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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

;========================<JACKET HELPER>=======================
[Statedef 985]
type = A
physics = N
ctrl = 0
anim = 184
sprpriority = 2

[State 985, Velocity]
type = VelSet
trigger1 = !Time
x = Root,fvar(17)*.025
y = -4.5

[State 985, Gravity]
type = VelAdd
trigger1 = 1
y = .15

[State 985, Friction]
type = VelMul
trigger1 = 1
x = .98

[State 985, Land]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 986

;Jacket Land
[Statedef 986]
type = S
physics = S
ctrl = 0
anim = 185
sprpriority = 2
velset = 0,0

[State 986, On Ground]
type = PosSet
trigger1 = !Time
y = 0

;=====================<REPPUKEN PROJECTILES>=========================
[StateDef 1010]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 3

[State 1010, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1012
ignoreHitPause = 1

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

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

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

[State 1010, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010 && Anim != 1012
value = 1010

;[State 1010, Button Detect]
;type = VarSet
;trigger1= !Time && !PrevStateNo
;var(10) = Root, var(10)

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

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

[State 1010, Velocity]
type = VelSet
trigger1 = 1
x = 3
y = 0

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

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

[State 1010, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (56 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (56 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.35, -7.15
air.cornerPush.velOff = 0
airGuard.velocity = -5, -0.5
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1010, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1011
ignoreHitPause = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1012
ignoreHitPause = 1

[State 1010, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1012 && !AnimTime

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

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

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

[State 1011, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), -32
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 1011, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), -32
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 1011, End]
type = ChangeState
trigger1 = Time >= 0
value = 1012

;Reppuken Hit
[Statedef 1012]
type = A
movetype = A
physics = N
anim = 1012
ctrl = 0
velSet = 0,0
sprpriority = 3
moveHitPersist = 1

[State 1012, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 2,6
channel = 3
volume = -128
lowPriority = 1

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

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

[State 1012, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1012, End]
type = ChangeState
trigger1 = !AnimTime
value = 1013

;Wait
[StateDef 1013]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 1013, DestroySelf]
type = DestroySelf
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target, Time <= 1 && !(Target, HitShakeOver)

;Reppuken(Left)
[StateDef 1014]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 3

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

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

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

[State 1014, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1014, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010 && Anim != 1012
value = 1010

[State 1014, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1014, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1014, Velocity]
type = VelSet
trigger1 = 1
x = 4.5
y = 0

[State 1014, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1014, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1014, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (63 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (63 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.35, -7.15
air.cornerPush.velOff = 0
airGuard.velocity = -5, -0.5
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

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

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

[State 1014, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1012 && !AnimTime

;Double Reppuken(1st)
[StateDef 1015]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1015
sprPriority = 3

[State 1015, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1012
ignoreHitPause = 1

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

[State 1015, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

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

[State 1015, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1015, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1015 ;&& Anim != 1012
value = 1015

[State 1015, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1015, Bind to Rock]
type = BindToRoot
trigger1 = 1
pos = 65, 2

[State 1015, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1015, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1015, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (28 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (28 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.35, -7.15
air.cornerPush.velOff = 0
airGuard.velocity = -5, -0.5
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1015, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1011
ignoreHitPause = 1

[State 1015, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1012
ignoreHitPause = 1

[State 1015, End]
type = DestroySelf
trigger1 = Root,MoveType=H || Root,StateNo!=1002
trigger2 = Root,StateNo=1002 && Root,AnimElemTime(11)>=0
trigger3 = Time > 0 && FrontEdgeDist <= -60

;Double Reppuken(2nd)
[StateDef 1016]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1016
sprPriority = 3

[State 1016, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1012
ignoreHitPause = 1

[State 1016, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1016, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1016, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1016, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1016, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1016 && Anim != 1012
value = 1016

[State 1016, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1016, Velocity]
type = VelSet
trigger1 = 1
x = 6
y = 0

[State 1016, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1016, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1016, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (70 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (70 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.35, -7.15
air.cornerPush.velOff = 0
airGuard.velocity = -5, -0.5
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1016, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1011
ignoreHitPause = 1

[State 1016, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1012
ignoreHitPause = 1

[State 1016, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1012 && !AnimTime

;=====================<EX REPPUKEN PROJECTILES>=========================
[StateDef 1035]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1010
sprPriority = 3

[State 1035, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1012
ignoreHitPause = 1

[State 1035, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1035, ParentVarAdd: OTG Subtract]
type = ParentVarAdd
trigger1 = MoveHit=1
trigger1 = P2StateType=L
var(12) = -1
ignorehitpause = 1

[State 1035, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1035, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1035, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1035, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1010 && Anim != 1012
value = 1010

[State 1035, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1035, Velocity]
type = VelSet
trigger1 = 1
x = 7
y = 0

[State 1035, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1035, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1035, HitDef]
type = HitDef
triggerall = root,var(12)
trigger1 = !(root,var(16)) && root,var(15)<1
attr = S,SP
hitFlag = MAFD
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (56 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (56 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
down.hittime = 20
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.35, -7.15
air.cornerPush.velOff = 0
airGuard.velocity = -5, -0.5
airGuard.cornerPush.velOff = 0
down.velocity = 0, 0
down.cornerpush.veloff = 0
yAccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 1035, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1
value = 1011
ignoreHitPause = 1

[State 1035, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1012
ignoreHitPause = 1

[State 1035, End]
type = DestroySelf
trigger1 = Time > 0 && FrontEdgeDist <= -60
trigger2 = Anim = 1012 && !AnimTime

;========================<RASETSU BLAST>========================
[StateDef 1515]
type = S
physics = N
moveType = A
ctrl = 0
anim = 1515
sprPriority = 3

[State 1515, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1515
ignoreHitPause = 1

[State 1515, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 1515, MAX Mode Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(20) = Root, var(20)

[State 1515, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1515, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1515, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1515
value = 1515

[State 1515, Bind to Rock]
type = BindtoRoot
trigger1 = 1
pos = 90, -69
facing = 1

[State 1515, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1515, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1515, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1515, HitDef]
type = HitDef
trigger1 = !(root,var(16)) && root,var(15)<1
trigger1 = !var(18)
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * (56 * (ifElse(var(20), 1.1, 1))) < 7, 7, fvar(11) * (56 * (ifElse(var(20), 1.1, 1))))), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -6, -6.5
ground.cornerPush.velOff = 0
guard.velocity = -10
guard.cornerPush.velOff = 0
air.velocity = -6, -6.5
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .49
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

;Hit Pause
[State 1515, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 2), ifElse(MoveGuarded, 0, 6)
channel = 3
ignorehitPause = 1

[State 1515, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ceil(p2dist x),0
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 1515, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ceil(p2dist x),0
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 1515, ParentVarSet: No Juggle Check]
type = ParentVarSet
trigger1 = MoveHit=1 && NumTarget
var(15) = 0

[State 1515, ChangeState]
type = ChangeState
trigger1 = MoveHit && !AnimTime
value = 1013
ignoreHitPause = 1

[State 1515, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=1511

;========================<RAISING STORM HELPER>=========================
[Statedef 3005]
type = S
physics = N
movetype = A
ctrl = 0
sprpriority = 3
hitcountpersist = 1

[State 3005, HitOverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3006
ignorehitpause = 1

[State 3005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3005, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3005, HitBy]
type = Hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 3005, ChangeAnim]
type = Changeanim
trigger1 = Anim !=3005
value = 3005

[State 3005, Bind to Rock]
type = BindtoRoot
trigger1 = 1
pos = 9,8
facing = 1

[State 3005, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3005, Transparency]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 3005, HitDef]
type = Hitdef
trigger1 = Root,StateNo = 3001
trigger1 = Root,Time = 4 || Root,Time = 12 || Root,Time = 20 || Root,Time = 28
attr = S,HP
hitflag = MAFP
guardflag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 0, 12
guard.pausetime = 0, 10
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 60
ground.velocity = -2.25, -7.75
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -2.25, -7.75
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -48
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
sprpriority = 3

[State 3005, Miss]
type = HitDef
trigger1 = (root,var(16)) || (root,var(15)>=(2+hitcount))
attr = S,HP
hitflag =
sparkxy = -10,0

[State 3005, End]
type = ChangeState
trigger1 = MoveContact = 1
value = 3006
ignorehitpause =1

[State 3005, Keep Alive State]
type= ChangeState
trigger1 = Root,StateNo=3050 || Root,StateNo=3150
value = 3008
ignorehitpause = 1

[State 3005, End]
type= ChangeState
trigger1 = Root,Movetype=H
trigger2 = Root,StateNo!=3001
value = 3007
ignorehitpause = 1


;Hit Pause
[Statedef 3006]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = 3
movehitpersist = 1
hitcountpersist = 1

[State 3006, PosFreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 3006, HitSound]
type = Playsnd
trigger1 = Movecontact = 1 && Numtarget
trigger1 = !(target,hitshakeover)
value = Ifelse(MoveGuarded, 130, 2), Ifelse(MoveGuarded, 0, 6)
channel = 2
ignorehitpause = 1

[State 3006, Spark]
type = Helper
trigger1 = Movecontact=1 && Numtarget
trigger1 = !(target,Hitshakeover)
helpertype = Normal
stateno = Ifelse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
postype = p1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64)
facing = -1
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3006, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3006, End]
type= Changestate
trigger1 = Time >= 0
value = 3005


;Storm Fade
[Statedef 3007]
type = A
physics = N
movetype = A
anim = 3006
ctrl = 0
velset = 0,0
sprpriority = 3
movehitpersist = 1

[State 3007, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3007, Transparency]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 3007, End]
type = ChangeState
trigger1 = !AnimTime
value = 3008

;Wait
[StateDef 3008]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 3008, DestroySelf]
type = DestroySelf
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target, Time <= 1 && !(Target, HitShakeOver)

;=======================<MAX RAISING STORM HELPER>=======================
[Statedef 3055]
type = S
physics = N
movetype = A
ctrl = 0
sprpriority = 3
hitcountpersist = 1

[State 3055, HitOverride]
type = Hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3056
ignorehitpause = 1

[State 3055, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3055, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3055, HitBy]
type = Hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 3055, ChangeAnim]
type = Changeanim
trigger1 = Anim !=3055
value = 3055

[State 3055, Bind to Rock]
type = BindtoRoot
trigger1 = 1
pos = -2,8
facing = 1

[State 3055, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3055, Transparency]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 3055, HitDef]
type = Hitdef
trigger1 = Root,StateNo = 3051
trigger1 = Root,Time = 10 || Root,Time = 18 || Root,Time = 26 || Root,Time = 34 || Root,Time = 42 || Root,Time = 50 || Root,Time = 58
attr = S,HP
hitflag = MAFP
guardflag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
getpower = 0, 0
givepower = 35, 35
pausetime = 0, 12
guard.pausetime = 0, 10
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 16
ground.slidetime = 16
guard.hittime = 16
air.hittime = 60
ground.velocity = -2.25, -7.75
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -2.25, -7.75
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
sparkxy = -10, -48
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envshake.freq = 120
sprpriority = 3

[State 3055, Miss]
type = HitDef
trigger1 = (root,var(16)) || (root,var(15)>=(4+hitcount))
attr = S,HP
hitflag =
sparkxy = -10,0

[State 3055, End]
type = ChangeState
trigger1 = MoveContact = 1
value = 3056
ignorehitpause =1

[State 3055, End]
type= ChangeState
trigger1 = Root,Movetype=H
trigger2 = Root,StateNo!=3051
value = 3057
ignorehitpause = 1


;Hit Pause
[Statedef 3056]
type = A
physics = N
movetype = A
ctrl = 0
sprpriority = 3
movehitpersist = 1
hitcountpersist = 1

[State 3056, PosFreeze]
type = Posfreeze
trigger1 = 1
value = 1

[State 3056, HitSound]
type = Playsnd
trigger1 = Movecontact = 1 && Numtarget
trigger1 = !(target,hitshakeover)
value = Ifelse(MoveGuarded, 130, 2), Ifelse(MoveGuarded, 0, 6)
channel = 2
ignorehitpause = 1

[State 3056, Spark]
type = Helper
trigger1 = Movecontact=1 && Numtarget
trigger1 = !(target,Hitshakeover)
helpertype = Normal
stateno = Ifelse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
postype = p1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64)
facing = -1
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3056, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ifelse(p2dist x<-64, -64, ifelse(p2dist x<64, ceil(p2dist x), 64)), ceil(p2dist y-64)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3056, End]
type= Changestate
trigger1 = Time >= 0
value = 3055


;MAX Storm Fade
[Statedef 3057]
type = A
physics = N
movetype = A
anim = 3056
ctrl = 0
velset = 0,0
sprpriority = 3
movehitpersist = 1

[State 3057, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3057, Transparency]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256,256
ignorehitpause = 1

[State 3057, End]
type = ChangeState
trigger1 = !AnimTime
value = 3008

;========================<FINAL RAVE BURST>========================
[StateDef 3215]
type = S
physics = N
moveType = A
ctrl = 0
anim = 3215
sprPriority = 3

[State 3215, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3215
ignoreHitPause = 1

[State 3215, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
persistent = 1

[State 3215, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 3215, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 3215, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3215
value = 3215

[State 3215, Bind to Rock]
type = BindtoRoot
trigger1 = 1
pos = 23, -70
facing = 1

[State 3215, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3215, Damage Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

;[State 3215, Miss]
;type = HitDef
;trigger1 = 1
;attr = S,SP
;hitFlag =
;sparkXY = -10,0

[State 3215, HitDef]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S,HP
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 7
getPower = 0, 0
givePower = 35, 35
pauseTime = 0, 12
guard.pauseTime = 0, 10
animType = Diagup
air.animType = Diagup
fall.animType = Diagup
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
;down.hittime = 20
ground.velocity = -5.5, -8
ground.cornerPush.velOff = 0
guard.velocity = -6
guard.cornerPush.velOff = 0
air.velocity = -5.5, -8
air.cornerPush.velOff = 0
;down.velocity = 0, 0
;down.cornerpush.veloff = 0
yAccel = .5
fall = 1
fall.recover = 0
;fall.recoverTime = 34
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
envShake.time = 16
envShake.ampl = 8
envShake.freq = 120
sprPriority = 3
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

;Hit Pause
[State 3215, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 130, 2), ifElse(MoveGuarded, 0, 6)
channel = 3
ignorehitPause = 1

[State 3215, Hit Spark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 40, ceil(P2Dist x), 40)), 0
ownPal = 1
facing = -1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3215, Counter FX]
type = Helper
trigger1 = movecontact=1 && numtarget && var(9)
trigger1 = !(target,hitshakeover)
helpertype = normal
stateno=8290
ID = 8290
name = "Counter FX"
postype = p1
pos = ceil(p2dist x),0
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 3215, ChangeState]
type = ChangeState
trigger1 = MoveHit && !AnimTime
value = 1013
ignoreHitPause = 1

[State 3215, End]
type = DestroySelf
trigger1 = !AnimTime
trigger2 = Root,MoveType=H
trigger3 = Root,StateNo!=3210

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


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

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

[State 8020, Scale]
type = AngleDraw
trigger1 = 1
scale = (0.25 + (0.09375 * Time)) * 0.8, (0.25 + (0.09375 * Time)) * 0.8
ignoreHitPause = 1

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

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

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

;Reversal Spark v2
[StateDef 8021]
type = A
physics = N
moveType = I
anim = 8020
velSet = 0,0
sprPriority = 5

[State 8021, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8021, Scale]
type = AngleDraw
trigger1 = 1
scale = (0.25 + (0.09375 * Time)) * 0.35, (0.25 + (0.09375 * Time)) * 0.35
;^0.8 original scale(0.35 current)
ignoreHitPause = 1

[State 8021, Transparency]
type = Trans
trigger1 = Time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 8021, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1

[State 8021, End]
type = DestroySelf
trigger1 = Time >= 8

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

;========================<FLAMES>=============================
[StateDef 8150]
type = A
velSet = 0,0
anim = 1

[State 8150, Player]
type = VarSet
trigger1 = !Time
var(0) = Parent, var(40)

[State 8150, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8150, PosSet (Laying Down)]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8150, Facing]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8150, Flame Explod 1]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8150
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8150, Flames Explod 2]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8150
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8150, End]
type = DestroySelf
trigger1= Time >= 600
trigger2= !PlayerIDexist(var(0))

[State 8150, End]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 8330, BindToRoot]
type = BindToRoot
trigger1 = (Root, StateNo = 730)
pos = 4,2;values to adjust for aura alignment

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

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

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

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

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

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

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

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


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

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

[State 8331, Particle]
type = Explod
trigger1 = (Time % 8) = 1
anim = 8331
sprPriority = ifElse(Random < 750, 5, -1)
posType = P1
vel = ((RootDist x - 3) / 32.0), ((RootDist y - 68) / 32.0);values to adjust for particle alignment
scale = ifElse(Random < 500, 0.5, -0.5), ifElse(Random < 500, 0.5, -0.5)
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[State 8600, Move Name: Raising Storm]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3000,3052])
var(0) = 2

[State 8600, Move Name: Shining Knuckle]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3100,3151])
var(0) = 3

[State 8600, Move Name: Neo Deadly Rave]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3200,3210])
var(0) = 4

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

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

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

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

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

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

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

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

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

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

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

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

;======================<P2 DISTANCE DETECT HELPER>==================
;Used for jacket/Shine Knuckle KO
[Statedef 8997]
type    = A
movetype= I
physics = N
anim = 1
velset = 0,0
ctrl = 0

[State 8997, Turn]
type = Turn
trigger1 = Facing = Parent,Facing

[State 8997, PosAdd]
type = PosAdd
trigger1 = 1
x = P2Dist x

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

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

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

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

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

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

[State 8998, Width]
type = Width
trigger1 = 1
value = 1,1

[State 8998, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8998, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 320,0

[State 8998, Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 8998, DestroySelf]
type = DestroySelf
trigger1 = Time >= 50
trigger1 = Enemy,Life >= 1
trigger2 = NumHelper(8998)>1

;========================<CAMERA CONTROL>=============================
[StateDef 8999]
type = S
velSet = 0,0
anim = 1

[State 8999, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1

[State 8999, End]
type = DestroySelf
trigger1 = RoundState = 2
