; 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)

;---------------------------------------------------------------------------
;Lv. 1 V-Slasher
[StateDef 3000]
type = A
movetype = A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 3000
poweradd = -1000
sprpriority = 2

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3000, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3000, PalFX]
type = PalFX
triggerall = PrevStateNo = [1000,1050]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,18]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3000, Pause]
type = Pause
trigger1 = !Time
time = 20
movetime = 19

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = -20,-110
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0&&AnimElemTime(3)<2
value = SCA

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 6
y = 13

[State 3000, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 3
attr = A, HA
damage = floor(50*fvar(20)),5
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = S10130
sparkxy = -10, -30
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
guard.velocity = -5
air.animtype = Back
air.velocity = 0,0
air.hittime = 12
getpower = 0
kill = 0
id = 3000
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 3000, ChangeState]
type = ChangeState
triggerall = NumTarget(3000)=1
trigger1 = MoveHit
trigger1 = Target,MoveType = H
value = 3001
ctrl = 0

[State 3000, TargetDrop]
type = TargetDrop
trigger1 = MoveHit
excludeID = 3000
keepone = 1

[State 3000, ChangeState]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 3003
ctrl = 0
;---------------------------------------------------------------------------
;V-Slasher Success (Lv. 1)
[StateDef 3001]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 3001
poweradd = 0
sprpriority = 2
velset = 0, 0
movehitpersist = 1

[State 3001, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3001, TargetState]
type = TargetState
trigger1 = !time && numtarget
value = 53002
ID = 3000

[State 3001, PosSet]
type = PosSet
triggerall = Target,Pos Y<0
trigger1 = Time = [0,18]
y = Target,Pos Y+10

[State 3001, PosSet]
type = PosSet
triggerall = Target,Pos Y>=0
trigger1 = Time = [0,18]
y = 0

[State 3001, VelSet]
type = VelSet
trigger1 = Time = [0,18]
x = 0
y = 0

[State 3001, PosAdd]
type = PosAdd
trigger1 = !Time
x = (P2Dist X)-10

[State 3001, Explod]
type = Explod
trigger1 = Time = 0
anim = 13000
ID = 13000
pos = 10,-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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3001, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 4.5
y = -7.5

[State 3001, TargetState]
type = TargetState
trigger1 = Time = 19
value = 53003
ID = 3000

[State 3001, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 19
value = floor(-150*fvar(20))
ID = 3000
kill = 1
absolute = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = Time = 19
value = S3010,3
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3001, Explod]
type = Explod
trigger1 = Time = 19
anim = 13013
ID = 13013
pos = 20,-80
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 = 0.5,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3001, EnvShake]
type = EnvShake
trigger1 = Time = 19
time = 45
freq = 90
ampl = -4
phase = 180

[State 3001, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A
movetype = I
physics = A
;---------------------------------------------------------------------------
;V-Fail Landing
[StateDef 3003]
type = C
movetype = I
physics = C
anim = 3003
ctrl = 0
velset = Vel X, 0

[State 3003, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3003, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3003, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S101,0
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,1
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3021, Helper]
type = Helper
trigger1 = Time = 0
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 3003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Lv. 2 V-Slasher
[StateDef 3005]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 3000
poweradd = -2000
sprpriority = 2

[State 3005, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3005, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3005, PalFX]
type = PalFX
triggerall = PrevStateNo = [1000,1050]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,18]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3005, Pause]
type = Pause
trigger1 = !Time
time = 20
movetime = 19

[State 3005, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000 
pos = -20,-110
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0&&AnimElemTime(3)<2
value = SCA

[State 3005, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 11
y = 13

[State 3005, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 3
attr = A, HA
damage = floor(100*fvar(20)),10
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 0,0
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -30
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
guard.velocity = -6
air.animtype = Back
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
kill = 0
id = 3005
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 3005, ChangeState]
type = ChangeState
triggerall = NumTarget(3005)
trigger1 = MoveHit
trigger1 = Target,MoveType = H
value = 3006
ctrl = 0

[State 3005, TargetDrop]
type = TargetDrop
trigger1 = MoveHit
excludeID = 3005
keepone = 1

[State 3005, ChangeState]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel y
value = 3003
ctrl = 0
;---------------------------------------------------------------------------
;V-Slasher Success (Lv. 2)
[StateDef 3006]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 3006
poweradd = 0
sprpriority = 2
velset = 0,0
movehitpersist = 1

[State 3006, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3006, TargetState]
type = TargetState
trigger1 = !time && numtarget
value = 53007
ID = 3005

[State 3006, PosSet]
type = PosSet
triggerall = Target,Pos Y<0
trigger1 = Time = [0,59]
y = Target,Pos Y+10

[State 3006, PosSet]
type = PosSet
triggerall = Target,Pos Y>=0
trigger1 = Time = [0,59]
y = 0

[State 3006, VelSet]
type = VelSet
trigger1 = !Time
x = 0
y = 0

[State 3006, PosAdd]
type = PosAdd
trigger1 = !Time
x = (P2Dist X)-10

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3010,2
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = Time = 58
value = S3005,0
volumescale = 100
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 3006, Explod]
type = Explod
trigger1 = Time = 0
anim = 13005
ID = 13005
pos = 10,-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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3006, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 4.5
y = -7.5

[State 3006, TargetState]
type = TargetState
trigger1 = Time = 94
value = 53003
ID = 3005

[State 3006, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 94
value = floor(-210*fvar(20))
ID = 3005
kill = 1
absolute = 0

[State 3006, PlaySnd]
type = PlaySnd
trigger1 = Time = 94
value = S3010,3
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3006, Explod]
type = Explod
trigger1 = Time = 94
anim = 13013
ID = 13013
pos = 0,-90
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3006, EnvShake]
type = EnvShake
trigger1 = Time = 94
time = 45
freq = 90
ampl = -4
phase = 180

[State 3006, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A
movetype = I
physics = A

;---------------------------------------------------------------------------
;Lv. 1 Rebel Spark
[Statedef 3010]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3010
poweradd = -1000
sprpriority = 2
facep2 = 1

[State 3010, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3010, PalFX]
type = PalFX
triggerall = PrevStateNo = [1000,1050]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,28]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3010, Pause]
type = Pause
trigger1 = !Time
time = 30
movetime = 29

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-125
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 65

[State 3010, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(10) >= 0
x = 7.5

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S100,0
volumescale = 100
channel = 3

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S100,0
volumescale = 100
channel = 4

[State 3010, Width]
type = Width
trigger1 = AnimElemTime(10) >= 0
trigger1 = abs(P2Dist X)>15
value = 20,0

[State 3010, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) >= 0
trigger1 = abs(P2BodyDist X)=[0,15]
value = 3011
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 3011]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3011
poweradd = 0
sprpriority = 2

[State 3011, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1,>=0 && AnimElem = 3,<0
value = SCA

[State 3011, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 3
attr = S, HA
damage = floor(75*fvar(20)),5
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -55
hitsound = S5,14
guardsound = S6,0
ground.type = Low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = 0
guard.velocity = -12
ground.cornerpush.veloff = 0
air.velocity = 0,0
air.hittime = 12
getpower = 0
kill = 0
guard.kill = 0
p1stateno = 3012
yaccel = 0.5
id = 3011
hitonce = 1
forcestand = 1
forcenofall = 1

[State 3011, TargetBind]
type = TargetBind
trigger1 = MoveHit
time = 1
id = 3011
pos = 35,0

[State 3011, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3,>6
movetype = I

[State 3011, TargetDrop]
type = TargetDrop
trigger1 = MoveHit
excludeID = 3011
keepone = 1

[State 3011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[StateDef 3012]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3012
poweradd = 0
sprpriority = 2
movehitpersist = 1

[State 3012, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3012, TargetState]
type = TargetState
trigger1 = !time && numtarget
value = 53012
ID = 3011

[State 3012, TargetBind]
type = TargetBind
trigger1 = Time = 0
time = 1
id = 3011
pos = 39,0

[State 3012, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = -25

[State 3012, PlaySnd]
type = PlaySnd
trigger1 = Time = 160
value = S3010,0
volumescale = 100
channel = 0

[State 3012, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3010,1
volumescale = 200
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 3012, Explod]
type = Explod
trigger1 = Time = 0
anim = 13012
ID = 13012
pos = 65,Target,const(size.mid.pos.y)
postype = p1 
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .5,.5
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3012, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 295
id = 13012

[State 3012, PlaySnd]
type = PlaySnd
trigger1 = Time = 215
value = S3010,2
volumescale = 200
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3012, PlaySnd]
type = PlaySnd
trigger1 = Time = 295
value = S3010,3
volumescale = 200
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3012, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 295
value = floor(-150*fvar(20))
kill = 1
absolute = 0
id = 3011

[State 3012, TargetState]
type= TargetState
trigger1= Time = 295
value = 53014
id = 3011

[State 3012, EnvShake]
type = EnvShake
trigger1 = Time = 295
time = 45
freq = 90
ampl = -4
phase = 180

[State 3012, Explod]
type = Explod
trigger1 = Time = 295
anim = 13013
ID = 13013
pos = -25,const(size.mid.pos.y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3012, end]
type = ChangeState
trigger1 = Power >=2000
trigger1 = command = "2QCF_2k"
trigger1 = Time < 240
value = 3030
ctrl = 0

[State 3012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 53014]
type    = A
movetype= H
physics = N
velset = -2.8,-10.5
poweradd = 80

[State 53014, PalFX]
type = PalFX
trigger1 = Time = 0
time = 70
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 1
color = 0

[State 53014, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 53014, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;Lv. 2 Rebel Spark
[Statedef 3015]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3015
poweradd = -2000
sprpriority = 2
facep2 = 1

[State 3015, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3015, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3015, PalFX]
type = PalFX
triggerall = PrevStateNo = [1000,1050]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,28]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3015, Pause]
type = Pause
trigger1 = !Time
time = 28
movetime = 27

[State 3015, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000 
pos = -15,-120
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3015, NotHitBy]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 65

[State 3015, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(9) >= 0
x = 10.5

[State 3015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,0
volumescale = 100
channel = 3

[State 3015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S100,0
volumescale = 100
channel = 4

[State 3015, Width]
type = Width
trigger1 = AnimElemTime(9) >= 0
trigger1 = abs(P2BodyDist X)>15
value = 20,0

[State 3015, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0
trigger1 = abs(P2BodyDist X)=[0,15]
value = 3016
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 3016]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3016
poweradd = 0
sprpriority = 2

[State 3016, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1,>=0 && AnimElem = 3,<0
value = SCA

[State 3016, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 3
attr = S, HA
damage = 125,15
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -55
hitsound = S5,14
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0,0
air.hittime = 12
getpower = 0
kill = 0
guard.kill = 0
p1stateno = 3017
yaccel = 0.5
id = 3016
hitonce = 1
ground.cornerpush.veloff = 0

[State 3016, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3,>=6
movetype = I

[State 3016, PosAdd]
type = PosAdd
trigger1 = Time = [12,23]
x = -2.5

[State 3016, TargetDrop]
type = TargetDrop
trigger1 = MoveHit
excludeID = 3016
keepone = 1

[State 3016, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[StateDef 3017]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3017
poweradd = 0
sprpriority = 2
movehitpersist = 1

[State 3017, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3017, TargetBind]
type = TargetBind
triggerall = !Time
trigger1 = MoveHit
time = 1
id = 3016
pos = 25,0

[State 3017, TargetState]
type = TargetState
trigger1 = !time && numtarget
value = 53017
ID = 3016

[State 3017, PosAdd]
type = PosAdd
trigger1 = Time = [148,160]
x = -3.5

[State 3017, PlaySnd]
type = PlaySnd
trigger1 = Time = 171
value = S3015,0
volumescale = 100
channel = 0

[State 3017, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3010,1
volumescale = 200
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3017, Explod]
type = Explod
trigger1 = Time = 0
anim = 13012
ID = 13012
pos = 45,Target,const(size.mid.pos.y)
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .5,.5
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3017, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 79,=0
id = 13012

[State 3017, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 79,=0
value = S3010,3
volumescale = 200
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3017, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 79,=0
value = floor(-250*fvar(20))
kill = 1
absolute = 0
id = 3016

[State 3017, TargetState]
type= TargetState
trigger1 = AnimElem = 79,=0
value = 53019
id = 3016

[State 3017, EnvShake]
type = EnvShake
trigger1 = AnimElem = 79,=0
time = 45
freq = 90
ampl = -4
phase = 180

[State 3017, Explod]
type = Explod
trigger1 = AnimElem = 79,=0
anim = 13013
ID = 13013
pos = -25,const(size.mid.pos.y)
postype = p2  ;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 = 0.5,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3017, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 53019]
type    = A
movetype= H
physics = N
velset = -2.8,-10.5
poweradd = 120

[State 53019, PalFX]
type = PalFX
trigger1 = Time = 0
time = 70
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 1
color = 0

[State 53019, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 53019, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;Lv. 1 Gravity Storm
[StateDef 3020]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3020
poweradd = -1000
sprpriority = 2
facep2 = 1

[State 3020, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3020, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3020, PalFX]
type = PalFX
triggerall = PrevStateNo = [1000,1050]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,18]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3020, Pause]
type = Pause
trigger1 = !Time
time = 20
movetime = 19

[State 3020, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = 20,-125
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3020, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(4)>=0 && AnimElemTime(5)<0
x = 6

[State 3020, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(9)>=0 && AnimElemTime(10)<0
x = 6
ignorehitpause = 1

[State 3020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
value = S5,11
channel = 1

[State 3020, Width]
type = Width
trigger1 = AnimElem = 5,>=0
trigger1 = AnimElem = 6,<0
trigger2 = AnimElem = 10,>=0
trigger2 = AnimElem = 11,<0
value = 30,0
ignorehitpause = 1

[State 3020, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 5
attr = S, HA
damage = floor(50*fvar(20)),5
animtype = Medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 5,5
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -70
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = 0
air.animtype = Back
air.velocity = 0,-6
air.hittime = 18
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = 0
kill = 0
forcestand = 1
yaccel = 0.5

[State 3020, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 10
attr = S, HA
damage = floor(50*fvar(20)),5
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 10,10
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -70
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,0
air.animtype = Back
air.velocity = -2.5,-10.8
air.hittime = 18
getpower = 0
fall = 1
fall.recover = 0
kill = 0
yaccel = 0.3
ground.cornerpush.veloff = 0
id = 3020
p2stateno = 53021

[State 3020, StateTypeSet]
type = StateTypeSet
triggerall = !MoveHit
trigger1 = AnimElem = 11
movetype = I

[State 3020, PosAdd]
type = PosAdd
triggerall = !MoveHit
trigger1 = AnimElem = 16,>=0
trigger1 = AnimElem = 22,<0
x = -1.5

[State 3020, ChangeState]
type = ChangeState
triggerall = MoveHit
triggerall = NumTarget(3020)=1
trigger1 = AnimElemTime(17) = 0
value = 3021
ctrl = 0

[State 3020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[StateDef 3021]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 3021
poweradd = 0
sprpriority = 2

[State 3021, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3021, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3021, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1 

[State 3021, Helper]
type = Helper
trigger1 = AnimElem = 5
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 3021, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 2.5
y = -11.5

[State 3021, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
movetype = A
physics = A

[State 3021, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = 0
animtype = Up
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 0, 10
sparkno = -1
sparkxy = -10, 0
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 0,-10
air.animtype = Back
air.velocity = -2,-10.8/2
air.hittime = 18
getpower = 0
fall = 1
fall.recover = 0
p1stateno = 3022
yaccel = 0.5
id = 3021

;---------------------------------------------------------------------------
[StateDef 3022]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 3022
poweradd = 0
sprpriority = -1
movehitpersist = 1

[State 3022, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 53022
ID = 3021

[State 3022, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1, >=0
trigger1 = AnimElem = 2,<0
time = 1
id = 3021
pos = 0,-135

[State 3022, VelAdd]
type = VelAdd
trigger1 = AnimElem = 2
y = -4.5

[State 3022, TargetState]
type = TargetState
trigger1 = AnimElem = 3
value = 821

[State 3022, EnvShake]
type = EnvShake
trigger1 = AnimElem = 3
time = 45
freq = 90
ampl = -4
phase = 180

[State 3022, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = floor(-150*fvar(20))
ID = 3021
kill = 1
absolute = 0

[State 3022, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3010,3
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3022, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 13013
ID = 13013
pos = -25,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3022, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A
movetype = I
physics = N

[State 3022, VelAdd]
type = VelAdd
trigger1 = AnimElem =3,>0
y = .55

[State 3022, ChangeState]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 3023
ctrl = 0
;---------------------------------------------------------------------------
;Gravity Storm Landing
[StateDef 3023]
type = C
movetype = I
physics = C
juggle = 0
anim = 3023
ctrl = 0

[State 3023, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3023, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3023, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,1
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3023, 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 3023, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Lv. 2 Gravity Storm
[StateDef 3025]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3025
poweradd = -2000
sprpriority = 2
facep2 = 1

[State 3025, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = -1

[State 3025, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3025, PalFX]
type = PalFX
triggerall = PrevStateNo = [1000,1050]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,18]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3025, Pause]
type = Pause
trigger1 = !Time
time = 20
movetime = 19

[State 3025, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000 
pos = 20,-125
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3025, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(5)<0
value = SCA

[State 3025, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(4)>=0 && AnimElemTime(5)<0
trigger2 = AnimElemTime(9)>=0 && AnimElemTime(10)<0
trigger3 = AnimElemTime(20)>=0 && AnimElemTime(21)<0
trigger4 = AnimElemTime(31)>=0 && AnimElemTime(32)<0
x = 6

[State 3025, PosAdd]
type = Width
trigger1 = AnimElemTime(4)>=0 && AnimElemTime(5)<0
trigger2 = AnimElemTime(9)>=0 && AnimElemTime(10)<0
trigger3 = AnimElemTime(20)>=0 && AnimElemTime(21)<0
trigger4 = AnimElemTime(31)>=0 && AnimElemTime(32)<0
value = 30,0
ignorehitpause = 1

[State 3025, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 20
trigger4 = AnimElem = 31
value = S5,11
channel = 1

[State 3025, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 5
attr = S,HA
damage = floor(60*fvar(20)),5
animtype = Medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 5,5
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -70
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -3
air.animtype = Back
air.velocity = -1,-6
air.hittime = 24
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = 0
kill = 0
forcestand = 1
yaccel = 0.4

[State 3025, 2]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 10
attr = S, HA
damage = floor(40*fvar(20)),5
animtype = Medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 5,5
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -70
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -2
air.animtype = Back
air.velocity = -1,-5.5
air.hittime = 24
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = 0
kill = 0
forcestand = 1
yaccel = 0.4

[State 3025, 3]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 21
attr = S, HA
damage = floor(40*fvar(20)),5
animtype = Medium
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 5,5
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -70
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -2
air.animtype = Back
air.velocity = -1,-5.5
air.hittime = 24
air.fall = 1
fall.recover = 0
getpower = 0
ground.cornerpush.veloff = 0
kill = 0
forcestand = 1
yaccel = 0.4

[State 3025, 4]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 32
attr = S, HA
damage = floor(20*fvar(20)),5
animtype = Up
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 10,10
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -70
hitsound = S5,5
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
ground.velocity = 0,0
air.animtype = Back
air.velocity = 0,-5.5
air.hittime = 24
getpower = 0
fall = 1
fall.recover = 0
kill = 0
forcestand = 1
yaccel = 0.2
ground.cornerpush.veloff = 0
id = 3025
p2stateno = 53026

[State 3025, StateTypeSet]
type = StateTypeSet
triggerall = !MoveHit
trigger1 = AnimElem = 33
movetype = I

[State 3025, PosAdd]
type = PosAdd
triggerall = !MoveHit
trigger1 = AnimElem = 33,>=0
trigger1 = AnimElem = 39,<0
x = -1.5

[State 3025, end]
type = ChangeState
triggerall = MoveHit
triggerall = NumTarget(3025)=1
trigger1 = AnimElemTime(39) = 0
value = 3026
ctrl = 0

[State 3025, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[StateDef 3026]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3026
poweradd = 0
sprpriority = 2

[State 3026, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3026, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3026, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1 

[State 3026, Helper]
type = Helper
trigger1 = AnimElem = 5
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 3026, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 3.5
y = -11.5

[State 3026, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
movetype = A
physics = A

[State 3026, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 0,0
guard.pausetime = 10,12
sparkno = -1
sparkxy = -10, 0
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = 0,-10
air.animtype = Back
air.velocity = 0,-10
air.hittime = 18
getpower = 0
fall = 1
fall.recover = 0
p1stateno = 3027
yaccel = 0.5
id = 3026

;---------------------------------------------------------------------------
[StateDef 3027]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 3027
poweradd = 0
sprpriority = -1
movehitpersist = 1

[State 3027, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 53027
ID = 3026

[State 3027, TargetBind]
type = TargetBind
trigger1 = Time < 61
time = 1
id = 3026
pos = 0,-135

[State 3027, TargetState]
type = TargetState
trigger1 = Time = 61
value = 821

[State 3027, EnvShake]
type = EnvShake
trigger1 = Time = 61
time = 45
freq = 90
ampl = -4
phase = 180

[State 3027, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 61
value = -200
ID = 3026
kill = 1
absolute = 0

[State 3027, PlaySnd]
type = PlaySnd
trigger1 = Time = 61
value = S3010,3
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3027, Explod]
type = Explod
trigger1 = Time = 61
anim = 13013
ID = 13013
pos = -25,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3027, Helper]
type = Helper
trigger1 = AnimElem = 9
helpertype = normal ;player
name = "Gravity Storm"
ID = 13025
stateno = 13025
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 3027, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = A
movetype = I
physics = N

[State 3027, VelAdd]
type = VelAdd
trigger1 = AnimElem =9,>0
y = .4

[State 3027, ChangeState]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 3023
ctrl = 0
;--------------------------------------------------------------------------
;Rider Burst
[StateDef 3030]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3030
poweradd = -2000
sprpriority = 2
facep2 = 1

[State 3030, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3030, VarSet]
type = VarSet
trigger1 = PrevStateNo = [3000,3029]
var(15) = 3

[State 3030, PalFX]
type = PalFX
triggerall = PrevStateNo = 3011
trigger1 = Time % 3 = 0
trigger1 = Time = [3,28]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3030, Pause]
type = Pause
trigger1 = !Time
time = 30
movetime = 29

[State 3030, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000 
pos = 15,-120
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3030, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(10)<0
value = SCA

[State 3030, TargetState]
type = TargetState
triggerall = NumTarget
triggerall = PrevStateNo = 3012
trigger1 = !Time
value = 5300

[State 3030, RemoveExplod]
type = RemoveExplod
trigger1 = PrevStateNo = 3012
trigger1 = !Time
id = 13012

[State 3030, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 3

[State 3030, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(9)>= 0
x = 8

[State 3030, Width]
type = Width
trigger1 = AnimElemTime(9)>= 0
trigger1 = abs(P2BodyDist X)>30
value = 30,0

[State 3030, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S100,0
channel = 3
volumescale = 100

[State 3030, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S100,1
channel = 4
volumescale = 100

[State 3030, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(9)>= 0
trigger1 = abs(P2BodyDist X)<=30
value = 3031
ctrl = 0

[State 3030, ChangeState]
type = ChangeState
trigger1 = Time = 60
value = 1021
ctrl = 0
;---------------------------------------------------------------------------
[StateDef 3031]
type = C
movetype= A
physics = C
juggle = 0
velset = 0,0
ctrl = 0
anim = 3031
poweradd = 0
sprpriority = 3

[State 3031, PosAdd]
type = PosAdd
trigger1 = Time < 16
x = 2

[State 3031, Explod]
type = Explod
trigger1 = Time = 6
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 3031, VelSet]
type = VelSet
trigger1 = Time = [21,106]
x = 3

[State 3031, AssertSpecial]
type = AssertSpecial
trigger1 = MoveHit || var(16) = 1
flag = unguardable

[State 3031, 1]
type = HitDef
triggerall = var(15) < 4
triggerall = EnemyNear,StateNo != 53012
trigger1 = AnimElem = 2
attr = C, HA
damage = floor(25*fvar(20)),15
animtype = Heavy
guardflag = LA
hitflag = MAF
priority = 6, Hit
pausetime = 2,2
guard.pausetime = 10,10
sparkno = S10016
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,14
guardsound = S6,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = 0
air.velocity = -2,-10.8
air.hittime = 24
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
forcenofall = 1
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3031

[State 3031, TargetState]
type = TargetState
triggerall = NumTarget(3031) = 1
trigger1 = Target, Pos Y != 0
value = 53030
ID = 3031
ignorehitpause = 1
persistent = 0

[State 3031, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 27
trigger3 = AnimElem = 30
value = S5,10
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3031, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = S5,7
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3031, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 36
value = S5,8
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3031, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = floor(25*fvar(20)),10
animtype = Heavy
guardflag = M
hitflag = MA
priority = 6, Hit
pausetime = 2,2
guard.pausetime = 10,10
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -2
air.velocity = -2,-10.8
air.hittime = 24
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3031

[State 3031, 3]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = floor(20*fvar(20)),10
animtype = Heavy
guardflag = M
hitflag = MA
priority = 6, Hit
pausetime = 2,2
guard.pausetime = 10,10
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -2
air.velocity = -2,-10.8
air.hittime = 24
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3031

[State 3031, 3]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage = floor(20*fvar(20)),10
animtype = Medium
guardflag = M
hitflag = MA
priority = 6, Hit
pausetime = 2,2
guard.pausetime = 10,10
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -2
air.velocity = -2,-10.8
air.hittime = 24
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3031

[State 3031, 4]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
damage = floor(20*fvar(20)),10
animtype = Heavy
guardflag = M
hitflag = MA
priority = 6, Hit
pausetime = 5,5
guard.pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 18
guard.hittime = 25
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -2,-5
air.hittime = 24
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3031

[State 3031, 5]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HA
damage = floor(20*fvar(20)),10
animtype = Heavy
guardflag = M
hitflag = MA
priority = 6, Hit
pausetime = 5,5
guard.pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 24
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.velocity = -2,0
air.hittime = 24
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
yaccel = 0.5
id = 3032
ground.cornerpush.veloff = 0

[State 3031, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 38
trigger1 = !MoveContact
movetype = I

[State 3031, ChangeState]
type = ChangeState
triggerall = NumTarget(3032)
trigger1 = MoveHit
trigger1 = AnimTime = 0
value = 3032
ctrl = 0

[State 3031, ChangeState]
type = ChangeState
trigger1 = !MoveHit
trigger1 = AnimTime = 0
trigger2 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[StateDef 3032]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3032
poweradd = 0
sprpriority = 4
movehitpersist = 1

[State 3032, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3032, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 53032
ID = 3032

[State 3032, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11,>=0 && AnimElem = 19,<0
x = -4

[State 3032, VelSet]
type = VelSet
trigger1 = AnimElem = 22
x = 15
y = -5

[State 3032, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1,>=0 && AnimElem = 10, <0
time = 1
id = 3031
pos = 25,0

[State 3032, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S5,14
volumescale = 200
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 3032, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3010,1
volumescale = 200
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3032, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 13012
ID = 13012
pos = 60,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 180
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = .5,.5
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 3032, HitAdd]
type = HitAdd
trigger1 = AnimElem = 8
value = 1

[State 3032, TargetState]
type = TargetState
trigger1 = AnimElem = 21
value = 5300
ID = 3032

[State 3032, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 22
statetype = A
movetype = A
physics = N

[State 3032, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 24 
id = 13012
ignorehitpause = 1

[State 3032, Explod]
type = Explod
trigger1 = AnimElem = 24
anim = 13013
ID = 13013
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
trans = add

[State 3032, 2]
type = HitDef
trigger1 = AnimElem = 24
attr = A, HA
damage = 200,25
animtype = Heavy
guardflag = M
hitflag = MA
priority = 6, Hit
pausetime = 30,30
sparkno = -1
sparkxy = 0,0
hitsound = S3010,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2.5,-10.8
air.velocity = -2.5,-10.8
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
fall = 1
fall.recover = 0
palfx.time = 70
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
palfx.invertall = 1
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 3032, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S3010,0
volumescale = 200
channel = 0
freqmul = 1.0
loop = 0
pan = 0

[State 3032, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S3005,0
volumescale = 200
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3032, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 305
statetype = A
movetype = I
physics = A
;---------------------------------------------------------------------------
; V-Slasher L.D.M.
[StateDef 3040]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3040
poweradd = -3000
sprpriority = 2
facep2 = 1

[State 3040, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3040, PalFX]
type = PalFX
triggerall = PrevStateNo = [200,650]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,28]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3040, Pause]
type = Pause
trigger1 = !Time
time = 30
movetime = 23

[State 3040, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30002
stateno = 30000 
pos = 0,0
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3040, PosAdd]
type = PosAdd
triggerall = abs(BackEdgeDist)>=50
trigger1 = Time = [0,19]
x = -2.5

[State 3040, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 12
y = -7

[State 3040, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
statetype = A
movetype = A
physics = N

[State 3040, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(10)>=0
y = .5

[State 3040, Width]
type = Width
trigger1 = AnimElemTime(10)>=0
value = 23,0
ignorehitpause = 1

[State 3040, ChangeState]
type = ChangeState
triggerall = StateType = A
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 3003
ctrl = 0

[State 3040, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S5,11
volumescale = 100
channel = 2

[State 3040, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 17
attr = A, HA
damage = floor(25*fvar(20)),5
animtype = Heavy
guardflag = H
hitflag = MAF
priority = 6, Hit
pausetime = 15, 60
guard.pausetime = 10,15
sparkno = S10006
guard.sparkno = S10130
sparkxy = -20, -40
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -2
air.velocity = -4.5,-6.5
air.hittime  = 18
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
forcenofall = 1
p1stateno = 3041
p2facing = 1
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 3040, ChangeState]
type = ChangeState
trigger1 = MoveGuarded
trigger1 = HitShakeOver = 1
value = 3044
ctrl = 0
;---------------------------------------------------------------------------
;|
[StateDef 3041]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 3041
poweradd = 0
sprpriority = 2

[State 3041, VarSet]
type = VarSet
trigger1 = !Time
var(15) = 4

[State 3041, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3041, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3041, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = P2BodyDist X - 10
y = P2BodyDist Y - 15

[State 3041, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage = floor(25*fvar(20)),5
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 5,5
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -25
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 3041, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = floor(20*fvar(20)),5
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 5,5
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -25
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 12
ground.velocity = 0
air.velocity = 0,-3
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
forcestand = 1
p2stateno = 5300
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3041

[State 3041, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
physics = A

[State 3041, VelSet]
type = VelSet
trigger1 = AnimElem = 11
x = -2.5
y = -9

[State 3041, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 21
physics = N

[State 3041, VelSet]
type = VelSet
trigger1 = AnimElem = 23
x = 10.5
y = 4.5

[State 3041, 3]
type = HitDef
trigger1 = AnimElem = 23
attr = A, HA
damage = 0
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = S10130
sparkxy = -10, -30
hitsound = S5,14
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 12
ground.velocity = 0
air.animtype = Back
air.velocity = -4.5,-6.5
air.hittime = 12
getpower = 0
kill = 0
p1stateno = 3042
yaccel = 0.5
id = 3042
ground.cornerpush.veloff = 0

[State 3041, ChangeState]
type = ChangeState
triggerall = !NumTarget(3041) || !NumTarget(3042)
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 3003
ctrl = 0
;---------------------------------------------------------------------------
;|
[StateDef 3042]
type = S
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 3042
poweradd = 0
sprpriority = 2
velset = 0,0
movehitpersist = 1

[State 3042, TargetState]
type = TargetState
trigger1 = !time && numtarget
value = 53042
ID = 3042

[State 3042, PosSet]
type = PosSet
triggerall = Target,Pos Y<0
trigger1 = Time = [0,55]
y = Target,Pos Y+10

[State 3042, PosSet]
type = PosSet
triggerall = Target,Pos Y>=0
trigger1 = Time = [0,55]
y = 0

[State 3042, VelSet]
type = VelSet
trigger1 = !Time
x = 0
y = 0

[State 3042, PosAdd]
type = PosAdd
trigger1 = !Time
x = (P2Dist X)-10

[State 3042, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3010,2
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3042, PlaySnd]
type = PlaySnd
trigger1 = Time = 58
value = S3005,0
volumescale = 100
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 3042, Explod]
type = Explod
trigger1 = Time = 0
anim = 13042
ID = 13042
pos = 0,-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 = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3042, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 3.5
y = -10.5

[State 3042, TargetState]
type = TargetState
trigger1 = Time = 94
value = 53003
ID = 3042

[State 3042, TargetLifeAdd]
type = TargetLifeAdd
trigger1 =Time = 94
value = -350
ID = 3042
kill = 1
absolute = 0

[State 3042, PlaySnd]
type = PlaySnd
trigger1 = Time = 94
value = S3010,3
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3042, Explod]
type = Explod
trigger1 = Time = 94
anim = 13013
ID = 13013
pos = 0,-90
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3042, EnvShake]
type = EnvShake
trigger1 = Time = 94
time = 45
freq = 90
ampl = -4
phase = 180

[State 3042, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
statetype = A
movetype = I
physics = A
;---------------------------------------------------------------------------
;Landing
[StateDef 3043]
type = C
movetype = I
physics = C
juggle = 0
anim = 3043
ctrl = 0

[State 3043, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 3043, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3043, PosAdd]
type = PosAdd
trigger1 = Time = [0,2]
x = 3

[State 3043, PosAdd]
type = PosAdd
trigger1 = Time = [3,5]
x = 2

[State 3043, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S101,0
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 3043, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S40,1
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 3043 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 3043, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;V
[StateDef 3044]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 41
poweradd = 0
sprpriority = 2

[State 3044, VelSet]
type = VelSet
trigger1 = Time = 0
x = 0.5
y = -5
;---------------------------------------------------------------------------
;V-Slasher L.D.M. (Air)
[StateDef 3045]
type = A
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 3045
poweradd = -3000
sprpriority = 2

[State 3045, VarSet]
type = VarSet
trigger1 = !Time
var(17) = 0

[State 3045, PalFX]
type = PalFX
triggerall = PrevStateNo = [200,650]
trigger1 = Time % 3 = 0
trigger1 = Time = [3,28]
time = 1
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256

[State 3045, Pause]
type = Pause
trigger1 = !Time
time = 25
movetime = 23

[State 3045, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30002
stateno = 30000 
pos = 30,-85
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1

[State 3045, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(5)<0
value = SCA

[State 3045, Helper]
type = Helper
trigger1 = AnimElem = 4
ID = 13043
pos = 15,-55
postype = P1
stateno = 11030
helpertype = normal
name = "X-Calibur"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.xscale = 0.5
size.yscale = 0.5

[State 3045, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 8
y = 12

[State 3045, 1]
type = HitDef
triggerall = var(15) < 4
trigger1 = AnimElem = 5
attr = A, HA
damage = floor(25*fvar(20)),5
animtype = Heavy
guardflag = H
hitflag = MAF
priority = 6, Hit
pausetime = 15,15
guard.pausetime = 10,12
sparkno = S10016
guard.sparkno = S10130
sparkxy = -10, -76
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
air.velocity = -4.5,-6.5
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 180
getpower = 0
kill = 0
guard.kill = 0
forcestand = 1
p1stateno = 3041
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 3045, ChangeState]
type = ChangeState
trigger1 = Vel Y>0
trigger1 = Pos Y >=-Vel Y
value = 3043
ctrl = 0

[State 3045, ChangeState]
type = ChangeState
trigger1 = MoveGuarded
value = 3044
ctrl = 0