;---------------------------------------------------------------------------
; Kikouken
[StateDef 1000]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
facep2 = 1
poweradd = IfElse(var(30) = 0, 100, 0)
sprpriority = 2

[State 1000, VarSet]
type = VarSet
trigger1 = !Time 
var(2) = 0
 
[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = IfElse(command = "HCF_x", 0, 1)

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 1000 + var(2)
persistent = 0

[State 1000, Drive Cancel Helper]
type = Helper
triggerall = PrevStateNo = [1000,2999]
trigger1 = !Time
name = "Drive/HD Cancel"
ID = 12000
stateno = 12000
pos = 0,0
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S(StateNo), 0
volumescale = 100
channel = 0

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 8,=0
ID = IfElse(var(2) = 0, 11000, 11001)
pos = 60, -65
postype = p1
stateno = 11000
name = "Kikouken"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 1
size.yscale = 1

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8,=1
movetype = I

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

;---------------------------------------------------------------------------
; Hyakuretsu Kyaku Start
[StateDef 1005]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
facep2 = 1
poweradd = IfElse(var(30) = 0, 100, 0)
sprpriority = 2

[State 1005, VarSet]
type = VarSet
trigger1 = !Time 
var(2) = 0
 
[State 1005, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = IfElse(command = "mash_a", 0, 1)

[State 1005, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = AILevel != 0
var(2) = IfElse(abs(P2BodyDist X) <= 50, 0, 1)

[State 1005, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 1005 + var(2)*2
persistent = 0

[State 1005, PosAdd]
type = PosAdd
triggerall = Var(2) = 1
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 5

[State 1005, Drive Cancel Helper]
type = Helper
triggerall = PrevStateNo = [1000,2999]
trigger1 = !Time
name = "Drive/HD Cancel"
ID = 12000
stateno = 12000
pos = 0,0
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1005, 0
volumescale = 100
channel = 0

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5, 9
volumescale = 100
channel = 1

[State 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
ctrl = 0

;---------------------------------------------------------------------------
; Hyakuretsu Kyaku
[StateDef 1006]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
 
[State 1006, ChangeAnim]
type = ChangeAnim
triggerall = !Time
trigger1 = PrevStateNo = 1005
value = Anim + 1

[State 1006, PlaySnd]
type = PlaySnd
triggerall = PrevStateNo != 1005
trigger1 = Time = 1
value = S(StateNo-1), 0
volumescale = 100
channel = 0

[State 1006, PlaySnd]
type = PlaySnd
triggerall = PrevStateNo != 1005
trigger1 = Time = 1
value = S5, 9
volumescale = 100
channel = 1

[State 1006, VarSet]
type = VarSet
trigger1 = !Time 
trigger2 = AILevel != 0
trigger2 = (P2BodyDist X != [20,50]) || EnemyNear, Pos Y <= -50
var(2) = 0

[State 1006, VarSet]
type = VarSet
triggerall = Time > 0
triggerall = Power >= 1000 && var(30) >= 500 && var(17) = 1
trigger1 = command = "mash_a" && command = "mash_b"
trigger1 = AILevel = 0
trigger2 = AILevel != 0
trigger2 = (P2BodyDist X != [20,50]) || EnemyNear, Pos Y <= -50
var(2) = 2
persistent = 0
ignorehitpause = 1

[State 1006, VarSet]
type = VarSet
triggerall = Time > 0
trigger1 = Anim = 1006 && command = "a" || Anim = 1008 && command = "b"
trigger1 = AILevel = 0
trigger2 = AILevel != 0
trigger2 = (P2BodyDist X != [20,50]) || EnemyNear, Pos Y <= -50
var(2) = 1
persistent = 0
ignorehitpause = 1

[State 1006, 1]
type = HitDef
triggerall = IfElse(var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 10
attr = S, SA			
damage = floor(10*fvar(20)),5
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 2,2		
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -5.796875
guard.velocity = -5.796865
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
id = 1005

[State 1006, VarSet]
type = VarSet
triggerall = MoveHit
trigger1 = EnemyNear,HitFall = 1
trigger1 = NumTarget(1005)
var(15) = IfElse(var(15) < 2, 2, 3)
persistent = 0

[State 1006, ChangeState]
type = ChangeState
trigger1 = Anim = 1006 && Time = 33
trigger2 = Anim = 1008 && Time = 22
value = IfElse(var(2) = 0, 1007, IfElse(var(2) = 1, 1006, 2005))

;---------------------------------------------------------------------------
; Hyakuretsu Kyaku End
[StateDef 1007]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1009
velset = 0,0
poweradd = 0
sprpriority = 2

[State 1007, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Spinning Bird Kick
[StateDef 1010]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
facep2 = 1
poweradd = IfElse(var(30) = 0, 100, 0)
sprpriority = 2

[State 1010, Drive Cancel Helper]
type = Helper
triggerall = PrevStateNo = [1000,2999]
trigger1 = !Time
name = "Drive/HD Cancel"
ID = 12000
stateno = 12000
pos = 0,0
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 1010, VarSet]
type = VarSet
trigger1 = !Time 
var(2) = 0
 
[State 1010, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = IfElse(command = "down_up_a", 0, 1)

[State 1010, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = AILevel != 0
var(2) = IfElse(abs((P2BodyDist X = [0,75])), 0, 1)

[State 1010, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 1010 + var(2) 

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S(StateNo), 0
volumescale = 100
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S(StateNo), 1
volumescale = 100
channel = 1

[State 1010, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 5

[State 1010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
statetype = A

[State 1010, 1]
type = HitDef
triggerall = IfElse(var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = AnimElem = 12
trigger2 = Anim = 1011 && AnimElem = 16
trigger3 = AnimElem = 20
attr = A, SA			
damage = floor(IfElse(Anim = 1010, 35, 20)*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7		
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -5.796875
guard.velocity = -5.796865
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), IfElse(var(2) = 0, 50, 25), 0),  IfElse(!var(31), IfElse(var(2) = 0, 50, 25), 0)
givepower = IfElse(var(2) = 0, 50, 25)
air.fall = 1
fall.recovertime = 30

[State 1010, 2]
type = HitDef
triggerall = IfElse(var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = Anim = 1010 && AnimElem = 16
trigger2 = AnimElem = 24
attr = A, SA			
damage = floor(IfElse(Anim = 1010, 35, 20)*fvar(20)), 10
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7		
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -11.1796875
guard.velocity = -11.1796875
air.velocity = -4.5, -7.5
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), IfElse(var(2) = 0, 50, 25), 0),  IfElse(!var(31), IfElse(var(2) = 0, 50, 25), 0)
givepower = IfElse(var(2) = 0, 50, 25)
air.fall = 1
fall.recovertime = 30

[State 1015, VarSet]
type = VarSet
triggerall = MoveHit
triggerall = NumTarget
trigger1 = Target, HitFall = 1
trigger1 = IfElse(Anim = 1010, (AnimElem = 17), (AnimElem = 25))
var(15) = IfElse(var(15) < 2, 2, 3)
ignorehitpause = 1
persistent = 0

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1012

;---------------------------------------------------------------------------
; Spinning Bird Kick End
[StateDef 1012]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1012
velset = Vel X,0
poweradd = 0
sprpriority = 2

[State 1012, VelMul]
type = VelMul
trigger1 = 1
x = 0.8

[State 1012, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hazanshu
[StateDef 1015]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
facep2 = 1
poweradd = IfElse(var(30) = 0, 100, 0)
sprpriority = 2

[State 1015, VarSet]
type = VarSet
trigger1 = !Time 
var(2) = 0
 
[State 1015, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = IfElse(command = "a", 0, 1)

[State 1015, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = AILevel != 0
var(2) = IfElse(abs((P2BodyDist X = [0,50])), 0, 1)

[State 1015, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 1015 + var(2)
persistent = 0

[State 1015, Drive Cancel Helper]
type = Helper
triggerall = PrevStateNo = [1000,2999]
trigger1 = !Time
name = "Drive/HD Cancel"
ID = 12000
stateno = 12000
pos = 0,0
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 1015, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = IfElse(var(2) = 0, 5,7)
y = -5

[State 1015, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2 
statetype = A  

[State 1015, VelAdd]
type = VelAdd
trigger1 = StateType = A
y = 0.5875

[State 1015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S200, 2
volumescale = 100
channel = 0

[State 1015, 1]
type = HitDef
triggerall = IfElse(var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = AnimElem = 8
attr = S, SA			
damage = floor(IfElse(var(2) = 0, 70, 80)*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7		
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = IfElse(var(2) = 0, -5.796875, -11.1796875)
guard.velocity = -11.1796875
air.velocity = -4.5,-7.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 100, 0),  IfElse(!var(31), 100, 0)
givepower = 100
persistent = 0

[State 1015, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = 0
y = 0

[State 1015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S5, 10
volumescale = 100
channel = 1 

[State 1015, PosSet]
type = PosSet
trigger1 = AnimElem = 9
y = 0

[State 1015, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9 
statetype = S    

[State 1015, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
movetype = I  

[State 1015, VarSet]
type = VarSet
triggerall = MoveHit
triggerall = NumTarget
trigger1 = Target, HitFall = 1
trigger1 = AnimElem = 9
var(15) = IfElse(var(15) < 2, 2, 3)
ignorehitpause = 1
persistent = 0

[State 1015, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tenshou Kyaku
[StateDef 1020]
type = S
movetype = A
physics = N
ctrl = 0
facep2 = 1
poweradd = IfElse(var(31) = 0, 100, 0)	
sprpriority = 2
anim = 1020

[State 1020, Drive Cancel Helper]
type = Helper
triggerall = PrevStateNo = [1000,2999]
trigger1 = !Time
name = "Drive/HD Cancel"
ID = 12000
stateno = 12000
pos = 0,0
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 1020, VarSet]
type = VarSet
trigger1 = !Time 
var(2) = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S(StateNo), 0
volumescale = 100
channel = 0
 
[State 1020, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = IfElse(command = "a", 0, 1)

[State 1020, VarSet]
type = VarSet
trigger1 = Time = 0
trigger1 = AILevel != 0
var(2) = IfElse(abs((P2BodyDist Y <= 75)), 0, 1)

[State 1020, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = IfElse(var(2) = 0, 2, 2.5)
y = IfElse(var(2) = 0, -2.5, -2.75)

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
ignorehitpause = 1

[State 1020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 1
value = SCA
ignorehitpause = 1

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = Anim = 1021 && AnimElem = 12
trigger4 = Anim = 1021 && AnimElem = 16
value = S5, 10
volumescale = 100
channel = 1 

[State 1020, 1]
type = HitDef
triggerall = IfElse(Var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = AnimElem = 2
attr = A, SA			
damage = floor(IfElse(var(2) = 0, 30, 40)*fvar(20)),10
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7	
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-10.8
guard.velocity = -5.8765
air.velocity = -2.5,-10.8
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 50, 0), IfElse(!var(31), 50, 0)
givepower = 50
air.fall = 1
fall.recovertime = 60
persistent = 0

[State 1020, 2]
type = HitDef
triggerall = IfElse(Var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
attr = A, SA			
damage = floor(IfElse(var(2) = 0, 30, 40)*fvar(20)),10
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7	
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-10.8
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 50, 0), IfElse(!var(31), 50, 0)
givepower = 50
fall = 1
fall.recovertime = 60
persistent = 0

[State 1020, 3]
type = HitDef
triggerall = IfElse(Var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = AnimElem = 8
attr = A, SA			
damage = floor(IfElse(var(2) = 0, 30, 40)*fvar(20)),10
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7	
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 25, 0), IfElse(!var(31), 25, 0)
givepower = 25
fall = 1
fall.recovertime = 60

[State 1020, 4]
type = HitDef
triggerall = IfElse(Var(31) = 0, var(15) < 3, var(15) < 4)
trigger1 = AnimElem = 10
attr = A, SA			
damage = floor(IfElse(var(2) = 0, 30, 40)*fvar(20)),10
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 5, Hit			
pausetime = 7,7	
sparkno = S10001
guard.sparkno = S10131				
sparkxy = -10, -75		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-10.8
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 25, 0), IfElse(!var(31), 25, 0)
givepower = 25
fall = 1
fall.recover = 0

[State 1020, VelMul]
type = VelMul
trigger1 = Anim = 1020 && Time > 27
x = 0.9875

[State 1020, VelAdd]
type = VelAdd
trigger1 = Anim = 1020 && Time > 27
y = 0.5

[State 1020, VarSet]
type = VarSet
triggerall = MoveHit
triggerall = NumTarget
triggerall = Target, HitFall = 1
trigger1 = AnimElem = 11
var(15) = IfElse(var(15) < 2, 2, 3)
ignorehitpause = 1
persistent = 0

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 1020, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y > -Pos Y
value = 1022
ctrl = 0
;---------------------------------------------------------------------------
; Tenshou Kyaku End
[StateDef 1022]
type = S
movetype = I
physics = N
ctrl = 0
anim = 1022
velset = 0,0
poweradd = 0
sprpriority = 2

[State 1022, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1022, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Tenshin Enbu
[Statedef 1025]
type    = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1025
poweradd = IfElse(var(31) = 0, 100, 0)	

[State 1010, Drive Cancel Helper]
type = Helper
triggerall = PrevStateNo = [1000,2999]
trigger1 = !Time
name = "Drive/HD Cancel"
ID = 12000
stateno = 12000
pos = 0,0
postype = p1  
facing = 1
keyctrl = 0
ownpal = 1

[State 1025, VarSet]
type = VarSet
trigger1 = !Time 
var(2) = 0
 
[State 1025, VarSet]
type = VarSet
trigger1 = Time = 0
var(2) = IfElse(command = "x", 0, 1)

[State 1025, 1]
type = HitDef
triggerall = var(0) = 0
Trigger1 = AnimElem = 3
attr = S, ST
hitflag = M-
priority = 5, Miss
sparkno = S10800
sparkxy = -10, -75
hitsound = S800,0
p1facing = 1
p2facing = 1
p1stateno = 1026
id = 1025

[State 1025, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tenshin Enbu
[Statedef 1026]
type    = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 1026
poweradd = 0
sprpriority = -1

[State 1026, TargetState]
type = TargetState
triggerall = NumTarget(1025)
trigger1 = !Time
value = 51026
ID = 1025

[State 1026, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) < 0
pos = 15,0
id = 1025

[State 1026, BindToTarget]
type = BindToTarget
trigger1 = animelemtime(7) >= 0 && animelemtime(14) < 0
pos = 0,6,Head
id = 1025

[State 1026, PosSet]
type = PosSet
trigger1 = AnimElem = 14
y = 0

[State 1026, Width]
type = Width
trigger1 = animelemtime(10) < 0
edge = 30,0

[State 1026, Width]
type = Width
trigger1 = animelemtime(10) >= 0 && animelemtime(11) < 0
edge = 45,0

[State 1026, Width]
type = Width
trigger1 = animelemtime(11) >= 0 && animelemtime(12) < 0
edge = 60,0

[State 1026, Width]
type = Width
trigger1 = animelemtime(12) >= 0 && animelemtime(13) < 0
edge = 75,0

[State 1026, PosAdd]
type = PosAdd
trigger1 = AnimElem = 14
x = 50

[State 1026, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 1026, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1