; Var(0) = Throw Check (0 = Allowed, 1 = Disallowed)
; Var(5) = Superjump variable (0 = Not active, 1 = active)


; Var(10) - Statedef -2, Superpause Check Variable
; Var(11) - Statedef -2, Cornerpush Variable

; Var(15) - Juggle System Sub-system: determines what kind of fall state the opponent is in.
	; 0: None.
	; 1: Air reset (Aerial basic moves and juggling special moves will hit.)
	; 2: Air juggle (juggling special moves and super moves may juggle).
	; 3: Super air juggle (only super moves may juggle).
	; 4: Universal reset (no juggles allowed.)
; Var(16) - MoveHit/Contact Detection (1 = Hit, 2 = Guarded, 3 = Whiffed, 4 = Reversed)
; Var(17) - Cancel Detection (1 = Special Cancel, 2 = Super Cancel, 3 = Command Cancel)
; Var(18) - Attack Type (1 = Light Attacks, 2 = Medium Attacks, 3 = Heavy Attacks)

; Var(20) - Hit counter: keeps track of the number of hits that have landed for the damage dampener.

;Floats
;--------
; FVar(10) - Statedef -2, Cornerpush Variable
; FVar(20) - Damage Dampening System (keeps count of the % to decay the damage by)

;---------------------------------------------------------------------------
;LP Moon Slasher
[StateDef 1000]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 50
sprpriority = 2
facep2 = 1

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 11000
ID = 11000
pos = 35,-100
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1000, 1]
type = HitDef
triggerall = var(15) < 3
trigger1 = AnimElem = 5
attr = S, SA
damage = floor(80*fvar(20)),5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 12
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4.5,-7.5
guard.velocity = -12
air.velocity = -4.5,-7.5
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9,=9
movetype = I

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MP Moon Slasher
[StateDef 1001]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 70
sprpriority = 2
facep2 = 1

[State 1001, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3
x = 4

[State 1001, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 11000
ID = 11000
pos = 35,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1001, 1]
type = HitDef
triggerall = var(15) < 3
trigger1 = AnimElem = 5
attr = S, SA
damage = floor(90*fvar(20)),10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 12
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4.5,-7.5
guard.velocity = -12
air.velocity = -4.5,-7.5
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 1001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9,=9
movetype = I

[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;HP Moon Slasher
[StateDef 1002]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1002
poweradd = 90
sprpriority = 2
facep2 = 1

[State 1002, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3
x = 5

[State 1002, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 11000
ID = 11000
pos = 35,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1002, 1]
type = HitDef
triggerall = var(15) < 3
trigger1 = AnimElem = 5
attr = S, SA
damage = floor(100*fvar(20)),10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 12
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4.5,-7.5
guard.velocity = -12
air.velocity = -4.5,-7.5
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 1002, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9,=9
movetype = I

[State 1002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;LP Baltic Launcher
[StateDef 1010]
type = S
movetype = A
physics = S
juggle = 0
anim = 1010
ctrl = 0
poweradd = 45
facep2 = 1
velset = 0,0

[State 1010, Helper]
type = Helper
trigger1 = time = 4
ID = 11010
pos = 55,-100
postype = P1
stateno = 11010
helpertype = normal
name = "Baltic Launcher"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = Time = 4
value = S1010,0
channel = 0
volumescale = 100

[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MP Baltic Launcher
[StateDef 1011]
type = S
movetype = A
physics = S
juggle = 0
anim = 1011
ctrl = 0
poweradd = 60
facep2 = 1
velset = 0,0

[State 1011, Helper]
type = Helper
trigger1 = time = 4
ID = 11011
pos = 55,-100
postype = P1
stateno = 11010
helpertype = normal
name = "Baltic Launcher"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1011, PlaySnd]
type = PlaySnd
trigger1 = Time = 6
value = S1010,0
channel = 0
volumescale = 100

[State 1011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;HP Baltic Launcher
[StateDef 1012]
type = S
movetype = A
physics = N
juggle = 0
anim = 1012
ctrl = 0
poweradd = 90
velset = 0,0
facep2 = 1

[State 1012, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
movetype = A
physics = N

[State 1012, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3
x = 1.5
y = -7.5

[State 1012, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3,>0 
y = 0.55

[State 1012, Helper]
type = Helper
trigger1 = AnimElem = 3
name = "Dust"
ID = 10041
stateno = 10040
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 1012, Helper]
type = Helper
trigger1 = time = 9
ID = 11012
pos = 55,-100
postype = P1
stateno = 11010
helpertype = normal
name = "Baltic Launcher"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1012, PlaySnd]
type = PlaySnd
trigger1 = Time = 6
value = S1012,0
channel = 0
volumescale = 100

[State 1012, ChangeState]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 1013
ctrl = 0
;---------------------------------------------------------------------------
;HP Baltic Launcher Landing
[StateDef 1013]
type = C
movetype = I
physics = C
juggle = 0
anim = 1013
ctrl = 0
velset = 0, 0
sprpriority = 2

[State 1013, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1013, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,1
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 1013, Helper]
type = Helper
trigger1 = !Time
name = "Dust"
ID = 10040
stateno = 10040
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 1013, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LK Grand Saber
[StateDef 1020]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 50
sprpriority = 2
facep2 = 1

[State 1020, PosAdd]
type = PosAdd
trigger1 = Time = [7,24]
x = 7

[State 1020, Width]
type = Width
trigger1 = Time = [7,24]
value = 30,0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,0
channel = 3
volumescale = 100

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,1
channel = 4
volumescale = 100

[State 1020, ChangeState]
type = ChangeState
trigger1 = abs(P2BodyDist X)<=30
value = 1022
ctrl = 0

[State 1020, ChangeState]
type = ChangeState
trigger1 = Time = 25
value = 1021
ctrl = 0

;---------------------------------------------------------------------------
;Grand Saber--Stop
[StateDef 1021]
type = C
movetype= I
physics = C
juggle = 0
velset = 0,0
ctrl = 0
anim = 1021
poweradd = 0
sprpriority = 2

[State 1021, PosAdd]
type = PosAdd
trigger1 = Time = [0,5]
x = 3

[State 1021, PosAdd]
type = PosAdd
trigger1 = Time = [6,9]
x = 2

[State 1021, Dust Explod 1]
type = Explod
trigger1 = !Time
anim = 10121
ID = 10120
pos = 0,5
postype = p1
scale = .8,.8
facing = -1
removetime = -2
sprpriority = 3
ownpal = 1

[State 1021, Dust Explod 2]
type = Explod
trigger1 = !Time
anim = 10121
ID = 10120
pos = 10,5
scale = 1,1
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1

[State 1021, Dust Explod 3]
type = Explod
trigger1 = !Time
anim = 10121
ID = 10120
pos = 15,5
scale = 1.2,1.2
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1

[State 1021, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S101,0
volumescale = 100
channel = 3

[State 1021, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Grand Saber--Slash
[StateDef 1022]
type = C
movetype= A
physics = C
juggle = 0
velset = 0,0
ctrl = 0
anim = 1022
poweradd = 50
sprpriority = 2

[State 1022, PowerAdd]
type = PowerAdd
trigger1 = PrevStateNo = 1020
trigger1 = Time = 0
value = 25

[State 1022, PowerAdd]
type = PowerAdd
trigger1 = PrevStateNo = 1023
trigger1 = Time = 0
value = 30

[State 1022, PowerAdd]
type = PowerAdd
trigger1 = PrevStateNo = 1024
trigger1 = Time = 0
value = 45

[State 1022, PosAdd]
type = PosAdd
trigger1 = Time < 16
x = 2

[State 1022, Explod]
type = Explod
trigger1 = Time = 2
anim = 11020
ID = 11020
pos = 10,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 1022, 1]
type = HitDef
triggerall = Var(15) < 2
triggerall = PrevStateNo = 1020
trigger1 = AnimElem = 2
attr = C, SA
damage = floor(95*fvar(20)),10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5,5
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-7
air.velocity = -2,-10.8
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
yaccel = 0.4
ground.cornerpush.veloff = 0

[State 1022, 2]
type = HitDef
triggerall = var(15) < 2
triggerall = PrevStateNo = 1023
trigger1 = AnimElem = 2
attr = C, SA
damage = floor(105*fvar(20)),10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5,5
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-7
air.velocity = -2,-10.8
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
yaccel = 0.4
ground.cornerpush.veloff = 0

[State 1022, 3]
type = HitDef
triggerall = var(15) < 3
triggerall = PrevStateNo = 1024
trigger1 = AnimElem = 2
attr = C, SA
damage = floor(90*fvar(20)),5
animtype = Heavy
guardflag = MsA
hitflag = MAF
priority = 5, Hit
pausetime = 5,5
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2,-7
air.velocity = -2,-10.8
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
fall = 1
fall.recover = 0
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 1022, ChangeState]
type = ChangeState
triggerall = PrevStateNo = 1024
triggerall = Time = [19,35]
triggerall = MoveContact
trigger1 = AILevel = 0
trigger1 = command = "fwd_c"
;==
trigger2 = AILevel != 0
trigger2 = MoveHit
trigger2 = (random<250*(AILevel**2/48.0))
trigger2 = RoundState=2
trigger2 = Var(15) < 3
value = 1025
ctrl = 0
ignorehitpause = 1

[State 1022, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5,=0
movetype = I

[State 1022, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MK Grand Saber
[StateDef 1023]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1023
poweradd = 70
sprpriority = 2
facep2 = 1

[State 1023, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,0
channel = 3
volumescale = 100

[State 1023, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,1
channel = 4
volumescale = 100

[State 1023, PosAdd]
type = PosAdd
trigger1 = Time = [7,34]
x = 6

[State 1023, Width]
type = Width
trigger1 = Time = [7,34]
value = 30,0

[State 1023, ChangeState]
type = ChangeState
trigger1 = abs(P2BodyDist X)<=30
value = 1022
ctrl = 0

[State 1023, ChangeState]
type = ChangeState
trigger1 = Time = 35
value = 1021
ctrl = 0
;---------------------------------------------------------------------------
;HK Grand Saber
[StateDef 1024]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1024
poweradd = 80
sprpriority = 2
facep2 = 1

[State 1024, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S100,0
channel = 3
volumescale = 100

[State 1024, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,1
channel = 4
volumescale = 100

[State 1024, PosAdd]
type = PosAdd
trigger1 = Time = [7,44]
x = 7

[State 1024, Width]
type = Width
trigger1 = Time = [7,44]
value = 30,0

[State 1024, ChangeState]
type = ChangeState
trigger1 = abs(P2BodyDist X)<=30
value = 1022
ctrl = 0

[State 1024, ChangeState]
type = ChangeState
trigger1 = Time = 45
value = 1021
ctrl = 0
;---------------------------------------------------------------------------
;Gliding Buster
[StateDef 1025]
type = A
movetype= A
physics = N
juggle = 0
velset = 4,-8
ctrl = 0
anim = 1025
poweradd = 70
sprpriority = 2

[State 1025, Helper]
type = Helper
trigger1 = !Time
name = "Dust"
ID = 10040
stateno = 10040
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
persistent = 0

[State 1025, Explod]
type = Explod
trigger1 = Time = 0
anim = 11025
ID = 11025
pos = 20,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1025, 1]
type = HitDef
triggerall = var(15) < 3
trigger1 = AnimElem = 1
attr = A, SA
damage = floor(45*fvar(20)),5
animtype = Up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 10
sparkno = S10016
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3,-8
air.velocity = -2,-10.8
air.hittime = 12
fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 1025, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,1
channel = 2
volumescale = 100

[State 1025, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
movetype = I
physics = N

[State 1025, VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,>=0
y = .55 

[State 1025, ChangeState]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 1026
ctrl = 0
;---------------------------------------------------------------------------
;Gliding Buster Landing
[StateDef 1026]
type = S
movetype = I
physics = S
juggle = 0
anim = 1026
ctrl = 0

[State 1026, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1026, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1026, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,1
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 1026, Dust Explod 1]
type = Explod
trigger1 = !Time
anim = 10121
ID = 10120
pos = 0,5
postype = p1
scale = .8,.8
facing = -1
removetime = -2
sprpriority = 3
ownpal = 1

[State 1026, Dust Explod 2]
type = Explod
trigger1 = !Time
anim = 10121
ID = 10120
pos = 10,5
scale = 1,1
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1

[State 1026, Dust Explod 3]
type = Explod
trigger1 = !Time
anim = 10121
ID = 10120
pos = 15,5
scale = 1.2,1.2
facing = -1
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1

[State 1026, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;LP X-Calibur
[StateDef 1030]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1030
ctrl = 0
poweradd = 50

[State 1030, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 11030
pos = 35,-85
postype = P1
stateno = 11030
helpertype = normal
name = "X-Calibur"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1030, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = A

[State 1030, VelSet]
type = VelSet
trigger1 = AnimElem = 6
y = -7

[State 1030, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

;---------------------------------------------------------------------------
;MP X-Calibur
[StateDef 1031]
type = A
movetype = A
physics = N
velset = 0,0
anim = 1030
ctrl = 0
poweradd = 55

[State 1031, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 11031
pos = 35,-85
postype = P1
stateno = 11030
helpertype = normal
name = "X-Calibur"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1031, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = A

[State 1031, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = 2
y = -7

[State 1031, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

;---------------------------------------------------------------------------
;HP X-Calibur
[StateDef 1032]
type = A
movetype = A
physics = A
velset = 0,0
anim = 1030
ctrl = 0
poweradd = 75

[State 1032, VelSet]
type = VelSet
trigger1 = Time = [0,22]
x = 0
y = 0

[State 1032, Helper]
type = Helper
trigger1 = AnimElem = 5
ID = 11032
pos = 35,-85
postype = P1
stateno = 11030
helpertype = normal
name = "X-Calibur"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1032, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = A

[State 1032, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = -2
y = -7

[State 1032, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

;---------------------------------------------------------------------------
;LP I-Slasher
[StateDef 1040]
type = C
movetype = I
physics = C
juggle = 0
anim = 1040
ctrl = 0
poweradd = 45
facep2 = 1
velset = 0,0

[State 1040, Helper]
type = Helper
trigger1 = AnimElem = 15,=0
ID = 11040
pos = 45,-65
postype = p1
stateno = 11040
helpertype = normal
name = "I-Slasher"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1040, end]
type = ChangeState
triggerall = AnimElemTime(15)>0
trigger1 = NumHelper(11040) = 0
value = 1041
ctrl = 0

[State 1040, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 8,<0
x = -2.5
;---------------------------------------------------------------------------
;I-Slasher Catch
[StateDef 1041]
type = C
movetype = I
physics = C
juggle = 0
anim = IfElse(PrevStateNo=1044,1045,1041)
ctrl = 0
velset = 0,0

[State 1041, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1040,1
volumescale = 100
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 1041, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MP I-Slasher
[StateDef 1042]
type = C
movetype = A
physics = C
juggle = 0
anim = 1040
ctrl = 0
poweradd = 60
facep2 = 1
velset = 0,0

[State 1042, Helper]
type = Helper
trigger1 = AnimElem = 15,=0
ID = 11041
pos = 45,-65
postype = p1
stateno = 11040
helpertype = normal
name = "I-Slasher"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1042, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 8,<0
x = -3.5

[State 1042, end]
type = ChangeState
triggerall = AnimElem = 15,>0
trigger1 = NumHelper(11041) = 0
value = 1041
ctrl = 0

;---------------------------------------------------------------------------
;HP I-Slasher
[StateDef 1043]
type = C
movetype = A
physics = C
juggle = 0
anim = 1040
ctrl = 0
poweradd = 90
facep2 = 1
velset = 0,0

[State 1043, Helper]
type = Helper
trigger1 = AnimElem = 15,=0
ID = 11042
pos = 45,-65
postype = p1
stateno = 11040
helpertype = normal
name = "I-Slasher"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1043, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1,>=0
trigger1 = AnimElem = 8,<0
x = -4.5

[State 1043, end]
type = ChangeState
triggerall = AnimElem = 15,>0
trigger1 = NumHelper(11042) = 0
value = 1041
ctrl = 0

;---------------------------------------------------------------------------
;LK Earring Bomb
[StateDef 1050]
type = S
movetype = A
physics = S
juggle = 0
anim = 1050
ctrl = 0
facep2 = 1
poweradd = 20
velset = 0,0

[State 1050, Helper]
type = Helper
trigger1 = AnimElem = 19
ID = 11050
pos = 40,-90
postype = p1
stateno = 11050
helpertype = normal
name = "Earring Bomb"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1050, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 20
movetype = I

[State 1050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;MK Earring Bomb
[StateDef 1051]
type = S
movetype = A
physics = S
juggle = 0
anim = 1050
ctrl = 0
facep2 = 1
poweradd = 30
velset = 0,0

[State 1051, Helper]
type = Helper
trigger1 = AnimElem = 19
ID = 11051
pos = 40,-90
postype = p1
stateno = 11050
helpertype = normal
name = "Earring Bomb"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1051, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 20
movetype = I

[State 1051, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;HK Earring Bomb
[StateDef 1052]
type = S
movetype = A
physics = S
juggle = 0
anim = 1052
ctrl = 0
facep2 = 1
poweradd = 90
velset = 0,0

[State 1052, Helper]
type = Helper
trigger1 = AnimElem = 19
ID = 11052
pos = 40,-90
postype = p1
stateno = 11050
helpertype = normal
name = "Earring Bomb"
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 1052, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 20
movetype = I

[State 1052, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1