;---------------------------------------------------------------------------
; Trump Card Edge No.3
[StateDef 3000]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 0
sprpriority = 2
facep2 = 1

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

[State 3000, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3000, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = -20,-10
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1
scale = 0.25, 0.25

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(10)<2
value = SCA
ignorehitpause = 1

[State 3000, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 9

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
value = S5,6
volumescale = 100
channel = 1
ignorehitpause = 1

[State 3000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 27
value = S5, 8
volumescale = 100
channel = 2
ignorehitpause = 1

[State 3000, Hit Count Add]
type = VarAdd
trigger1 = MoveHit && AnimElemTime(27) < 0
var(20) = 1
persistent = 0

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 19
anim = 11000
ID = 11000
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 20
anim = 11001
ID = 11001
pos = 55,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 23
anim = 11003
ID = 11003
pos = 25,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 15
trigger2 = AnimElem = 26
anim = 11007
ID = 11007
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 18
anim = 11008
ID = 11008
pos = 55,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 26
attr = S, HA			
damage = floor(20*fvar(20)),5
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 2,8			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 14			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 8	
ground.velocity = -4			
air.velocity = -2.5, -6.5		
air.hittime = IfElse(10 - var(30) < 0, 5, 10 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 100		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = 3000
fall.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(24 - var(35) > 12, 24 - var(35), 12) + IfElse(var(21) = 0, 0, 4)
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 26
x = 0

[State 3000, VelAdd]
type = VelAdd
trigger1 = AnimElem = 27
x = 10

[State 3000, Hit Count Add]
type = VarAdd
trigger1 = MoveHit && AnimElemTime(29) >= 0
var(20) = 1
persistent = 0

[State 3000, Explod]
type = Explod
trigger1 = AnimElem = 28
anim = 13000
ID = 13000
pos = 35,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3000, 2]
type = HitDef
trigger1 = AnimElemTime(29) >= 0
attr = S, HA			
damage = floor(100*fvar(20)), 10
animtype = DiagUp		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,IfElse(var(22) > 0, 5, 15)			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 13		
guardsound = S6, 0			
ground.type = Low
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 8	
ground.velocity = -4.5, -7.5	
air.velocity = -4.5, -7.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 100			
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo + 1
fall.yvelocity = 0
fall = 1
fall.recovertime = IfElse(36 - var(35) > 18, 36 - var(35), 18) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 15
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 3000, TargetState]
type = TargetState
triggerall = NumTarget(3001)
trigger1 = var(22) > 0
value = 53000
persistent = 0

[State 3000, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 31
movetype = I

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Trump Card Edge No.2
[StateDef 3005]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 3005
poweradd = 0
sprpriority = 2
facep2 = 1

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

[State 3005, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3005, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30000
stateno = 30000 
pos = -20,-10
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1
scale = 0.25, 0.25

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(10)<2
value = SCA
ignorehitpause = 1

[State 3005, VelAdd]
type = VelAdd
trigger1 = AnimElem = 5
x = 10

[State 3005, VelMul]
type = VelMul
trigger1 = AnimElemTime(6) >= 0
x = 0.9

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11010
ID = 11010
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 11011
ID = 11011
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 16
trigger3 = AnimElem = 20 
value = S5,8
volumescale = 100
channel = 1
ignorehitpause = 1

[State 3005, 1]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
attr = C, HA
damage = floor(50*fvar(20)),15
animtype = Heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 5,5
sparkno = S10001
guard.sparkno = S10130
sparkxy = -20, 0
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 32
ground.hittime = 32
guard.hittime = 14
ground.velocity = -4
air.animtype = Back
air.velocity = -2.5, -6.5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30)) + IfElse(var(21) = 0, 0, 4)
air.fall = 1
fall.recovertime = IfElse(44 - var(35) > 22, 44 - var(35), 22) + IfElse(var(21) = 0, 0, 4)
yaccel = 0.5
persistent = 0 
ground.cornerpush.veloff = 0
id = StateNo
getpower = 0
givepower = 100
fall.yvelocity = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 3005, VelSet]
type = VelSet
trigger1 = AnimElem = 11
trigger2 = AnimElem = 19
trigger3 = AnimElem = 23
x = 0

[State 3005, VelAdd]
type = VelSet
trigger1 = AnimElem = 13
x = 8

[State 3005, VelAdd]
type = VelSet
trigger1 = AnimElem = 20
x = 8

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 17 
anim = 10220
ID = 10220
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 3005, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA			
damage = floor(75*fvar(20)), 10
animtype = Heavy		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = High
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 8	
ground.velocity = -8
air.velocity = -4.5, -7.5
air.hittime = IfElse(18 - var(30) < 0, 9, 18 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 100			
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
air.fall = 1
fall.recovertime = IfElse(36 - var(35) > 18, 36 - var(35), 18) + IfElse(var(21) = 0, 0, 4)
persistent = 0
envshake.time = 5
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 3005, Explod]
type = Explod
trigger1 = AnimElem = 20
anim = 13005
ID = 13005
pos = 10,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 3005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 20
value = S3005,1
volumescale = 100
channel = 0

[State 3005, 3]
type = HitDef
trigger1 = AnimElemTime(21) >= 0
attr = S, HA			
damage = floor(100*fvar(20)), 10
animtype = Heavy		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 5,5			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 15		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 24	
ground.hittime = 24
guard.hittime = 8	
ground.velocity = -4.5, -7.5
air.velocity = -4.5, -7.5
air.hittime = IfElse(24 - var(30) < 0, 12, 24 - var(30)) + IfElse(var(21) = 0, 0, 4)
getpower = 0
givepower = 100			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo + 1
fall.yvelocity = 0
fall = 1
fall.recover = 0
persistent = 0
envshake.time = 15
envshake.freq = 90
envshake.ampl = 4
envshake.freq = 180

[State 3005, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 24
movetype = I

[State 3005, Untech Proration]
type = VarAdd
triggerall = MoveHit
trigger1 = NumTarget(StateNo)
var(35) = 4
persistent = 0

[State 3005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Mystic Eyes of Death Perception
[StateDef 3010]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 3010
poweradd = 0
sprpriority = 2
facep2 = 1

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3010, 0
volumescale = 100
channel = 0
ignorehitpause = 1

[State 3010, PlaySnd]
type = PlaySnd
trigger1 = Time = 30
value = S3010, 1
volumescale = 100
channel = 0
ignorehitpause = 1

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = globalnoshadow
ignorehitpause = 1
persistent = 1

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

[State 3010, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3010, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000
pos = -25, -65
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1
scale = 0.25, 0.25

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 1

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 30
flag = nomusic
ignorehitpause = 1
persistent = 1

[State 3010, AssertSpecial]
type = AssertSpecial
trigger1 = StateType != A
flag = unguardable

[State 3010, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3010, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(6)<2
value = SCA
ignorehitpause = 1

[State 3010, 1]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
attr = S, HT
damage = floor(0*fvar(20)),15
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = S10130
sparkxy = -20, -70
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 120
guard.hittime = 18
ground.velocity = -2.5
air.animtype = Back
air.velocity = -2.5, -5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30))
air.fall = 1
fall.recovertime = IfElse(36 - var(35) > 18, 36 - var(35), 18)
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
getpower = 0
givepower = 100
persistent = 0

[State 3010, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
statetype = A     

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElem = 11
y = -2

[State 3010, ChangeState]
type = ChangeState
triggerall = MoveHit 
trigger1 = Time >= 100
value = 3011
ctrl = 0 

[State 3010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(14) >= 0
y = 0.1

[State 3010, end]
type = ChangeState
triggerall = !MoveHit
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 3012
ctrl = 0

;---------------------------------------------------------------------------
; MEoDP Hit
[StateDef 3011]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
anim = 3011
movehitpersist = 1

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget(3010)
trigger1 = MoveHit
value = 53010
ID = 3010
persistent = 0

[State 3011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = globalnoshadow
flag3 = nomusic
ignorehitpause = 1
persistent = 1

[State 3011, PosAdd]
type = PosAdd
trigger1 = NumTarget(3010)
x = 350
persistent = 0

[State 3011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3010, 2
volumescale = 100
channel = 0
ignorehitpause = 1

[State 3011, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 13011
ID = 13011
pos = 160,120
postype = left
facing = -facing
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3011, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 13012
ID = 13012
pos = 160,120
postype = left
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3011, TargetLifeAdd]
type = TargetLifeAdd
triggerall = NumTarget(3010)
trigger1 = AnimElem = 3
value = -floor(300*fvar(20))
ID = 3010
kill = 1
absolute = 0

[State 3011, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3011, TargetState]
type = TargetState
triggerall = NumTarget(3010)
trigger1 = AnimElem = 6
value = 53011
ID = 3010

[State 3011, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5, 15
volumescale = 100
channel = 1
freqmul = 1.0

[State 3011, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3011, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MEoDP Landing
[StateDef 3012]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
anim = 3012

[State 3012, PosSet]
type = PosSet
trigger1 = !Time
y = 0

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

;---------------------------------------------------------------------------
; MEoDP: Instant Death
[StateDef 3015]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 3010
poweradd = 0
sprpriority = 2
facep2 = 1

[State 3015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3015, 0
volumescale = 100
channel = 0
ignorehitpause = 1

[State 3015, AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 30
flag = nomusic
ignorehitpause = 1
persistent = 1

[State 3015, PlaySnd]
type = PlaySnd
trigger1 = Time = 30
value = S3010, 1
volumescale = 100
channel = 0
ignorehitpause = 1

[State 3015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = globalnoshadow
ignorehitpause = 1
persistent = 1

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

[State 3015, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3015, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(6)<2
value = SCA
ignorehitpause = 1

[State 3015, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30001
stateno = 30000
pos = -25, -65
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1
scale = 0.25, 0.25

[State 3015, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 1

[State 3015, AssertSpecial]
type = AssertSpecial
trigger1 = StateType != A
flag = unguardable

[State 3015, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3015, 1]
type = HitDef
trigger1 = AnimElemTime(5) >= 0
attr = S, HT
damage = floor(0*fvar(20)),15
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = -1
guard.sparkno = S10130
sparkxy = -20, -70
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 60
guard.hittime = 18
ground.velocity = -2.5
air.animtype = Back
air.velocity = -2.5, -5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30))
air.fall = 1
fall.recovertime = IfElse(36 - var(35) > 18, 36 - var(35), 18)
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
getpower = 0
givepower = 100
persistent = 0

[State 3015, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 11
statetype = A     

[State 3015, VelSet]
type = VelSet
trigger1 = AnimElem = 11
y = -2

[State 3015, ChangeState]
type = ChangeState
triggerall = MoveHit 
trigger1 = Time >= 100
value = 3016
ctrl = 0 

[State 3015, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(14) >= 0
y = 0.1

[State 3015, end]
type = ChangeState
triggerall = !MoveHit
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 3012
ctrl = 0

;---------------------------------------------------------------------------
; MEoDP: Instant Death Hit
[StateDef 3016]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
poweradd = 0
sprpriority = 2
anim = 3016
movehitpersist = 1

[State 3016, TargetState]
type = TargetState
triggerall = NumTarget(3015)
trigger1 = MoveHit
value = 53010
ID = 3015
persistent = 0

[State 3016, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = globalnoshadow
flag3 = nomusic
ignorehitpause = 1
persistent = 1

[State 3016, VelMul]
type = VelMul
trigger1 = 1
x = 0.9

[State 3016, PosSet]
type = PosSet
trigger1 = NumTarget(3015)
x = Target, Pos X 
persistent = 0

[State 3016, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 15

[State 3016, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3010, 2
volumescale = 100
channel = 0
ignorehitpause = 1

[State 3016, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5, 15
volumescale = 100
channel = 1
freqmul = 1.0

[State 3016, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 13011
ID = 13011
pos = 160,120
postype = left
facing = -facing
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3016, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 13012
ID = 13012
pos = 160,120
postype = left
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3016, TargetLifeAdd]
type = TargetLifeAdd
triggerall = NumTarget(3015)
trigger1 = AnimElem = 3
value = -floor(IfElse(var(59) != 1, 325, 350)*fvar(20))
ID = 3015
kill = 1
absolute = 0

[State 3016, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3016, TargetState]
type = TargetState
triggerall = NumTarget(3015)
trigger1 = AnimElem = 6
value = 53016
ID = 3015

[State 3016, VelSet]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 3016, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3016, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Seventeen Dissection
[StateDef 3020]
type = S
movetype = A
physics = N
velset = 0,0
ctrl = 0
anim = 3020
poweradd = 0
sprpriority = 2
facep2 = 1

[State 3020, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = globalnoshadow
ignorehitpause = 1
persistent = 1

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

[State 3020, Pause]
type = Pause
trigger1 = !Time
time = 40
movetime = 29

[State 3020, Helper]
type = Helper
trigger1 = !Time
name = "Super FX" 
ID = 30002
stateno = 30000
pos = -25, -65
postype = p1    ;p2,front,back,left,right
pausemovetime = 999
ownpal = 1
scale = 0.25, 0.25

[State 3020, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 3020, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S110, 0
volumescale = 100
channel = 1
freqmul = 1.0

[State 3020, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(8) = 0
x = P2Dist X - 10

[State 3020, TargetState]
type = TargetState
triggerall = NumTarget(StateNo)
trigger1 = MoveHit
value = 53010
ID = StateNo
persistent = 0

[State 3020, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(7)<2
value = SCA
ignorehitpause = 1

[State 3020, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 11010
ID = 11010
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3020, Explod]
type = Explod
trigger1 = AnimElem = 7
anim = 11011
ID = 11011
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
pausemovetime = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3020, 1]
type = HitDef
trigger1 = AnimElemTime(8) >= 0
attr = S, HA
damage = floor(0*fvar(20)),15
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,0
guard.pausetime = 10,10
sparkno = S10000
guard.sparkno = S10130
sparkxy = -20, -70
hitsound = S5, 2
guardsound = S6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime = 30
guard.hittime = 18
ground.velocity = -2.5
air.animtype = Back
air.velocity = -2.5, -5
air.hittime = IfElse(14 - var(30) < 0, 7, 14 - var(30))
air.fall = 1
fall.recovertime = IfElse(36 - var(35) > 18, 36 - var(35), 18)
yaccel = 0.45
ground.cornerpush.veloff = 0
id = StateNo
fall.yvelocity = 0
getpower = 0
givepower = 100
persistent = 0
p2stateno = 55010
kill = 0

[State 3021, VarSet]
type = VarSet
triggerall = MoveHit
triggerall = NumTarget
trigger1 = Target, Life <= 300
var(56) = 1
persistent = 0

[State 3020, end]
type = ChangeState
trigger1 = IfElse(MoveHit, AnimElemTime(8) = 9, AnimTime = 0)
value = IfElse(MoveHit, 3021, 0)
ctrl = IfElse(MoveHit, 0, 1)

;---------------------------------------------------------------------------
; Seventeen Dissection Hit
[StateDef 3021]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3021
poweradd = 0
sprpriority = 2

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

[State 3021, Helper]
type = Helper
trigger1 = AnimElem = 1
stateno = 33020
ID = 33020
pos = 0,0
postype = p1
facing = 1
pausemovetime = 0
scale = 1,1
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3021, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 15
trigger2 = AnimElemTime(1) = 30
trigger3 = AnimElemTime(1) = 45
value = S110, 0
volumescale = 100
channel = 1
freqmul = 1.0

[State 3021, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 15
anim = 23022
ID = 23022
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = Facing
vfacing = 1
bindtime = 1
vel = 10* facing,-10
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1

[State 3021, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 30
anim = 23021
ID = 23021
pos = -20,0
postype = p2  ;p2,front,back,left,right
facing = Facing
vfacing = 1
bindtime = 1
vel = 10 * facing,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1

[State 3021, Explod]
type = Explod
trigger1 = AnimElemTime(1) = 45
anim = 23023
ID = 23023
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = Facing
vfacing = 1
bindtime = 1
vel = 10* facing,10
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1

[State 3021, Explod]
type = Explod
triggerall = TeamSide = 1
trigger1 = AnimElemTime(1) = 60
anim = 30006
ID = 30006
pos = 0,0
postype = right
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3021, Explod]
type = Explod
triggerall = TeamSide = 2
trigger1 = AnimElemTime(1) = 60
anim = 30007
ID = 30007
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3021, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 60
value = S3021,0
volumescale = 200
channel = 0

[State 3021, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -floor(IfElse(var(59) != 1, 400, 425)*fvar(20))
ID = 3020
kill = 1
absolute = 0

[State 3021, HitAdd]
type = HitAdd
trigger1 = AnimElem = 2
value = 16

[State 3021, PosAdd]
type = PosAdd
trigger1 = NumTarget(3020)
x = Target, Pos X + 350
persistent = 0

[State 3021, TargetState]
type = TargetState
triggerall = NumTarget(3020)
trigger1 = AnimElem = 3
value = 53022
ID = 3020

[State 3021, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 13012
ID = 13012
pos = 160,120
postype = left
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3021, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 13021
ID = 13021
pos = 160,120
postype = left
facing = 1
vfacing = 1
bindtime = -1
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 3021, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5, 15
volumescale = 100
channel = 1
freqmul = 1.0

[State 3021, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 3021, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1