; Custom states
;---------------------------------------------------------------------------
; Thorwn
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0

[State 806, Anim2]
type = ChangeAnim2
trigger1 = Anim != 806
value = 806

[State 806, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 806, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 806, ChangeState]
type = ChangeState
trigger1 = AnimElem = 4
value = 807

;---------------------------------------------------------------------------
; Land from Thorwn
[Statedef 807]
type    = A
movetype= H
physics = N
velset = 0,0

[State 807, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 807, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7, 2

[State 807, GameMakeAnim]
type = GameMakeAnim
trigger1 = Time = 2
value = 62
pos = 0, 0

[State 807, EnvShake]
type = EnvShake
trigger1 = Time = 2
time = 10
freq = 100
ampl = -5
phase = 10

[State 807, LifeAdd]
type = LifeAdd
trigger1 = Time = 2
value = -200

[State 807, HitVelSet]
type = HitVelSet
trigger1 = Time = 15
x = 1
y = 1

[State 807, 3]
type = VelAdd
trigger1 = Time > 15
y = .4

[State 807, 4]
type = SelfState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Spun by Counter
[Statedef 910]
type    = A
movetype= H
physics = N
velset = 0,0

[State 910, 0]
type = ChangeAnim2
trigger1 = 1
value = 930

[State 910, 1]
type = PosAdd
trigger1 = Time = 0
y = -30

[State 910, State]
type = ChangeState
trigger1 = HitShakeOver
value = 911

;---------------------------------------------------------------------------
; Spun by Counter - Fall
[Statedef 911]
type    = A
movetype= H
physics = N
velset = 0,0

[State 910, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 910, 3]
type = VelAdd
trigger1 = 1
y = .4

[State 910, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Thorwn by Rolling Izuna Drop
[Statedef 1134]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1135, Anim2]
type = ChangeAnim2
trigger1 = Anim != 1135
value = 1135

[State 1135, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1135, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1135, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
time = 0

[State 1135, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

;---------------------------------------------------------------------------
; Thorwn by Izuna Drop
[Statedef 1135]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1135, Anim2]
type = ChangeAnim2
trigger1 = Anim != 1135
value = 1135

[State 1135, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 1135, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Land from Izuna Drop
[Statedef 1136]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1135, Anim2]
type = ChangeAnim2
trigger1 = Anim != 1136
value = 1136

[State 1135, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1135, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7, 2

[State 1135, GameMakeAnim]
type = GameMakeAnim
trigger1 = Time = 0
value = 62
pos = 0, 0

[State 1135, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 100
ampl = -5
phase = 10

[State 1135, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -200

[State 1135, HitVelSet]
type = HitVelSet
trigger1 = Time = 10
x = 1
y = 1

[State 1135, 3]
type = VelAdd
trigger1 = Time > 10
y = .4

[State 1135, 4]
type = SelfState
trigger1 = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Land from Rolling Izuna Drop
[Statedef 1137]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1135, Anim2]
type = ChangeAnim2
trigger1 = Anim != 1136
value = 1136

[State 1135, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1135, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = F7, 2

[State 1135, GameMakeAnim]
type = GameMakeAnim
trigger1 = Time = 0
value = 62
pos = 0, 0

[State 1135, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 10
freq = 100
ampl = -5
phase = 10

[State 1135, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -150
kill = 0

;---------------------------------------------------------------------------
; Hit
[Statedef 3005]
type    = A
movetype= H
physics = N
anim = 5010
velset = 0,0

[State 3005, Anim2]
type = null ;ChangeAnim2
trigger1 = Time = 0
value = 3005

[State 3005, Anim]
type = ChangeAnim
triggerall = AnimExist(5010)
trigger1 = Time < 4
value = 5010

[State 3005, Anim]
type = ChangeAnim
triggerall = AnimExist(5012)
trigger1 = Time >= 4
trigger1 = Time < 8
value = 5012

[State 3005, Anim]
type = ChangeAnim
triggerall = AnimExist(5051)
trigger1 = Time >= 8
trigger1 = Time < 12
value = 5051

[State 3005, Anim]
type = ChangeAnim
trigger1 = !AnimExist(5051)
trigger1 = Time >= 8
trigger1 = Time < 12
trigger2 = AnimExist(5030)
trigger2 = Time >= 12
trigger2 = Time < 16
value = 5030

[State 3005, Anim]
type = ChangeAnim
triggerall = AnimExist(5035)
trigger1 = Time = 16
value = 5035

[State 3005, Anim]
type = ChangeAnim
triggerall = AnimExist(5050)
trigger1 = Time = 24
value = 5050

[State 3005, Anim]
type = ChangeAnim
triggerall = AnimExist(5060)
trigger1 = Time = 24
value = 5060

[State 3005, NotHitBy]
type = NotHitBy
trigger1 = Time < 30
value = SCA
time = 1

[State 3005, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3005, 2]
type = VelSet
trigger1 = Time = 12
x = 1.5
y = -10

[State 3005, 3]
type = VelAdd
trigger1 = Time > 12
trigger1 = Time < 20
y = .5

[State 3005, 3] ;Gravity
type = VelAdd
trigger1 = Time > 20
y = GetHitVar(yaccel)

[State 3005, SelfState]
type = null ;SelfState
trigger1 = AnimTime = 0
value = 5050

[State 3005, 4]
type = SelfState
trigger1 = Time > 20
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100 ;Hit ground

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