1 = Anim = 2490
value = IfElse(Alive,5120,5150)
