; Vega's Special States
;---------------------------------------------------------------------------
; Backslash
[Statedef 70]
type    = A
physics = N
ctrl = 0
anim = 70
sprpriority = 1
velset = 0,0

[State 70, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 70, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 70, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -2.5
y = -8

[State 70, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 70, 3]
type = VelAdd
trigger1 = Time > 2
y = .5

[State 70, 4]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 71

;---------------------------------------------------------------------------
; Backslash Bounce
[Statedef 71]
type    = A
physics = N
ctrl = 0
anim = 71
sprpriority = 1
velset = 0,0

[State 70, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 70, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 70, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 70, 3]
type = VelSet
trigger1 = AnimElem = 3
x = -2.5
y = -4

[State 70, 4]
type = VelAdd
trigger1 = Time >= 5
y = .4

[State 70, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 80

;---------------------------------------------------------------------------
; Short Backslash
[Statedef 75]
type    = A
physics = N
ctrl = 0
anim = 75
sprpriority = 1
velset = 0,0

[State 75, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 75, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 75, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -2
y = -6

[State 75, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 3
channel = 0

[State 75, 3]
type = VelAdd
trigger1 = Time > 2
y = .4

[State 75, 4]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 80

;---------------------------------------------------------------------------
; Back Flip Land
[Statedef 80]
type    = S
physics = S
ctrl = 0
anim = 80
velset = 0,0

[State 80, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 80, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Counter
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 905

[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 2

[State 900, 1]
type = Pause
triggerall = Anim = 905
trigger1 = AnimElem = 4
movetime = 25
time = 25

[State 900, 1]
type = PowerAdd
trigger1 = Anim = 905
trigger1 = AnimElem = 4
value = -1000

[State 900, 2]
type = PlaySnd
trigger1 = Anim = 905
trigger1 = AnimElem = 4
value = 4, 1

[State 900, 3]
type = EnvColor
trigger1 = Anim = 905
trigger1 = AnimElem = 4
value = 250,250,250 
time = 1

[State 900, 4]
type = Explod
trigger1 = Anim = 905
trigger1 = AnimElem = 4
anim = 910	;Counter Spark
pos = 30,-65
postype = p1
bindtime = -1
persistent = 0
pausemovetime = -1
ownpal = 1

[State 900, 5]
type = ChangeAnim
trigger1 = Anim = 905
trigger1 = AnimTime = 0
value = 900
elem = 2

[State 990, Width]
type = Width
triggerall = Anim = 900
trigger1 = AnimElem = 2 >= 0
value = 10,0

[State 990, Width]
type = Width
triggerall = Anim = 900
trigger1 = AnimElem = 3 >= 0
trigger1 = AnimElem = 7 < 0
value = 20,0

[State 990, Width]
type = Width
triggerall = Anim = 900
trigger1 = AnimElem = 4 >= 0
trigger1 = AnimElem = 7 < 0
value = 30,0

[State 990, 6]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 3
value = 10, 8
channel = 0

[State 990, 7]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Anim = 900
trigger1 = AnimElem = 4
attr = S, SA
damage = 200, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -60
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,-5
airguard.velocity = -5,-5
fall.animtype = Medium
air.type = Low
air.velocity = -5,-5
air.hittime = 20
p2stateno = 910
air.fall = 1
fall = 1

[State 990, 8]
type = HitDef
triggerall = Var(2) > 0
trigger1 = Anim = 900
trigger1 = AnimElem = 4
attr = S, SA
damage = 150, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -60
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,-5
airguard.velocity = -5,-5
fall.animtype = Medium
air.type = Low
air.velocity = -5,-5
air.hittime = 20
p2stateno = 910
air.fall = 1
fall = 1

[State 900, 9]
type = Explod
trigger1 = MoveHit
trigger1 = AnimElem = 4,2
anim = 920	;Spin Spark
id = 920
pos = 0,-20
ontop = 1
postype = p2
bindtime = -1
persistent = 0
removetime = 30
ownpal = 1

[State 900, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Slash
[Statedef 990]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 900

[State 990, Width]
type = Width
triggerall = Anim = 900
trigger1 = AnimElem = 2 >= 0
value = 10,0

[State 990, Width]
type = Width
triggerall = Anim = 900
trigger1 = AnimElem = 3 >= 0
trigger1 = AnimElem = 7 < 0
value = 20,0

[State 990, Width]
type = Width
triggerall = Anim = 900
trigger1 = AnimElem = 4 >= 0
trigger1 = AnimElem = 7 < 0
value = 30,0

[State 990, 1]
type = PlaySnd
trigger1 = Anim = 900
trigger1 = AnimElem = 3
value = 10, 8
channel = 0

[State 990, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Anim = 900
trigger1 = AnimElem = 4
attr = S, SA
damage = 100, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 20
sparkno = 12
sparkxy = -10, -80
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -5,-1
fall.animtype = Medium
air.type = Low
air.velocity = -10,-2
air.hittime = 20

[State 990, 5]
type = ChangeState
triggerall = Time > 10
trigger1 = Command = "x" || Command = "y" || Command = "z"
ignorehitpause = 1
value = 991

[State 990, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Slash Across
[Statedef 991]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 901

[State 990, 1]
type = PlaySnd
trigger1 = Anim = 901
trigger1 = AnimElem = 3
value = 10, 7
channel = 0

[State 990, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Anim = 901
trigger1 = AnimElem = 3
attr = S, SA
damage = 100, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 20
sparkno = 12
sparkxy = -10, -65
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -5,-1
fall.animtype = Heavy
air.type = Low
air.velocity = -10,-2
air.hittime = 20

[State 990, 5]
type = ChangeState
triggerall = Time > 10
trigger1 = Command = "x" || Command = "y" || Command = "z"
ignorehitpause = 1
value = 992

[State 990, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Slash Uppercut
[Statedef 992]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 902

[State 990, 1]
type = PlaySnd
trigger1 = Anim = 902
trigger1 = AnimElem = 3
value = 10, 2
channel = 0

[State 990, 2]
type = PosAdd
trigger1 = Anim = 902
trigger1 = AnimElem = 3
x = 20

[State 990, 2]
type = PosAdd
trigger1 = Anim = 902
trigger1 = AnimElem = 4
x = 5

[State 990, 2]
type = PosAdd
trigger1 = Anim = 902
trigger1 = AnimElem = 6
x = -5

[State 990, 2]
type = HitDef
triggerall = Var(2) = 0
trigger1 = Anim = 902
trigger1 = AnimElem = 4
attr = S, SA
damage = 100, 10
animtype = Up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -90
hitsound = S2, 8
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -1,-10
airguard.velocity = -1,-5
fall.animtype = Up
air.type = Low
air.velocity = -1,-10
air.hittime = 20
fall.recover = 0
air.fall = 1
fall = 1

[State 990, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump
[Statedef 90]
type    = A
physics = N
ctrl = 0
anim = 40

[State 90, PowerAdd]
type = PowerAdd
triggerall = Time = 0
trigger1 = Var(28) = 0
value = 100

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "climb_a"
trigger2 = Command = "climb_b"
trigger3 = Command = "climb_c"
trigger4 = Command = "climb_x"
trigger5 = Command = "climb_y"
trigger6 = Command = "climb_z"
v = 28
value = 0

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "sclimb_a"
v = 28
value = 1

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "sclimb_b"
v = 28
value = 2

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "sclimb_c"
v = 28
value = 3

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "sclimb_x"
v = 28
value = 5

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "sclimb_y"
v = 28
value = 6

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "sclimb_z"
v = 28
value = 7

[State 90, VarSet]
type = VarSet
trigger1 = 1
v = 29
value = 0

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "climb_a"
trigger2 = Command = "climb_b"
trigger3 = Command = "climb_c"
trigger4 = Command = "sclimb_a"
trigger5 = Command = "sclimb_b"
trigger6 = Command = "sclimb_c"
v = 25
value = 0

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "climb_x"
trigger2 = Command = "sclimb_x"
v = 25
value = 8

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "climb_y"
trigger2 = Command = "sclimb_y"
v = 25
value = 9

[State 90, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "climb_z"
trigger2 = Command = "sclimb_z"
v = 25
value = 10

[State 90, VarSet]
type = VarSet
trigger1 = 1
v = 26
value = 0

[State 90, VarSet]
type = VarSet
triggerall = Time = 1
trigger1 = Command = "holdback"
trigger2 = Command != "holdback"
trigger2 = Command != "holdfwd"
trigger2 = BackEdgeDist < 150
v = 0
value = 0

[State 90, VarSet]
type = VarSet
triggerall = Time = 1
trigger1 = Command = "holdfwd"
trigger2 = Command != "holdback"
trigger2 = Command != "holdfwd"
trigger2 = FrontEdgeDist <= 150
v = 0
value = 1

[State 90, Turn]
type = Turn
triggerall = Time = 1
trigger1 = Var(0) = 0

[State 90, PlaySnd]
type = PlaySnd
trigger1 = Var(25) = 0
trigger1 = Time = 2
value = 10, 4
channel = 0

[State 90, PlaySnd]
type = PlaySnd
triggerall = PalNo < 7
trigger1 = Var(25) > 0
trigger1 = Time = 2
value = 10, 5;9
channel = 0

[State 90, 1]
type = VelSet
trigger1 = Time = 2
x = FrontEdgeDist / 10
y = -8

[State 90, 0]
type = ChangeAnim
trigger1 = Time = 2
value = 42

[State 90, 0]
type = ChangeAnim
trigger1 = Anim = 42
trigger1 = AnimElem = 3 >= 5
value = 45

[State 90, 2]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 90, VarSet]
type = VarSet
trigger1 = Time = 5
v = 0
value = 5

[State 90, 4]
type = ChangeState
triggerall = Time > 10
triggerall = Pos Y < -50
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 60

[State 90, State]
type = ChangeState
trigger1 = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; Climb Start - Jump
[Statedef 95]
type    = A
physics = N
ctrl = 0
anim = 40

[State 95, PowerAdd]
type = PowerAdd
triggerall = Time = 0
trigger1 = Var(28) = 0
value = 100

[State 95, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "climb_abc"
trigger2 = Command = "climb_a"
trigger3 = Command = "climb_b"
trigger4 = Command = "climb_c"
v = 28
value = 0

[State 95, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command != "sclimb_abc"
trigger1 = Command = "sclimb_a"
v = 28
value = 1

[State 95, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command != "sclimb_abc"
trigger1 = Command = "sclimb_b"
v = 28
value = 2

[State 95, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "sclimb_abc"
trigger2 = Command = "sclimb_c"
v = 28
value = 3

[State 95, VarSet]
type = VarSet
trigger1 = 1
v = 29
value = 0

[State 95, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 95, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 95, sprpriority]
type = sprpriority
trigger1 = 1
value = -5

[State 95, VarSet]
type = VarSet
trigger1 = 1
v = 25
value = 0

[State 95, VarSet]
type = VarSet
trigger1 = 1
v = 26
value = 1

[State 95, VarSet]
type = VarSet
trigger1 = 1
v = 7
value = 0

[State 95, VarSet]
type = VarSet
trigger1 = 1
v = 8
value = 0

[State 95, VarSet]
type = VarSet
trigger1 = 1
v = 9
value = 0

[State 95, VarSet]
type = VarSet
trigger1 = Command = "climb_a"
trigger2 = Command = "climb_abc"
trigger3 = Command = "sclimb_a"
trigger4 = Command = "sclimb_abc"
v = 0
value = 1

[State 95, VarSet]
type = VarSet
trigger1 = Command = "climb_b"
trigger2 = Command = "climb_abc"
trigger3 = Command = "sclimb_b"
trigger4 = Command = "sclimb_abc"
v = 0
value = 2

[State 95, VarSet]
type = VarSet
trigger1 = Command = "climb_c"
trigger2 = Command = "climb_abc"
trigger3 = Command = "sclimb_c"
trigger4 = Command = "sclimb_abc"
v = 0
value = 3

[State 95, 1]
type = VelSet
triggerall = Var(0) = 1
trigger1 = Anim = 40
trigger1 = Time = 2
x = 2
y = -8

[State 95, 1]
type = VelSet
triggerall = Var(0) = 2
trigger1 = Anim = 40
trigger1 = Time = 2
x = 2.5
y = -8.5

[State 95, 1]
type = VelSet
triggerall = Var(0) >= 3
trigger1 = Anim = 40
trigger1 = Time = 2
x = 3
y = -9

[State 95, 0]
type = ChangeAnim
trigger1 = Anim = 40
trigger1 = Time = 2
value = 42

[State 95, 0]
type = ChangeAnim
trigger1 = Anim = 42
trigger1 = AnimElem = 3 >= 5
value = 45

[State 95, 2]
type = VelAdd
trigger1 = Time > 5
y = .4

[State 95, 4]
type = ChangeState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -50
value = 1100

;---------------------------------------------------------------------------
; Rolling Crystal Flash
[Statedef 1000]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, Width]
type = Width
trigger1 = 1
value = -10,0

[State 1000, VarSet]
type = VarSet
trigger1 = 1
v = 0
value = 0

[State 1000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "roll_x"
v = 25
value = 1

[State 1000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "roll_y"
v = 25
value = 2

[State 1000, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "roll_z"
v = 25
value = 3

[State 1000, VarSet]
type = VarSet
triggerall = Time <= 1
triggerall = Power >= 1000
trigger1 = Command = "sroll_x"
v = 25
value = 4

[State 1000, VarSet]
type = VarSet
triggerall = Time <= 1
triggerall = Power >= 2000
trigger1 = Command = "sroll_y"
v = 25
value = 5

[State 1000, VarSet]
type = VarSet
triggerall = Time <= 1
triggerall = Power >= 3000
trigger1 = Command = "sroll_z"
v = 25
value = 6

[State 1000, AfterImage]
type = AfterImage
triggerall = Var(25) > 3
trigger1 = Time = 0
time = 0

[State 1000, AfterImageTime]
type = AfterImageTime
trigger1 = Var(25) > 3
time = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Var(25) > 3
value = SCA
time = 1

[State 1000, PlaySnd]
type = PlaySnd
triggerall = Var(25) > 3
trigger1 = Anim = 1000
trigger1 = Time = 2
value = 10, 1
channel = 0

[State 1000, SuperPause]
type = SuperPause
triggerall = Var(25) = 4
trigger1 = Anim = 1000
trigger1 = Time = 2
pos = 10, -70
anim = 100
time = 30
sound = S3,4 ;20, 0
poweradd = -1000

[State 1000, SuperPause]
type = SuperPause
triggerall = Var(25) = 5
trigger1 = Anim = 1000
trigger1 = Time = 2
pos = 10, -70
anim = 101
time = 30
sound = S3,4 ;20, 0
poweradd = -2000

[State 1000, SuperPause]
type = SuperPause
triggerall = Var(25) >= 6
trigger1 = Anim = 1000
trigger1 = Time = 2
pos = 10, -70
anim = 102
time = 30
sound = S3,4 ;20, 0
poweradd = -3000

[State 1000, 1]
type = VelSet
trigger1 = Anim = 1000
trigger1 = AnimElem = 2
x = 5
y = -4

[State 1000, 2]
type = VelAdd
trigger1 = Time > 5
y = 1

[State 1000, 3]
type = PlaySnd
triggerall = PalNo < 7 || Var(25) > 3
trigger1 = Anim = 1000
trigger1 = AnimElem = 2
value = 10, 5
channel = 0

[State 1000, 4]
type = HitDef
triggerall = Var(25) < 4
trigger1 = Time = 0
trigger2 = Time = 10
attr = A, SA
damage = 50, 10
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 18

[State 1000, 4]
type = HitDef
trigger1 = Var(25) = 4
trigger1 = TimeMod = 7,0
trigger2 = Var(25) = 5
trigger2 = TimeMod = 5,0
trigger3 = Var(25) >= 6
trigger3 = TimeMod = 4,0
attr = A, HA
damage = 40, 10
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 18

[State 1000, 5]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001

;---------------------------------------------------------------------------
; Rolling Crystal Flash Bounce
[Statedef 1001]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1001

[State 1000, AfterImageTime]
type = AfterImageTime
trigger1 = Var(25) > 3
time = 2

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Var(25) > 3
value = SCA
time = 1

[State 1000, Width]
type = Width
trigger1 = 1
value = -10,0

[State 1000, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 0
value = 1

[State 1000, State]
type = ChangeState
triggerall = Anim = 1001
triggerall = AnimElem = 2
trigger1 = var(0) = 1
trigger1 = var(25) = 1
trigger2 = var(0) = 2
trigger2 = var(25) = 2
trigger3 = var(0) >= 3
trigger3 = var(25) >= 3
value = 420

[State 1000, 1]
type = PosAdd
trigger1 = Anim = 1001
trigger1 = AnimElem = 2
y = -10

[State 1000, 1]
type = VelSet
trigger1 = Anim = 1001
trigger1 = AnimElem = 2
x = 5
y = -4

[State 1000, 2]
type = VelAdd
trigger1 = Time > 2
y = 1

[State 1000, 3]
type = HitDef
triggerall = Var(25) < 4
trigger1 = Time = 5
attr = A, SA
damage = 50, 10
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -40
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 18

[State 1000, 4]
type = HitDef
trigger1 = Var(25) = 4
trigger1 = TimeMod = 6,0
trigger2 = Var(25) = 5
trigger2 = TimeMod = 4,0
trigger3 = Var(25) >= 6
trigger3 = TimeMod = 3,0
attr = A, HA
damage = 40, 10
getpower = 0
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -4,-2
air.hittime = 18

[State 1000, 4]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001

;---------------------------------------------------------------------------
; Climb - Stop
[Statedef 1100]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 1100, 4]
type = ChangeAnim
trigger1 = Anim != 1100
value = 1100

[State 1100, 4]
type = ChangeAnim
trigger1 = Anim = 1100
value = 1100
elem = animelemno(0)

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1100, sprpriority]
type = sprpriority
trigger1 = 1
value = -5

[State 1100, PosAdd]
type = PosAdd
trigger1 = Var(9) = 0
trigger1 = Time = 0
x = 20

[State 1100, 0]
type = VarRandom
trigger1 = 1
v = 7
range = 0,2

[State 1100, 0]
type = VarRandom
trigger1 = 1
v = 8
range = -1,1

[State 1110, 1]
type = ChangeState
triggerall = Var(9) = 0
trigger1 = Time = 50
value = 1101

[State 1110, 2]
type = PosAdd
triggerall = Var(9) > 0
trigger1 = Time = 50
y = -10

[State 1110, 3]
type = ChangeState
triggerall = Var(9) > 0
trigger1 = Time = 50
value = 60

;---------------------------------------------------------------------------
; Climb - Move
[Statedef 1101]
type    = A
physics = N
ctrl = 0

;-----Display-----
[State -3, Variables]
type = null ;DisplayToClipboard
trigger1 = Var(1) = 0
trigger1 = Var(2) = 0
trigger1 = Var(5) = 0
text = "Vel X:%d  Vel Y:%d"
params = Var(7), Var(8)
;-----------------

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1100, 0]
type = null ;VarRandom
trigger1 = Vel Y = 0
v = 7
range = 0,2

[State 1100, 0]
type = null ;VarRandom
trigger1 = Vel X = 0
v = 8
range = -1,1

[State 1100, VarSet]
type = VarSet
trigger1 = 1
v = 9
value = 1

[State 1100, Anim]
type = ChangeAnim
trigger1 = Vel X = 0 && Vel Y = 0
trigger1 = Anim = 1100
value = 1100
elem = 1

[State 1100, VelSet]
type = VelSet
triggerall = P2BodyDist X >= 0
trigger1 = Vel X = 0
x = Var(7)+.5
y = Var(8)-.5

[State 1100, VelSet]
type = VelSet
triggerall = P2BodyDist X < 0
trigger1 = Vel X = 0
x = -Var(7)-.5
y = Var(8)-.5

[State 1100, State]
type = ChangeState
triggerall = Time > 10
trigger1 = Pos Y >= -10
trigger2 = Pos Y <= -110
trigger3 = Time >= 100
value = 1100

;---------------------------------------------------------------------------
; Jump Off Wall
[Statedef 1110]
type = A
movetype = A
physics = N
anim = 1110
ctrl = 0

[State 1110, NotHitBy]
type = NotHitBy
trigger1 = Var(28) > 0
value = SCA
time = 1

[State 1110, AfterImageTime]
type = AfterImageTime
trigger1 = Var(28) > 0
time = 2

[State 1110, VarSet]
type = VarSet
trigger1 = Time <= 1
v = 26
value = 0

[State 1110, VarSet]
type = VarSet
trigger1 = Var(28) > 0
trigger2 = Command = "x"
trigger3 = Command = "y"
trigger4 = Command = "z"
v = 26
value = 1

[State 1110, PowerAdd]
type = PowerAdd
triggerall = Var(28) = 0
trigger1 = Var(26) > 0
trigger1 = Anim = 1110
trigger1 = AnimElem = 1,2
value = 60

[State 1110, Width]
type = Width
trigger1 = Var(26) = 0
trigger1 = Anim = 1110
value = 25,25

[State 1110, Width]
type = Width
trigger1 = Var(26) > 0
trigger1 = Anim = 1110
value = 50,50

[State 1110, Anim]
type = ChangeAnim
triggerall = Var(26) = 0
trigger1 = Anim = 1110
value = 1110
elem = 1

[State 1110, VelSet]
type = VelSet
trigger1 = Time = 0
x = 15
y = Var(25)

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10, 8
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = Anim = 1110
trigger1 = AnimElem = 2
value = 1, 0
channel = 1

[State 1110, VelAdd]
type = null ;VelMul
trigger1 = Time > 0
trigger1 = Time < 20
x = .9

[State 1110, VelAdd]
type = VelAdd
trigger1 = Time > 0
trigger1 = Time < 30
trigger1 = Vel Y > 0
y = -1

[State 1110, VelSet]
type = VelSet
trigger1 = Time > 0
trigger1 = Time < 30
trigger1 = Vel Y < 0
y = 0

[State 1110, Anim]
type = ChangeAnim
trigger1 = Time = 30
value = 1111

[State 1110, VelSet]
type = null ;VelSet
trigger1 = Time = 30
x = 5

[State 1110, VelAdd]
type = VelAdd
trigger1 = Time > 30
y = .5

[State 1110, State]
type = ChangeState
triggerall = Time > 10
triggerall = Var(28) = 0
triggerall = Anim = 1110
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1115

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 0
triggerall = Var(2) = 0
trigger1 = Time = 0
attr = A, SA
damage = 110, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 12
sparkxy = -10, -70
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -6,-2
air.hittime = 16

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 0
triggerall = Var(2) > 0
trigger1 = Time = 0
attr = A, SA
damage = 100, 10
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -4,-1
air.type = Low
air.velocity = -6,-2
air.hittime = 16

[State 1110, Explod]
type = Explod
triggerall = Time < 30
triggerall = Var(28) > 0
trigger1 = TimeMod = 5,0
id = 40
anim = F40
pos = 70,-65
vel = -5,0
ownpal = 1
facing = -1
postype = p1
sprpriority = 5

[State 1110, Drill]
type = Explod
triggerall = Var(28) > 0
trigger1 = Anim = 1110
trigger1 = AnimElem = 2
id = 1115
anim = 1115
pos = 55,-72
postype = p1
bindtime = -1
supermove = 1
persistent = 0
scale = .5,.5
removetime = -1
sprpriority = 5
ignorehitpause = 1

[State 1110, Remove]
type = RemoveExplod
trigger1 = Anim = 1111
id = 1115

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 5
triggerall = Var(2) = 0
trigger1 = TimeMod = 5,0
attr = A, HA
damage = 90, 10
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 10
sparkxy = -10, -70
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10,-2
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-1
air.hittime = 16
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 5
triggerall = Var(2) > 0
trigger1 = TimeMod = 5,0
attr = A, HA
damage = 80, 10
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10,-2
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-1
air.hittime = 16
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 6
triggerall = Var(2) = 0
trigger1 = TimeMod = 4,0
attr = A, HA
damage = 90, 10
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 10
sparkxy = -10, -70
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10,-2
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-1
air.hittime = 16
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 6
triggerall = Var(2) > 0
trigger1 = TimeMod = 4,0
attr = A, HA
damage = 80, 10
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10,-2
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-1
air.hittime = 16
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) >= 7
triggerall = Var(2) = 0
trigger1 = TimeMod = 3,0
attr = A, HA
damage = 80, 10
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 10
sparkxy = -10, -70
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10,-2
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-1
air.hittime = 16
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) >= 7
triggerall = Var(2) > 0
trigger1 = TimeMod = 3,0
attr = A, HA
damage = 70, 10
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -10,-2
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-1
air.hittime = 16
air.fall = 1
fall = 1

[State 1110, VelSet]
type = VelSet
trigger1 = Var(28) = 0
trigger1 = MoveContact
x = -2
y = -10

[State 1110, State]
type = ChangeState
triggerall = Var(28) = 0
trigger1 = MoveContact
value = 50
ctrl = 1

[State 1110, State]
type = ChangeState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; Jump Off Wall
[Statedef 1111]
type = A
movetype = A
physics = N
anim = 42
ctrl = 0

[State 1110, NotHitBy]
type = NotHitBy
trigger1 = Var(28) > 0
value = SCA
time = 1

[State 1110, AfterImageTime]
type = AfterImageTime
trigger1 = Var(28) > 0
time = 2

[State 1110, VelSet]
type = VelSet
trigger1 = Time = 0
x = 5
y = -12

[State 1110, VelSet]
type = VelSet
trigger1 = P2Dist X >= 50
x = (P2Dist X) / 10

[State 1110, VelAdd]
type = VelAdd
trigger1 = Time > 0
trigger1 = Vel X < 0
trigger1 = Command = "holdfwd"
x = 5 

[State 1110, VelAdd]
type = VelAdd
trigger1 = Time > 0
trigger1 = Vel X > 0
trigger1 = Command = "holdback"
x = -5 

[State 1110, VelAdd]
type = VelAdd
trigger1 = 1
y = .6

[State 1110, Anim]
type = ChangeAnim
trigger1 = Anim = 42
trigger1 = AnimElem = 3 >= 5
value = 45

[State 1110, PlaySnd]
type = PlaySnd
triggerall = Var(0) < 5
triggerall = Var(9) = 1
trigger1 = Time = 0
value = 10, 4
channel = 0

[State 1110, Anim]
type = ChangeAnim
triggerall = Time > 10
triggerall = Anim != 810
triggerall = Anim != 1120
triggerall = Command = "holdfwd" || Command = "holdback"
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
value = 810

[State 1110, Anim]
type = ChangeAnim
triggerall = Var(2) = 0
triggerall = Time > 10
triggerall = Anim != 810
triggerall = Anim != 1120
triggerall = Command != "holdfwd"
triggerall = Command != "holdback"
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
value = 1120
elem = 1

[State 1110, Anim]
type = ChangeAnim
triggerall = Var(2) > 0
triggerall = Time > 10
triggerall = Anim != 810
triggerall = Anim != 1121
triggerall = Command != "holdfwd"
triggerall = Command != "holdback"
trigger1 = Command = "x"
trigger2 = Command = "y"
trigger3 = Command = "z"
value = 1121
elem = 1

[State 1110, Anim]
type = ChangeAnim
triggerall = Var(2) = 0
trigger1 = Anim = 810
trigger1 = AnimTime = 0
value = 1120
elem = 1

[State 1110, Anim]
type = ChangeAnim
triggerall = Var(2) > 0
trigger1 = Anim = 810
trigger1 = AnimTime = 0
value = 1121
elem = 1

[State 1110, Anim]
type = ChangeAnim
triggerall = PalNo > 6
triggerall = Var(2) = 0
triggerall = Var(30) > 0 || Var(31) > 0
triggerall = Anim = 1120
triggerall = AnimElem = 1 < 2
trigger1 = Command = "hold_x"
trigger2 = Command = "hold_y"
trigger3 = Command = "hold_z"
value = 1120
elem = 1

[State 1110, Anim]
type = ChangeAnim
triggerall = PalNo > 6
triggerall = Var(2) > 0
triggerall = Var(30) > 0 || Var(31) > 0
triggerall = Anim = 1121
triggerall = AnimElem = 1 < 2
trigger1 = Command = "hold_x"
trigger2 = Command = "hold_y"
trigger3 = Command = "hold_z"
value = 1121
elem = 1

[State 1110, Anim]
type = null ;ChangeAnim
triggerall = Var(2) = 0
trigger1 = Anim = 1120
trigger1 = AnimElem = 4
value = 1120
elem = 6

[State 1110, Anim]
type = null ;ChangeAnim
triggerall = Var(2) > 0
trigger1 = Anim = 1120
trigger1 = AnimElem = 2
value = 1120
elem = 4

[State 1110, PowerAdd]
type = PowerAdd
triggerall = Var(28) = 0
trigger1 = Anim = 1120 || Anim = 1121
trigger1 = AnimElem = 1,2
value = 60

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = Anim = 1120 || Anim = 1121
trigger1 = AnimElem = 1,1
value = 10, 2
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
triggerall = Var(2) > 0
trigger1 = Anim = 1120 || Anim = 1121
trigger1 = AnimElem = 2
value = 1, 0
channel = 1

[State 1110, 2]
type = HitDef
trigger1 = Var(28) = 0
trigger1 = Anim = 810
attr = A, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 1130
p2stateno = 1135
numhits = 0
fall = 1

[State 1110, 2]
type = HitDef
trigger1 = Var(28) > 0
trigger1 = Anim = 810
attr = A, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 1130
p2stateno = 1135
numhits = 0
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 0
triggerall = !MoveContact
triggerall = Anim = 1120 || Anim = 1121
trigger1 = AnimElem = 1
attr = A, SA
damage = 100, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, 0
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = IfElse(P2Dist X < -4,4,-4),-4
airguard.velocity = IfElse(P2Dist X < -2,2,-2),-2
air.type = Low
air.velocity = IfElse(P2Dist X < -4,4,-4),-4
air.hittime = 20
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 0
triggerall = P2Dist X > 0
triggerall = !MoveContact
triggerall = Anim = 1120 || Anim = 1121
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = A, SA
damage = 100, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 0
triggerall = Var(2) = 0
triggerall = P2Dist X < 0
triggerall = !MoveContact
triggerall = Anim = 1120 || Anim = 1121
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = A, SA
damage = 110, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 10
sparkxy = -10, -50
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 4,-4
airguard.velocity = 2,-2
air.type = Low
air.velocity = 4,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) = 0
triggerall = Var(2) > 0
triggerall = P2Dist X < 0
triggerall = !MoveContact
triggerall = Anim = 1120 || Anim = 1121
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = A, SA
damage = 100, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 4,-4
airguard.velocity = 2,-2
air.type = Low
air.velocity = 4,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) > 0
triggerall = P2Dist X > 0
trigger1 = Anim = 1120 || Anim = 1121
trigger1 = TimeMod = 1,0
attr = A, HA
damage = 90, 10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-4
airguard.velocity = -2,-2
air.type = Low
air.velocity = -4,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) > 0
triggerall = Var(2) = 0
triggerall = P2Dist X < 0
trigger1 = Anim = 1120 || Anim = 1121
trigger1 = TimeMod = 1,0
attr = A, HA
damage = 100, 10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 10
sparkxy = -10, -50
hitsound = S2, 8
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 4,-4
airguard.velocity = 2,-2
air.type = Low
air.velocity = 4,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 1110, 2]
type = HitDef
triggerall = Var(28) > 0
triggerall = Var(2) > 0
triggerall = P2Dist X < 0
trigger1 = Anim = 1120 || Anim = 1121
trigger1 = TimeMod = 1,0
attr = A, HA
damage = 90, 10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -50
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = 4,-4
airguard.velocity = 2,-2
air.type = Low
air.velocity = 4,-4
air.hittime = 20
air.fall = 1
fall = 1

[State 1110, State]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; Drop Down
[Statedef 1115]
type = A
movetype = I
physics = A
anim = 10
velset = 0,0
anim = 44
ctrl = 0

[State 1115, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 44
elem = 5

;---------------------------------------------------------------------------
; Land
[Statedef 1120]
type    = A
physics = N
anim = 10
velset = 0,0
ctrl = 0

[State 1120, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, 1]
type = ChangeAnim
trigger1 = Anim = 10
trigger1 = AnimElem = 3
value = 12
elem = 2

[State 1120, 2]
type = VelSet
trigger1 = Anim = 12
trigger1 = AnimTime = 0
x = -3
y = -6

[State 1120, 2]
type = ChangeAnim
trigger1 = Anim = 12
trigger1 = AnimTime = 0
value = 41

[State 1120, 3]
type = VelAdd
trigger1 = Anim = 41
trigger1 = Time > 10
y = .8

[State 1120, State]
type = ChangeState
trigger1 = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; Izuna Drop
[Statedef 1130]
type    = A
movetype= A
physics = N
anim = 1130
velset = 0,0

[State 1130, PowerAdd]
type = PowerAdd
triggerall = Var(28) = 0
trigger1 = Time = 0
value = 60

[State 1130, PosSet]
type = PosSet
trigger1 = Time < 5
trigger1 = Pos Y >= 0
y = 0

[State 1130, VarSet]
type = VarSet
trigger1 = Var(28) > 0
trigger1 = Var(29) = 0
v = 29
value = 1

[State 60, SuperPause]
type = SuperPause
triggerall = PalNo > 6
triggerall = Time = 1
trigger1 = Var(28) = 1
trigger1 = Var(29) = 1
pos = 50, -80
anim = 100
time = 30
sound = S3,4 ;20, 0

[State 60, SuperPause]
type = SuperPause
triggerall = PalNo > 6
triggerall = Time = 1
trigger1 = Var(28) = 2
trigger1 = Var(29) = 1
pos = 50, -80
anim = 101
time = 30
sound = S3,4 ;20, 0

[State 60, SuperPause]
type = SuperPause
triggerall = PalNo > 6
triggerall = Time = 1
trigger1 = Var(28) = 3
trigger1 = Var(29) = 1
pos = 50, -80
anim = 102
time = 30
sound = S3,4 ;20, 0

[State 186, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Var(28) > 0
trigger1 = Var(29) = 1
value = 10, 13
channel = 0

[State 1130, AfterImageTime]
type = AfterImageTime
trigger1 = Var(28) > 0
time = 2

[State 1130, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1130, Width]
type = Width
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
edge = 60,0

[State 1130, Width]
type = Width
trigger1 = AnimElem = 3, >= 0
edge = 0,40

[State 1130, TargetState]
type = TargetState
trigger1 = Var(28) = 0
trigger1 = AnimElem = 1
value = 1135

[State 1130, TargetState]
type = TargetState
trigger1 = Var(28) > 0
trigger1 = AnimElem = 1
value = 1134

[State 1130, 3]
type = VelSet
trigger1 = Var(28) = 0
trigger1 = Time = 5
x = -1
y = -10

[State 1130, 3]
type = VelSet
triggerall = Time = 5
triggerall = Var(28) > 0
trigger1 = Var(28) <= 3
trigger1 = Var(29) = 1
x = -1.5
y = -8 ;-9

[State 1130, 3]
type = VelSet
triggerall = Time = 5
triggerall = Var(28) > 0
trigger1 = Var(28) <= 3
trigger1 = Var(29) = 2
x = -1.5
y = -8 ;-11

[State 1130, 3]
type = VelSet
triggerall = Time = 5
triggerall = Var(28) > 0
trigger1 = Var(28) <= 3
trigger1 = Var(29) = 3
x = -1.5
y = -8 ;-13

[State 1130, 3]
type = VelSet
triggerall = Time = 5
trigger1 = Var(28) = 1
trigger1 = Var(29) >= 2
trigger2 = Var(28) = 2
trigger2 = Var(29) >= 3
trigger3 = Var(28) >= 3
trigger3 = Var(29) >= 4
x = -1.5
y = -14

[State 1130, 3]
type = VelAdd
triggerall = Var(28) = 0
trigger1 = Time >= 5
y = .5

[State 1130, 3]
type = VelAdd
triggerall = Var(28) > 0
trigger1 = Time >= 5
y = .5

[State 1130, 3]
type = VelAdd
triggerall = Var(28) > 0
triggerall = Time >= 30
trigger1 = Var(28) = 1
trigger1 = Var(29) >= 2
trigger2 = Var(28) = 2
trigger2 = Var(29) >= 3
trigger3 = Var(28) >= 3
trigger3 = Var(29) >= 4
y = .6

[State 1130, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
trigger1 = AnimElem = 1
value = 0, 2

[State 1130, PlaySnd]
type = PlaySnd
triggerall = Var(28) = 0
trigger1 = Time = 0
trigger1 = AnimElem = 1
value = 10, 8
channel = 0

[State 1130, PlaySnd]
type = PlaySnd
triggerall = Time = 20
trigger1 = Var(28) = 1
trigger1 = Var(29) >= 2
trigger2 = Var(28) = 2
trigger2 = Var(29) >= 3
trigger3 = Var(28) >= 3
trigger3 = Var(29) >= 4
value = 10, 6
channel = 0

[State 1130, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1 >= 0
pos = 80, 0

[State 1130, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2 >= 0
pos = 30, -110

[State 1130, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3 >= 0
pos = -40, -85

[State 1130, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4 >= 0
pos = -30, 0

[State 1130, State]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1131

;---------------------------------------------------------------------------
; Izuna Drop Land
[Statedef 1131]
type    = S
movetype= A
physics = N
anim = 1131
velset = 0,0

[State 1130, HitAdd]
type = HitAdd
trigger1 = Time = 0
value = 1

[State 1130, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 29
value = 1

[State 1130, AfterImageTime]
type = AfterImageTime
trigger1 = Var(28) > 0
time = 2

[State 1130, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1130, PlayerPush]
type = PlayerPush
trigger1 = Var(28) > 0
value = 0

[State 1130, PlaySnd]
type = PlaySnd
triggerall = Var(28) = 0
trigger1 = AnimElem = 1
value = 10, 2
channel = 0

[State 1130, TargetState]
type = TargetState
triggerall = AnimElem = 1
trigger1 = Var(28) = 0
trigger2 = Var(28) = 1
trigger2 = Var(29) >= 3
trigger3 = Var(28) = 2
trigger3 = Var(29) >= 4
trigger4 = Var(28) >= 3
trigger4 = Var(29) >= 5
value = 1136

[State 1130, TargetState]
type = TargetState
triggerall = AnimElem = 1
trigger1 = Var(28) = 1
trigger1 = Var(29) < 3
trigger2 = Var(28) = 2
trigger2 = Var(29) < 4
trigger3 = Var(28) = 3
trigger3 = Var(29) < 5
value = 1137

[State 1130, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1130, PosSet]
type = PosAdd
triggerall = AnimElem = 4 || AnimElem = 5 || AnimElem = 6
trigger1 = Var(28) = 1
trigger1 = Var(29) < 3
trigger2 = Var(28) = 2
trigger2 = Var(29) < 4
trigger3 = Var(28) >= 3
trigger3 = Var(29) < 5
x = -10

[State 1130, PosSet]
type = PosAdd
triggerall = AnimElem = 7
trigger1 = Var(28) = 1
trigger1 = Var(29) < 3
trigger2 = Var(28) = 2
trigger2 = Var(29) < 4
trigger3 = Var(28) >= 3
trigger3 = Var(29) < 5
x = -30

[State 1130, PosSet]
type = PosAdd
triggerall = AnimElem = 8
trigger1 = Var(28) = 1
trigger1 = Var(29) < 3
trigger2 = Var(28) = 2
trigger2 = Var(29) < 4
trigger3 = Var(28) >= 3
trigger3 = Var(29) < 5
x = -50

[State 1130, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = -40, 0

[State 1130, State]
type = ChangeState
triggerall = AnimElem = 8
trigger1 = Var(28) = 1
trigger1 = Var(29) < 3
trigger2 = Var(28) = 2
trigger2 = Var(29) < 4
trigger3 = Var(28) >= 3
trigger3 = Var(29) < 5
value = 1130

[State 1130, State]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = Var(28) = 0
trigger2 = Var(28) = 1
trigger2 = Var(29) >= 3
trigger3 = Var(28) = 2
trigger3 = Var(29) >= 4
trigger4 = Var(28) >= 3
trigger4 = Var(29) >= 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Scarlet Terror
[Statedef 1200]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1200
sprpriority = 1
velset = 0,0
poweradd = 100

[State 1200, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "scarlet_a"
v = 25
value = 1

[State 1200, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "scarlet_b"
v = 25
value = 2

[State 1200, VarSet]
type = VarSet
triggerall = Time <= 1
trigger1 = Command = "scarlet_c"
v = 25
value = 3

[State 1200, 0]
type = VelSet
triggerall = Var(25) = 1
trigger1 = AnimElem = 2
x = 1
y = -5

[State 1200, 0]
type = VelSet
triggerall = Var(25) = 2
trigger1 = AnimElem = 2
x = 1.5
y = -5.5

[State 1200, 0]
type = VelSet
triggerall = Var(25) >= 3
trigger1 = AnimElem = 2
x = 2
y = -6

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 2
channel = 0

[State 1200, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 3
channel = 1

[State 1200, 3]
type = VelAdd
trigger1 = Time >= 5
y = .4

[State 1200, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 100, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -30
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-6
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-6
air.hittime = 20
air.fall = 1
fall = 1

[State 1200, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 100, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -70
hitsound = S2, 6
guardsound = S2, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -4,-6
airguard.velocity = -2,-4
air.type = Low
air.velocity = -4,-6
air.hittime = 20
air.fall = 1
fall = 1

[State 1200, State]
type = ChangeState
trigger1 = Time > 10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 80

;---------------------------------------------------------------------------