; _________________________________________
;| Chun-Li by Jmorphman                    |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;=======================================<HELPER STATES>========================================
;==============================================================================================

;====================<PARRY HELPER>=========================
[StateDef 765]
type = A
physics = N
moveType = I
anim = ifElse(Root, StateType = C, 766, ifElse(Root, StateType = A, 767, 765))
velSet = 0,0
ctrl = 0

[State 765, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 765, BindToRoot]
type = BindToRoot
trigger1 = 1
time = -1

[State 765, Change to Crouching]
type = ChangeAnim
triggerAll = !Time
trigger1 = !(Root, AILevel) && ifElse(Root, NumExplod(92828282) || Root, NumExplod(92468246), Root, command = "up", Root, command = "down")
trigger2 = Root, AILevel && (Root, StateType != A) && P2StateType = C
value = 766

[State 765, Change to Standing / Jumping]
type = ChangeAnim
triggerAll = !Time
trigger1 = !Root, NumExplod(94646464) && !Root, NumExplod(92468246)
trigger1 = !(Root, AILevel) && ifElse(Root, P2dist x >= 0, Root, command = "fwd", Root, command = "back")
trigger2 = Root, NumExplod(94646464) || Root, NumExplod(92468246)
trigger2 = !(Root, AILevel) && ifElse(Root, P2dist x >= 0, Root, command = "back", Root, command = "fwd")
trigger3 = Root, AILevel && Anim != 766
value = ifElse((Root, StateType = A), 767, 765)

[State 765, Change to Standing / Jumping]
type = ChangeAnim
trigger1 = Anim = 765 || Anim = 767
value = ifElse((Root, StateType = A), 767, 765)

[State 765, Disable]
type = VarSet
trigger1 = Time >= ifElse((Root, StateType = A), 7, 8)
trigger2 = Facing != (Root, Facing)
trigger3 = !(Root, ctrl)
trigger3 = (Root, StateNo != [760,762]) && (Root, StateNo != 5120)
var(0) = 1

[State 765, Disable]
type = VarSet
triggerAll = !(Root, AILevel)
triggerAll = !Root, NumExplod(92828282) && !Root, NumExplod(94646464) && !Root, NumExplod(92468246)
trigger1 = ifElse(Root, P2dist x >= 0, Root, command = "holdback", Root, command = "holdfwd")
trigger2 = Time < 4 && (ifElse(Root, P2dist x >= 0, Root, command = "holdfwd", Root, command = "holdback") + Root, command = "holddown") > 1
trigger3 = Time >= 4 && (ifElse(Root, P2dist x >= 0, Root, command = "holdfwd", Root, command = "holdback") || Root, command = "holddown")
trigger4 = Time >= 1 && (((Anim = 765 || Anim = 767) && ifElse(Root, P2dist x >= 0, Root, command = "fwd", Root, command = "back")) || (Anim = 766 && Root, command = "down"))
var(0) = 1

[State 765, Disable (Reverse Commands)]
type = VarSet
triggerAll = !(Root, AILevel)
triggerAll = Root, NumExplod(94646464) || Root, NumExplod(92468246)
trigger1 = ifElse(Root, P2dist x >= 0, Root, command = "holdfwd", Root, command = "holdback")
trigger2 = Time < 4 && (ifElse(Root, P2dist x >= 0, Root, command = "holdback", Root, command = "holdfwd") + ifElse(Root, NumExplod(92468246), Root, command = "holdup", Root, command = "holddown")) > 1
trigger3 = Time >= 4 && (ifElse(Root, P2dist x >= 0, Root, command = "holdback", Root, command = "holdfwd") || ifElse(Root, NumExplod(92468246), Root, command = "holdup", Root, command = "holddown"))
trigger4 = Time >= 1 && (((Anim = 765 || Anim = 767) && ifElse(Root, P2dist x >= 0, Root, command = "back", Root, command = "fwd")) || (Anim = 766 && ifElse(Root, NumExplod(92468246), Root, command = "up", Root, command = "down")))
var(0) = 1

[State 765, Disable (Reverse Up/Down only)]
type = VarSet
triggerAll = !(Root, AILevel)
triggerAll = Root, NumExplod(92828282) && !Root, NumExplod(94646464) && !Root, NumExplod(92468246)
trigger1 = ifElse(Root, P2dist x >= 0, Root, command = "holdback", Root, command = "holdfwd")
trigger2 = Time < 4 && (ifElse(Root, P2dist x >= 0, Root, command = "holdfwd", Root, command = "holdback") + Root, command = "holdup") > 1
trigger3 = Time >= 4 && (ifElse(Root, P2dist x >= 0, Root, command = "holdfwd", Root, command = "holdback") || Root, command = "holdup")
trigger4 = Time >= 1 && (((Anim = 765 || Anim = 767) && ifElse(Root, P2dist x >= 0, Root, command = "fwd", Root, command = "back")) || (Anim = 766 && Root, command = "up"))
var(0) = 1

[State 765, Disable]
type = ChangeAnim
trigger1 = var(0) = 1
value = 1

[State 765, Standing/Air]
type = ReversalDef
trigger1 = !var(0) && (Anim = 765 || Anim = 767)
trigger1 = (Root, StateNo != 5120) || !(Root, AnimTime)
reversal.attr = SCA,AA
p1StateNo = 766
pauseTime = 0,0
sparkNo = -1
numHits = 0

[State 765, Crouching]
type = ReversalDef
trigger1 = !var(0) && Anim = 766
reversal.attr = SC,AA
p1StateNo = 766
pauseTime = 0,0
sparkNo = -1
numHits = 0

[State 765, Disable]
type = ReversalDef
trigger1 = var(0) = 1
reversal.attr =
pauseTime = 0,0
sparkNo = -1
numHits = 0

[State 765, End]
type = DestroySelf
trigger1 = Time >= 18
trigger2 = (Root, MoveType != I)
trigger3 = !(Root, ctrl) && (Root, StateNo != [760,762]) && (Root, StateNo != 5120)
trigger4 = (Root, StateNo = [760,762]) && (Root, Time <= 1)


;Success
[StateDef 766]
moveType = I
ctrl = 0

[State 766, Disable]
type = VarSet
trigger1 = 1
var(0) = 1

[State 766, End]
type = DestroySelf
trigger1 = Root, StateNo = [760,762]
trigger2 = Time >= 2



;====================<KIKOKEN PROJECTILE>=========================
[StateDef 1005]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3

[State 1005, Projectile reflection compatibility detection]
type = VarSet
trigger1 = 1
sysvar(0) = 131072

[State 1005, Set reflected StateNo]
type = VarSet
trigger1 = 1
sysvar(1) = 1015

[State 1005, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1007
ignoreHitPause = 1

[State 1005, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1005, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1005 && Anim != 1006
value = 1005

[State 1005, Button Detect]
type = VarSet
trigger1= !Time && !PrevStateNo
var(10) = Root, var(10)

[State 1005, Change in direction due to reflection]
type = VelSet
triggerAll = !Time && NumPartner
trigger1 = Partner, NumExplod(262141) && !Partner, NumExplod(262142) && !Partner, NumExplod(262143) && !Partner, NumExplod(262144)
trigger2 = Partner, NumExplod(262143) && !Partner, NumExplod(262141) && !Partner, NumExplod(262142) && !Partner, NumExplod(262144)
trigger3 = vel y && Partner, NumExplod(262144) && !Partner, NumExplod(262141) && !Partner, NumExplod(262142) && !Partner, NumExplod(262143)
y = ifElse(Anim = 1006, 0, ifElse(Partner, NumExplod(262141) || Partner, NumExplod(262144), -1, 1) * ifElse(Partner, NumExplod(262144), vel y, ifElse(var(10) = 2, 3.125, ifElse(var(10) = 1, 2.5, 1.875))))

[State 1005, VelSet]
type = VelSet
trigger1 = 1
x = ifElse(Anim = 1006, 0, ifElse(IsHelper(1035), 3.125, ifElse(var(10) = 2, 6.25, ifElse(var(10) = 1, 5, 3.75))))

[State 1005, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1005, Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1005, Projectile Flag On]
type = ParentVarAdd
trigger1 = !Time
var(39) = 1

[State 1005, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 1005, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1005, HitDef]
type = HitDef
trigger1 = !(Root, var(16)) && (Root, var(15) < 1 || Root, var(20))
trigger1 = IsHelper(1005)
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 63, ifElse(var(10), 56, 49)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 63, ifElse(var(10), 56, 49)))), 7
getPower = ifElse(!(Root, var(13)), 144, 72) * !(Root, var(20)), 36 * !(Root, var(20))
givePower = 36, 36
pauseTime = 0, ifElse((Root, var(20)), 6, 12)
guard.pauseTime = 0, ifElse((Root, var(20)), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12
ground.slideTime = 12
guard.hitTime = 12
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 22 + ifElse(Root, var(20), 6, 12)
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3

[State 1005, EX HitDef]
type = HitDef
trigger1 = !(Root, var(16)) && (Root, var(15) < 1 || Root, var(20))
trigger1 = IsHelper(1035)
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 98 < 7, 7, fvar(11) * 98)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 0, ifElse((Root, var(20)), 6, 12)
guard.pauseTime = 0, ifElse((Root, var(20)), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12
ground.slideTime = 12
guard.hitTime = 12
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 22 + ifElse(Root, var(20), 6, 12)
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3

[State 1005, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1006
ignoreHitPause = 1

[State 1005, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1007
ignoreHitPause = 1

[State 1005, ChangeAnim]
type = ChangeAnim
triggerAll = IsHelper(1005)
trigger1 = !var(10) && var(12) >= ifElse(Root, var(40), 48, 46)
trigger2 = var(10) = 1 && var(12) >= ifElse(Root, var(40), 34, 21)
trigger3 = var(10) = 2 && var(12) >= ifElse(Root, var(40), 15, 8)
value = 1006
ignoreHitPause = 1
persistent = 0

[State 1005, Timer]
type = VarAdd
trigger1 = 1
var(12) = 1

[State 1005, Projectile Flag Off]
type = ParentVarAdd
trigger1 = FrontEdgeDist < -100 || BackEdgeDist < -100
trigger2 = Anim = 1006 && !AnimTime
var(39) = -1

[State 1005, End]
type = DestroySelf
trigger1 = FrontEdgeDist < -100 || BackEdgeDist < -100
trigger2 = Anim = 1006 && !AnimTime


;Hit Pause
[StateDef 1006]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
moveHitPersist = 1

[State 1006, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 1006, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
value = ifElse(MoveGuarded, 3, 2), ifElse(MoveGuarded, 0, 6)
channel = 2
ignorehitPause = 1

[State 1006, HitSpark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8013)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 1006, Counter FX]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && var(9)
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = 8290
ID = 8290
name = "Counter FX"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 1006, HitCount]
type = ParentVarAdd
trigger1 = !Time
trigger1 = MoveContact && NumTarget
var(13) = 1

[State 1006, Juggle Points]
type = ParentVarAdd
trigger1 = !Time
trigger1 = MoveContact && NumTarget
trigger1 = !(HitDefAttr = SCA,AT)
var(15) = 1

[State 1006, ProjContact]
type = VarSet
trigger1 = MoveContact && NumTarget
var(18) = 1

[State 1006, ProjContact]
type = ParentVarSet
triggerAll = MoveContact && NumTarget
trigger1 = Root, StateNo = [1000,1030]
var(18) = 1

[State 1006, Turn]
type = Turn
trigger1 = MoveContact
trigger1 = Root, NumProjID(262144)
ignoreHitPause = 1
persistent = 0

[State 1006, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger1 = Root, NumProjID(262144)
value = sysvar(1)
ignoreHitPause = 1

[State 1006, EnvShake]
type = EnvShake
trigger1 = Time = 1 && PrevStateNo = 1015 && !MoveGuarded
time = 14
ampl = 4
freq = 120
ignoreHitPause = 1

[State 1006, End]
type = ChangeState
trigger1 = Time >= 0 && PrevStateNo != 1015
trigger2 = Time >= 1
value = 1007


;Disappear
[StateDef 1007]
type = A
physics = N
moveType = A
anim = 1007
ctrl = 0
velSet = 0,0
sprPriority = 3
moveHitPersist = 1

[State 1007, Projectile Flag Off]
type = ParentVarAdd
trigger1 = !Time
var(39) = -1

[State 1007, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 2,6
channel = 2
volume = -128
lowPriority = 1

[State 1007, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 1007, End]
type = ChangeState
trigger1 = !AnimTime
value = 1008


;Wait
[StateDef 1008]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 1008, End]
type = DestroySelf
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target, Time <= 1 && !(Target, HitShakeOver)



;====================<KIKOKEN PROJECTILE (REFLECTED)>=========================
[StateDef 1015]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3

[State 1015, Turn]
type = Turn
trigger1 = !Time && PrevStateNo != 1015

[State 1015, Projectile reflection compatibility detection]
type = VarSet
trigger1 = 1
sysvar(0) = 131072

[State 1015, Set reflected StateNo]
type = VarSet
trigger1 = 1
sysvar(1) = 1005

[State 1015, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1007
ignoreHitPause = 1

[State 1015, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 1015, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 1005 && Anim != 1006
value = 1005

[State 1015, Change in direction due to reflection]
type = VelSet
triggerAll = !Time
trigger1 = Enemy, NumExplod(262141) && !Enemy, NumExplod(262142) && !Enemy, NumExplod(262143) && !Enemy, NumExplod(262144)
trigger2 = Enemy, NumExplod(262143) && !Enemy, NumExplod(262141) && !Enemy, NumExplod(262142) && !Enemy, NumExplod(262144)
trigger3 = vel y && Enemy, NumExplod(262144) && !Enemy, NumExplod(262141) && !Enemy, NumExplod(262142) && !Enemy, NumExplod(262143)
y = ifElse(Anim = 1006, 0, ifElse(Enemy, NumExplod(262141) || Enemy, NumExplod(262144), -1, 1) * ifElse(Enemy, NumExplod(262144), vel y, ifElse(IsHelper(1035), 1.5625, ifElse(var(10) = 2, 3.125, ifElse(var(10) = 1, 2.5, 1.875)))))

[State 1015, VelSet]
type = VelSet
trigger1 = 1
x = ifElse(Anim = 1006, 0, ifElse(IsHelper(1035), 3.125, ifElse(var(10) = 2, 6.25, ifElse(var(10) = 1, 5, 3.75))))

[State 1015, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 1015, Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 1015, Projectile Flag On]
type = ParentVarAdd
trigger1 = !Time && PrevStateNo != 1015
var(39) = -1

[State 1015, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 1015, Miss]
type = HitDef
trigger1 = 1
ID = sysvar(0)
affectTeam = F
attr = S,SP
hitFlag =
sparkXY = -10,0

[State 1015, HitDef]
type = HitDef
trigger1 = IsHelper(1005)
ID = sysvar(0)
affectTeam = F
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 63, ifElse(var(10), 56, 49)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 63, ifElse(var(10), 56, 49)))), 7
getPower = ifElse(!(Root, var(13)), 144, 72) * !(Root, var(20)), 36 * !(Root, var(20))
givePower = 36, 36
pauseTime = 0, ifElse((Root, var(20)), 6, 12)
guard.pauseTime = 0, ifElse((Root, var(20)), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12
ground.slideTime = 12
guard.hitTime = 12
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 22 + ifElse(Root, var(20), 6, 12)
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48
sprPriority = 3

[State 1015, EX HitDef]
type = HitDef
trigger1 = IsHelper(1035)
ID = sysvar(0)
affectTeam = F
attr = S,SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 98 < 7, 7, fvar(11) * 98)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 0, ifElse((Root, var(20)), 6, 12)
guard.pauseTime = 0, ifElse((Root, var(20)), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12
ground.slideTime = 12
guard.hitTime = 12
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 22 + ifElse(Root, var(20), 6, 12)
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48
sprPriority = 3

[State 1015, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 1006
ignoreHitPause = 1

[State 1015, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1007
ignoreHitPause = 1

[State 1015, ChangeAnim]
type = ChangeAnim
triggerAll = IsHelper(1005)
trigger1 = !var(10) && var(12) >= ifElse(Root, var(40), 48, 46)
trigger2 = var(10) = 1 && var(12) >= ifElse(Root, var(40), 34, 21)
trigger3 = var(10) = 2 && var(12) >= ifElse(Root, var(40), 15, 8)
value = 1006
ignoreHitPause = 1
persistent = 0

[State 1015, Timer]
type = VarAdd
trigger1 = 1
var(12) = 1

[State 1015, End]
type = DestroySelf
trigger1 = FrontEdgeDist < -100 || BackEdgeDist < -100
trigger2 = Anim = 1006 && !AnimTime



;====================<KIKOSHO PROJECTILE SHIELD>=========================
[StateDef 3004]
type = A
physics = N
moveType = A
ctrl = 0
anim = 3004
sprPriority = 3

[State 3004, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 72, -58
ignoreHitPause = 1

[State 3004, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 3004
ignoreHitPause = 1

[State 3004, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 3004, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3004
value = 3004

[State 3004, Miss]
type = HitDef
trigger1 = 1
attr = S, HP
hitFlag =
sparkXY = -10,0

[State 3004, End]
type = DestroySelf
triggerAll = Root, Time > 0
trigger1 = Root, StateNo != 3000 && Root, StateNo != 3050
trigger2 = Root, MoveType = H
trigger3 = Root, StateNo = 3000 && Root, AnimElemTime(18) = 3
trigger4 = Root, StateNo = 3050 && Root, AnimElemTime(36) = 3




;====================<HOSENKA TORNADO EFFECT>=========================
[StateDef 3315]
type = S
physics = N
moveType = I
ctrl = 0
anim = 3315
sprPriority = 3

[State 3315, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 3315, Scale]
type = AngleDraw
trigger1 = Time < 20
scale = 1, 0.03125 + (0.0484375 * Time)
ignoreHitPause = 1

[State 3315, ChangeState]
type = ChangeState
trigger1 = Root, StateNo = 3310 && Root, AnimElem = 51
value = 3316
ignoreHitPause = 1

[State 3315, End]
type = DestroySelf
trigger1 = Root, StateNo != 3310
trigger2 = Root, MoveType = H


;Disappear
[StateDef 3316]
type = S
physics = N
moveType = I
anim = 3316
ctrl = 0
velSet = 0,0
sprPriority = 3

[State 3316, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256 - (32 * Time), 256
ignoreHitPause = 1

[State 3315, End]
type = DestroySelf
trigger1 = Root, StateNo != 3310
trigger2 = Root, MoveType = H
trigger3 = Time >= 8



;====================<SHADOW DISTORTION>====================
[StateDef 6010]
type = A
physics = N
anim = 1
sprPriority = 2
ctrl = 0

[State 6010, RemapPal]
type = RemapPal
trigger1 = !Time
source = 1,1
dest = 1,Root,var(0)

[State 6010, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignoreHitPause = 1

[State 6010, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = -1 + (Random % 3), -1 + (Random % 3)
facing = 1

[State 6010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,128
ignoreHitPause = 1

[State 6010, VarSet]
type = VarSet
trigger1 = !(Root, HitPauseTime)
var(0) = (Root, Anim)

[State 6010, VarSet]
type = VarSet
trigger1 = !(Root, HitPauseTime)
var(1) = (Root, AnimElemNo(0))

[State 6010, ChangeAnim]
type = ChangeAnim
trigger1 = GameTime <= Root, var(58)
value = var(0)
elem = var(1)

[State 6010, AssertSpecial: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6010, AssertSpecial: Invisible]
type = AssertSpecial
trigger1 = GameTime > Root, var(58)
flag = Invisible

[State 6010, ChangeAnim]
type = ChangeAnim
trigger1 = GameTime > Root, var(58)
value = 1



;========================<SPARKS>=============================
;Guard Spark (Normal)
[StateDef 8000]
type = A
physics = N
moveType = I
anim = 8000
velset = 0,0
sprPriority = 5

[State 8000, Assert: No Shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8000, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.125 + (0.046875 * Time), 0.125 + (0.046875 * Time)
ignoreHitPause = 1

[State 8000, Transparency]
type = Trans
trigger1 = Time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 8000, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1

[State 8000, End]
type = DestroySelf
trigger1 = Time >= 8


;Guard Spark (Special)
[StateDef 8001]
type = A
physics = N
moveType = I
anim = 8001
velSet = 0,0
sprPriority = 5

[State 8001, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8001, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.25 + (0.03125 * Time), 0.25 + (0.03125 * Time)
ignoreHitPause = 1

[State 8001, Transparency]
type = Trans
trigger1 = time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 8001, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1

[State 8001, End]
type = DestroySelf
trigger1 = Time >= 8


;Weak Hit Spark
[StateDef 8010]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8010, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8010, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8010, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8010, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.3 - (Time * 0.03)) * 0.65, (0.3 - (Time * 0.03)) * 0.65
ignoreHitPause = 1

[State 8010, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8010, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8010, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8010, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.15 + (0.009375 * Time)) * 0.65, (0.15 + (0.009375 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time),256

[State 8010, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8010, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.15 + (0.009375 * Time)) * 0.65, (0.15 + (0.009375 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8010, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8010, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.3 - (0.0375 * Time)) * 0.65, (0.3 - (0.0375 * Time)) * 0.65
trans = AddAlpha
alpha = 128 - (16 * Time), 256

[State 8010, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8010, End]
type = DestroySelf
trigger1 = Time >= 16


;Medium Hit Spark
[StateDef 8011]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8011, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8011, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8011, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8011, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.35 - (Time * 0.035)) * 0.65, (0.35 - (Time * 0.035)) * 0.65
ignoreHitPause = 1

[State 8011, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8011, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8011, Center]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removetime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8011, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.175 + (0.0109375 * Time)) * 0.65, (0.175 + (0.0109375 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8011, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8011, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.175 + (0.0109375 * Time)) * 0.65, (0.175 + (0.0109375 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8011, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8011, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.35 - (0.04375 * Time)) * 0.65, (0.35 - (0.04375 * Time)) * 0.65
trans = AddAlpha
alpha = 128 - (16 * Time), 256

[State 8011, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8011, End]
type = DestroySelf
trigger1 = Time >= 16


;Strong Hit Spark
[StateDef 8012]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8012, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8012, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8012, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8012, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.4 - (Time * 0.04)) * 0.65, (0.4 - (Time * 0.04)) * 0.65
ignoreHitPause = 1

[State 8012, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8012, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8012, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8012, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.2 + (0.0125 * Time)) * 0.65, (0.2 + (0.0125 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8012, Streaks Explod]
type = Explod
trigger1 = !time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8012, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.2 + (0.0125 * Time)) * 0.65, (0.2 + (0.0125 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8012, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8012, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.4 - (0.05 * Time)) * 0.65, (0.4 - (0.05 * Time)) * 0.65
trans = AddAlpha
alpha = 128 - (16 * Time), 256

[State 8012, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8012, End]
type = DestroySelf
trigger1 = Time >= 16


;Special Move Hit Spark
[StateDef 8013]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8013, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8013, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8013, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8013, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.45 - (Time * 0.045)) * 0.65, (0.45 - (Time * 0.045)) * 0.65
ignoreHitPause = 1

[State 8012, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8013, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8013, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.225 + (0.0140625 * Time)) * 0.65, (0.225 + (0.0140625 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8013, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.225 + (0.0140625 * Time)) * 0.65, (0.225 + (0.0140625 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8013, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8013
ID = 3
posType = P1
facing = -1
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale P2 Back Explod]
type = ModifyExplod
trigger1= NumExplod(3)
ID = 3
scale = (0.4) * 0.65, (0.4) * 0.65
trans = AddAlpha
alpha = 256 - (32 * Time), 256

[State 8013, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority=3
removeTime=8
pauseMoveTime = -1
superMoveTime = -1

[State 8013, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.45 - (0.05625 * Time)) * 0.65, (0.45 - (0.05625 * Time)) * 0.65
trans = AddAlpha
alpha = 192 - (24 * Time), 256

[State 8013, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 16

[State 8013, End]
type = DestroySelf
trigger1 = Time >= 16


;Super Hit Spark
[StateDef 8014]
type = A
physics = N
moveType = I
anim = 8010
velSet = 0,0
sprPriority = 5

[State 8014, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8014, AngleSet]
type = AngleSet
trigger1 = !Time
value = 30 * (Random % 12)

[State 8014, AngleAdd]
type = AngleAdd
trigger1 = 1
value = 30

[State 8014, Scale]
type = AngleDraw
trigger1 = Time < 10
scale = (0.5 - (Time * 0.05)) * 0.65, (0.5 - (Time * 0.05)) * 0.65
ignoreHitPause = 1

[State 8014, Scale]
type = AngleDraw
trigger1 = Time >= 10
scale = 0,0
ignoreHitPause = 1

[State 8014, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8014, Center Explod]
type = Explod
trigger1 = !Time
anim = 8011
ID = 1
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale Center Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.25 + (0.015625 * Time)) * 0.65, (0.25 + (0.015625 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8014, Streaks Explod]
type = Explod
trigger1 = !Time
anim = 8012
ID = 2
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 5
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale Streaks Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.25 + (0.015625 * Time)) * 0.65, (0.25 + (0.015625 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8014, P2 Back Explod]
type = Explod
trigger1 = !Time
anim = 8013
ID = 3
posType = P1
facing = ifElse((Parent, StateNo = [3000,3999]), -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = -3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale P2 Back Explod]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = (0.5) * 0.65, (0.5) * 0.65
trans = AddAlpha
alpha = 256 - (32 * Time), 256

[State 8014, Impact Explod]
type = Explod
trigger1 = !Time
anim = 8014
ID = 4
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
sprPriority = 3
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8014, Scale Impact Explod]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = (0.5 - (0.0625 * Time)) * 0.65, (0.5 - (0.0625 * Time)) * 0.65
trans = AddAlpha
alpha = 256 - (32 * Time),256

[State 8014, Remove Explods]
type = RemoveExplod
trigger1 = time >= 16

[State 8014, End]
type = DestroySelf
trigger1 = Time >= 16


;Reversal Spark
[StateDef 8020]
type = A
physics = N
moveType = I
anim = 8020
velSet = 0,0
sprPriority = 5

[State 8020, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8020, Scale]
type = AngleDraw
trigger1 = 1
scale = (0.25 + (0.09375 * Time)) * 0.65, (0.25 + (0.09375 * Time)) * 0.65
ignoreHitPause = 1

[State 8020, Transparency]
type = Trans
trigger1 = Time < 4
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 8020, Transparency]
type = Trans
trigger1 = Time >= 4
trans = AddAlpha
alpha = 256 - 64 * (Time - 4), 256
ignoreHitPause = 1

[State 8020, End]
type = DestroySelf
trigger1 = Time >= 8



;======================<JUMP DUST>===========================
[StateDef 8100]
type = S
anim = 1
velSet = 0,0

[State 8100, Bind]
type = BindToRoot
trigger1 = Time

[State 8100, Floor Dust]
type = Explod
trigger1 = !Time
anim = 8100
sprPriority = 3
posType = P1
pos = 0, ceil(pos y)
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 8100, Player Dust]
type = Explod
trigger1 = !Time || Time = 2 || Time = 6
anim = 8101
sprPriority = 3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 8100, End]
type = DestroySelf
trigger1 = Time >= 7



;======================<DASH DUST>===========================
[StateDef 8103]
type = A
anim = 1
velSet = 0,0
sprPriority = 5

[State 8103, posSet]
type = PosSet
trigger1 = !Time = 0
y = 0

[State 8103, Dash Dust]
type = Explod
trigger1 = Time = 0 || Time = 3 || Time = 6
anim = 8103
ID = ifElse((Time = 6), 3, ifElse((Time = 3), 2, 1))
posType = P1
pos = 0,-4
random = 8,8
vel = -3 - (Random / 1000.0), -2 - (Random / 2000.0)
facing = ifElse(Random < 500,-1,1)
vFacing = ifElse(Random < 500,-1,1)
removeTime = 16
sprPriority = 3
pauseMoveTime = -1
superMoveTime = -1

[State 8103, Scale Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 0.1 + (0.025 * Time), 0.1 + (0.025 * Time)
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8103, Scale Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 0.1 + (0.025 * (Time - 3)), 0.1 + (0.025 * (Time - 3))
trans = AddAlpha
alpha = 256 - (16 * (Time - 3)), 256

[State 8103, Scale Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 0.1 + (0.025 * (Time - 6)), 0.1 + (0.025 * (Time - 6))
trans = AddAlpha
alpha = 256 - (16 * (Time - 6)), 256

[State 8103, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 22

[State 8103, End]
type = DestroySelf
trigger1 = !NumExplod



;======================<IMPACT DUST>===========================
[StateDef 8110]
type = A
anim = 1
velSet = 0,0
sprPriority = 5

[State 8110, Impact Dust Explod 1]
type = Explod
trigger1 = !Time
anim = 8110
ID = ifElse(Time = 8, 3, ifElse(Time = 4, 2, 1))
posType = P1
removeTime = 8
sprPriority = -4
pauseMoveTime = -1
superMoveTime = -1

[State 8110, Impact Dust Explod 2]
type = Explod
trigger1 = !Time
anim = 8120
ID = 2
posType = P1
removeTime = 8
sprPriority = -4
pauseMoveTime = -1
superMoveTime = -1

[State 8110, Scale]
type = ModifyExplod
trigger1 = 1
scale = 0.25 + (0.03125 * Time) * 0.5, 0.25 + (0.03125 * Time) * 0.5
trans = AddAlpha
alpha = ifElse(Time < 4, 256, 256 - (64 * (Time - 4))), 256

[State 8110, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 8

[State 8110, End]
type = DestroySelf
trigger1 = !NumExplod



;========================<FLAMES>=============================
[StateDef 8150]
type = A
velSet = 0,0
anim = 1

[State 8150, Player]
type = VarSet
trigger1 = !Time
var(0) = Parent, var(43)

[State 8150, PosSet]
type = PosSet
trigger1 = PlayerIDexist(var(0))
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) + (PlayerID(var(0)), const(size.mid.pos.y))

[State 8150, PosSet (Laying Down)]
type = PosSet
trigger1 = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), StateType = L
x = ceil(PlayerID(var(0)), pos x)
y = ceil(PlayerID(var(0)), pos y) - 20

[State 8150, Facing]
type = Turn
trigger1 = PlayerIDexist(var(0))
trigger1 = Facing != (PlayerID(var(0)), Facing)

[State 8150, Flame Explod 1]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8150
sprPriority = 3
posType = P1
random = 40,40
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8150, Flames Explod 2]
type = Explod
trigger1 = PlayerIDexist(var(0))
anim = 8150
sprPriority = 3
posType = P1
random = 60,60
vel = (Random / 2000.0), -0.5 - (Random / 2000.0)
facing = ifElse(Random < 500, -1, 1)
vfacing = ifElse(Random < 500, -1, 1)
scale = 0.5,0.5
ownpal = 1

[State 8150, End]
type = DestroySelf
trigger1 = Time >= 600
trigger2 = !PlayerIDexist(var(0))

[State 8150, End]
type = DestroySelf
triggerAll = PlayerIDexist(var(0))
trigger1 = PlayerID(var(0)), ctrl
trigger2 = PlayerID(var(0)), Movetype != H || PlayerID(var(0)), StateNo = 5300
trigger3 = PlayerID(var(0)), StateType = L && (PlayerID(var(0)), StateNo != [5080,5081])
trigger4 = Root, MoveHit



;========================<RECOVER FX>=============================
[StateDef 8200]
type = A
velSet = 0,0
anim = 8200
sprPriority = 5

[State 8200, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8200, Scale]
type = AngleDraw
trigger1 = 1
scale = 0.25 + (0.017 * Time), 0.25 + (0.017 * Time)
ignoreHitPause = 1

[State 8200, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = ceil(256 - 17.1 * Time), 256
ignoreHitPause = 1

[State 8200, End]
type = DestroySelf
trigger1 = Time >= 15



;========================<COUNTER FX>=============================
[StateDef 8290]
type = A
physics = N
velSet = 0,0
anim = 1

[State 8290, "Counter!" Text Explod]
type = Explod
trigger1 = !NumExplod(8290)
anim = 8290
ID = 8290
sprPriority = 64
posType = P1
facing = Facing
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8290, Scale]
type = ModifyExplod
trigger1 = Time < 8
ID = 8290
scale = 0.5, .5
trans = AddAlpha
alpha = 256,0

[State 8290, Scale]
type = ModifyExplod
trigger1 = Time >= 8
ID = 8290
scale = 0.5 + 0.0625 * (Time - 8), 0.5 + 0.0625 * (Time - 8)
trans = AddAlpha
alpha = 256 - 32 * (Time - 8), 32 * (Time - 8)

[State 8290, Safety]
type = RemoveExplod
trigger1 = Time >= 16

[State 8290, End]
type = DestroySelf
trigger1 = Time >= 16



;==================<POWER CHARGE FX>==================
;Aura and Dust
[StateDef 8330]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velset = 0,0

[State 8330, BindToRoot]
type = BindToRoot
trigger1 = (Root, StateNo = 730)
pos = 14,0

[State 8330, Charging Sound]
type = PlaySnd
trigger1 = !Time
value = 730,0
channel = 0

[State 8330, Power Charge Aura]
type = Explod
trigger1 = !NumExplod(8330)
ID = 8330
anim = 8330
sprPriority = 3
posType = P1
bindTime = -1
removeTime = -1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8330, Power Charge Dust]
type = Explod
trigger1 = !(Time % 6)
anim = 8105
sprPriority = -3
posType = P1
pos = 0, -ceil(pos y)
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 8330, Modify Aura 1]
type = ModifyExplod
trigger1 = Numexplod(8330) && Root, Power < 3000
ID = 8330
scale = 0.5, 0.1 + 0.4 * (Root, Power / 3000.0)

[State 8330, Modify Aura 2]
type = ModifyExplod
trigger1 = NumExplod(8330) && Root, Power >= 3000
ID = 8330
scale = 0.5, 0.5

[State 8330, StopSnd]
type = StopSnd
trigger1 = Root, StateNo != 730
channel = 0

[State 8330, RemoveExplod]
type = RemoveExplod
trigger1 = Root, StateNo != 730

[State 8330, End]
type = DestroySelf
trigger1 = Root, StateNo != 730


;Particles
[StateDef 8331]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 8331, BindToRoot]
type = BindToRoot
trigger1 = !(Time % 8)
pos = ceil(-151 + (Random / 3.125)), ceil(98 - (Random / 3.125))

[State 8331, Particle]
type = Explod
trigger1 = (Time % 8) = 1
anim = 8331
sprPriority = ifElse(Random < 750, 5, -1)
posType = P1
vel = ((RootDist x - 17) / 32.0), ((RootDist y - 31) / 32.0)
scale = ifElse(Random < 500, 0.5, -0.5), ifElse(Random < 500, 0.5, -0.5)
pauseMoveTime = -1
superMoveTime = -1
ownpal = 1

[State 8331, RemoveExplod]
type = RemoveExplod
trigger1 = Root, StateNo != 730

[State 8331, End]
type = DestroySelf
trigger1 = Root, StateNo != 730



;==================<ZERO COUNTER FX>==================
[StateDef 8350]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 8350, bgPalFX]
type = bgPalFX
trigger1 = 1
time = 1
color = 16 * Time
mul = 16 * Time, 16 * Time, 16 * Time

[State 8350, Circle Explod]
type = Explod
trigger1 = !Time
anim = 8350
ID = 1
sprPriority = 3
posType = P1
removeTime = 16
superMoveTime = -1
ownPal = 1

[State 8350, Scale]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = (0.0625 * Time), (0.0625 * Time)
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8350, Lightning Explod]
type = Explod
trigger1 = !Time
anim = 8351
ID = 2
sprPriority = -2
posType = P1
pos = 0, -ceil(pos y)
superMoveTime = -1
ownPal = 1

[State 8350, End]
type = DestroySelf
trigger1 = Time >= 16



;========================<CUSTOM COMBO>=============================
[StateDef 8400]
type = A
physics = N
moveType = I
anim = 8400
ctrl = 0
velSet = 0,0
sprPriority = 5

[State 8400, NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8400, BGpalFX]
type = BGpalFX
trigger1 = Time < 25
time = 1
mul = 128,128,128

[State 8400, Rotate]
type = AngleSet
trigger1 = !Time
value = 6 * (Random % 60)

[State 8400, Rotate]
type = AngleAdd
trigger1 = 1
value = -6

[State 8400, Scale]
type = AngleDraw
trigger1 = Time < 8
scale = (0.0625 * Time), (0.0625 * Time)
ignoreHitPause = 1

[State 8400, Scale]
type = AngleDraw
trigger1 = Time >= 8
scale = 0.5, 0.5
ignoreHitPause = 1

[State 8400, Transparency]
type = Trans
trigger1 = Time < 16
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 8400, Transparency]
type = Trans
trigger1 = Time >= 16
trans = AddAlpha
alpha = ceil(256 - 25.6 * (Time - 16)), 256
ignoreHitPause = 1

[State 8400, Lines Explod]
type = Explod
trigger1 = !Time
anim = 8401
ID = 1
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 16
superMoveTime = -1

[State 8400, Scale Lines Explod]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 2 - (0.125 * Time), 2 - (0.125 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 64 * Time, 256), 256

[State 8400, Circle Explod]
type = Explod
trigger1 = Time = 16
anim = 8402
ID = 2
sprPriority = 5
posType = P1
removeTime = 32
superMoveTime = -1

[State 8400, Scale Circle Explod]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = (0.1 * (Time - 16)), (0.1 * (Time - 16))
trans = AddAlpha
alpha = ceil(256 - 25.6 * (Time - 16)), 256

[State 8400, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 26

[State 8400, End]
type = DestroySelf
trigger1 = Time >= 26



;========================<SUPER PAUSE FX>=============================
;Level 1 Super FX
[StateDef 8500]
type = A
velSet = 0,0
anim = 8500
sprPriority = 5

[State 8500, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8500, BGpalFX]
type = BGpalFX
trigger1 = Time < 39
time = 1
color = 0
mul = 0,0,256

[State 8500, Rotate]
type = AngleSet
trigger1 = !Time
value = 6 * (Random % 60)

[State 8500, Rotate]
type = AngleAdd
trigger1 = 1
value = -6

[State 8500, Scale]
type = AngleDraw
trigger1 = Time < 16
scale = (0.03125 * Time), (0.03125 * Time)
ignoreHitPause = 1

[State 8500, Scale]
type = AngleDraw
trigger1 = Time >= 16
scale = 0.5,0.5
ignoreHitPause = 1

[State 8500, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8500, Lines Explod]
type = Explod
trigger1 = Time = 0 || Time = 8 || Time = 16 || Time = 24
anim = 8501
ID = ifElse(Time = 24, 4, ifElse(Time = 16, 3, ifElse(Time = 8, 2, 1)))
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 16
superMoveTime = -1

[State 8500, Scale Lines Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 1 - (0.0625 * Time), 1 - (0.0625 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 64 * Time, 256), 256

[State 8500, Scale Lines Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 1 - (0.0625 * (Time - 8)), 1 - (0.0625 * (Time - 8))
trans = AddAlpha
alpha = ifElse((Time - 8) < 4, 64 * (Time - 8), 256), 256

[State 8500, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 1 - (0.0625 * (Time - 16)), 1 - (0.0625 * (Time - 16))
trans = AddAlpha
alpha = ifElse((Time - 16) < 4, 64 * (Time - 16), 256), 256

[State 8500, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 1 - (0.0625 * (Time - 24)), 1 - (0.0625 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8500, Circle Explod]
type = Explod
trigger1 = Time = 24
anim = 8502
ID = 10
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 32
superMoveTime = -1

[State 8500, Scale Circle Explod]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
scale = 2 - (0.125 * (Time - 24)), 2 - (0.125 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8500, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 40

[State 8500, End]
type = DestroySelf
trigger1 = Time >= 40


;Level 2 Super FX
[StateDef 8510]
type = A
velSet = 0,0
anim = 8510
sprPriority = 5

[State 8510, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8510, BGpalFX]
type = BGpalFX
trigger1 = Time < 39
time = 1
color = 0
mul = 192,0,256

[State 8510, Rotate]
type = AngleSet
trigger1 = !Time
value =6 * (Random % 60)

[State 8510, Rotate]
type = AngleAdd
trigger1 = 1
value = -6

[State 8510, Scale]
type = AngleDraw
trigger1 = Time < 16
scale = (0.03125 * Time), (0.03125 * Time)
ignoreHitPause = 1

[State 8510, Scale]
type = AngleDraw
trigger1 = Time >= 16
scale = 0.5, 0.5
ignoreHitPause = 1

[State 8510, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8510, Lines Explod]
type = Explod
trigger1 = Time = 0 || Time = 8 || Time = 16 || Time = 24
anim = 8511
ID = ifElse(Time = 24, 4, ifElse(Time = 16, 3, ifElse(Time = 8, 2, 1)))
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 16
superMoveTime = -1

[State 8510, Scale Lines Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 1 - (0.0625 * Time), 1 - (0.0625 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 64 * Time, 256), 256

[State 8510, Scale Lines Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 1 - (0.0625 * (Time - 8)), 1 - (0.0625 * (Time - 8))
trans = AddAlpha
alpha = ifElse((Time - 8) < 4, 64 * (Time - 8), 256), 256

[State 8510, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 1 - (0.0625 * (Time - 16)), 1 - (0.0625 * (Time - 16))
trans = AddAlpha
alpha = ifElse((Time - 16) < 4, 64 * (Time - 16), 256), 256

[State 8510, Scale Lines Explod 4]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 1 -(0.0625 * (Time - 24)), 1 - (0.0625 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8510, Circle Explod]
type = Explod
trigger1 = Time = 24
anim = 8512
ID = 10
sprPriority = 5
posType = P1
facing = ifElse(Random < 500,-1,1)
vFacing = ifElse(Random < 500,-1,1)
removeTime = 32
superMoveTime = -1

[State 8510, Scale]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
scale = 2 - (0.125 * (Time - 24)), 2 - (0.125 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24)<4, 64 * (Time - 24), 256), 256

[State 8510, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 40

[State 8510, End]
type = DestroySelf
trigger1 = Time >= 40


;Level 3 Super FX
[StateDef 8520]
type = A
velset = 0,0
anim = 8520
sprPriority = 5

[State 8520, Assert: NoShadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
ignoreHitPause = 1

[State 8520, Assert: NoBarDisplay, NoBG, NoFG]
type = AssertSpecial
trigger1 = Time < 40
flag = NoBarDisplay
flag2 = NoBG
flag3 = NoFG

[State 8520, Rotate]
type = AngleSet
trigger1 = !Time
value = 6 * (Random % 60)

[State 8520, Rotate]
type = AngleAdd
trigger1 = 1
value = -6

[State 8520, Scale]
type = AngleDraw
trigger1 = Time < 16
scale = (0.03125 * Time), (0.03125 * Time)
ignoreHitPause = 1

[State 8520, Scale]
type = AngleDraw
trigger1 = Time >= 16
scale = 0.5, 0.5
ignoreHitPause = 1

[State 8520, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 8520, Portrait 1]
type = Explod
trigger1 = !Time
anim = 8525 + (Root, var(40) = 1)
ID = 20
sprPriority = -16
posType = Back
removeTime = 40
superMoveTime = -1

[State 8520, Portrait 2]
type = Explod
trigger1 = !Time
anim = 8525 + (Root, var(40) = 1)
ID = 21
sprPriority = -16
posType = Back
removeTime = 40
superMoveTime = -1

[State 8520, Scale Portrait 1a]
type = ModifyExplod
trigger1 = NumExplod(20) && Time < 16
ID = 20
posType = Back
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 121)
scale = 1 - (0.03125 * Time), 1 - (0.03125 * Time)
trans = AddAlpha
alpha = (8 * Time), 256

[State 8520, Scale Portrait 2a]
type = ModifyExplod
trigger1 = NumExplod(21) && Time < 16
ID = 21
posType = Back
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 121)
scale = 2 - (0.09375 * Time), 2 - (0.09375 * Time)
trans = AddAlpha
alpha = (8 * Time), 256

[State 8520, Scale Portrait 1b]
type = ModifyExplod
trigger1 = NumExplod(20) && (Time = [16,32])
ID = 20
posType = Back
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 121)
scale = 0.5, 0.5
trans = AddAlpha
alpha = 256, 256

[State 8520, Scale Portrait 2b]
type = ModifyExplod
trigger1 = NumExplod(21) && (Time = [16,32])
ID = 21
scale = 0,0

[State 8520, Scale Portrait 1c]
type = ModifyExplod
trigger1 = NumExplod(20) && Time >= 32
ID = 20
posType = Back
pos = 160 + (8 * (Time - 32)), floor((1.3333333 * GameHeight / GameWidth) * 121)
scale = 0.5, 0.5
trans = AddAlpha
alpha = 128 - 16 * (Time - 32), 256

[State 8520, Scale Portrait 2c]
type = ModifyExplod
trigger1 = NumExplod(21) && Time >= 32
ID = 21
posType = Back
pos = 160 - (8 * (Time - 32)), floor((1.3333333 * GameHeight / GameWidth) * 121)
scale = 0.5, 0.5
trans = AddAlpha
alpha = 128 - 16 * (Time - 32), 256

[State 8520, Lines Explod]
type = explod
trigger1 = Time = 0 || Time = 8 || Time = 16 || Time = 24
anim = 8521
ID = ifElse(Time = 24, 4, ifElse(Time = 16, 3, ifElse(Time = 8, 2, 1)))
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1, 1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 16
superMoveTime = -1

[State 8520, Scale Lines Explod 1]
type = ModifyExplod
trigger1 = NumExplod(1)
ID = 1
scale = 1 - (0.0625 * Time), 1 - (0.0625 * Time)
trans = AddAlpha
alpha = ifElse(Time < 4, 64 * Time, 256), 256

[State 8520, Scale Lines Explod 2]
type = ModifyExplod
trigger1 = NumExplod(2)
ID = 2
scale = 1-(0.0625 * (Time - 8)), 1 - (0.0625 * (Time - 8))
trans = AddAlpha
alpha = ifElse((Time - 8) < 4, 64 * (Time - 8), 256), 256

[State 8520, Scale Lines Explod 3]
type = ModifyExplod
trigger1 = NumExplod(3)
ID = 3
scale = 1 - (0.0625 * (Time - 16)), 1 - (0.0625 * (Time - 16))
trans = AddAlpha
alpha = ifElse((Time - 16) < 4, 64 * (Time - 16), 256), 256

[State 8520, Scale Lines Explod 4]
type = ModifyExplod
trigger1 = NumExplod(4)
ID = 4
scale = 1 - (0.0625 * (Time - 24)), 1 - (0.0625 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8520, Circle Explod]
type = Explod
trigger1 = Time = 24
anim = 8522
ID = 10
sprPriority = 5
posType = P1
facing = ifElse(Random < 500, -1 ,1)
vFacing = ifElse(Random < 500, -1, 1)
removeTime = 32
superMoveTime = -1

[State 8520, Scale Circle Explod]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
scale = 2 - (0.125 * (Time - 24)), 2 - (0.125 * (Time - 24))
trans = AddAlpha
alpha = ifElse((Time - 24) < 4, 64 * (Time - 24), 256), 256

[State 8520, Remove Explods]
type = RemoveExplod
trigger1 = Time >= 40

[State 8520, End]
type = DestroySelf
trigger1 = Time >= 40



;========================<SUPER FINISH>=============================
[StateDef 8600]
type = A
velSet = 0,0
anim = 1

[State 8600, Super Finish Sound]
type = PlaySnd
trigger1 = !Time
value = 8600,0
channel = 1

[State 8600, SndPan]
type = SndPan
trigger1 = Time <= 80
channel = 1
absPan = ceil(sin(GameTime / 20.0 * pi) * 160)

[State 8600, BG PalFX]
type = BGpalFX
trigger1 = Time < 16
time = 1
mul = 0, 0, 0

[State 8600, BG PalFX]
type = BGpalFX
trigger1 = Time = [16,24)
time = 1
mul = 32 * (Time - 16), 32 * (Time - 16), 32 * (Time - 16)

[State 8600, Move Name: Custom Combo]
type = VarSet
trigger1= !Time && Root, var(23) = 900
var(0) = 1

[State 8600, Move Name: Kikosho]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3000,3099])
var(0) = 2

[State 8600, Move Name: Hoyokusen]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3100,3199])
var(0) = 3

[State 8600, Move Name: Tenseiranka]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3200,3299])
var(0) = 4

[State 8600, Move Name: Hosenka]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3300,3399])
var(0) = 5

[State 8600, Move Name: Senretsukyaku]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3400,3499])
var(0) = 6

[State 8600, Move Name: Hazan Tenshokyaku]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3500,3599])
var(0) = 7

[State 8600, Move Name: Final Mission]
type = VarSet
trigger1 = !Time && (Root, var(23) = [3600,3699])
var(0) = 8

[State 8600, Super Finish Explod]
type = Explod
trigger1 = !Time
anim = 8600
ID = 8600
ontop = 1
postype = Left
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
scale = 0.5, 0.5 * (1.3333333 * GameHeight / GameWidth)
bindTime = -1
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Super Finish Explod Fade]
type = ModifyExplod
trigger1 = NumExplod(8600)
ID = 8600
trans = AddAlpha
alpha = ifElse(Time < 16, 256, 256 - 32 * (Time - 16)), 256

[State 8600, Text 1]
type = Explod
trigger1 = !Time && var(0)
anim = 8610 + var(0)
ID = 10
onTop = 1
posType = Left
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
scale = 0.5, 0.5 * (1.3333333 * GameHeight / GameWidth)
bindTime = -1
removeTime = 32
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Text 2]
type = Explod
trigger1 = !Time && var(0)
anim = 8610 + var(0)
ID = 11
onTop = 1
posType = left
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
scale = 0.5, 0.5 * (1.3333333 * GameHeight / GameWidth)
bindTime = -1
removeTime = 8
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Text 1 Fade]
type = ModifyExplod
trigger1 = NumExplod(10)
ID = 10
trans = AddAlpha
alpha = ifElse(Time < 16, 256, 256 - 32 * (Time - 16)), ifElse(Time < 16, 0, 32 * (Time - 16))

[State 8600, Text 2 Fade]
type = ModifyExplod
trigger1 = NumExplod(11)
ID = 11
scale = 0.5 + (0.0625 * Time), 0.5 + (0.0625 * Time)
trans = AddAlpha
alpha = 256 - (32 * Time), 32 * Time

[State 8600, Circle Explod]
type = Explod
trigger1 = !Time
anim = 8601
ID = 8601
under = 1
posType = Left
pos = 160, floor((1.3333333 * GameHeight / GameWidth) * 120)
bindTime = -1
removeTime = 16
pauseMoveTime = -1
superMoveTime = -1

[State 8600, Circle Fade]
type = ModifyExplod
trigger1 = NumExplod(8601)
ID = 8601
scale = (0.25 * time) * (1.3333333 * GameHeight / GameWidth), (0.25 * time) * (1.3333333 * GameHeight / GameWidth)
trans = AddAlpha
alpha = 256 - (16 * Time), 256

[State 8600, Assert: NoFG]
type = AssertSpecial
trigger1 = Time < 16
flag = NoFG

[State 8600, Assert: NoBarDisplay]
type = AssertSpecial
trigger1 = Time < 24
flag = NoBarDisplay

[State 8600, RemoveExplod]
type = RemoveExplod
trigger1 = Time >= 24
trigger2 = RoundState < 3

[State 8600, End]
type = DestroySelf
trigger1 = RoundState < 3



;========================<CAMERA CONTROL>=============================
[StateDef 8999]
type = S
velSet = 0,0
anim = 1

[State 8999, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1
ignoreHitPause = 1

[State 8999, End]
type = DestroySelf
trigger1 = RoundState = 2



;========================<EXPLODSIVE BUFFERING HELPER>=============================
[StateDef 90000005]
type = A
physics = N
moveType = I
anim = 1
velSet = 0,0
ctrl = 0

[State 90000005, Turn]
type = Turn
trigger1 = (Root, NumExplod(94646464) || Root, NumExplod(92468246)) && !var(0)
trigger2 = !Root, NumExplod(94646464) && !Root, NumExplod(92468246) && var(0)
ignoreHitPause = 1

[State 90000005, Reverse Left/Right]
type = VarSet
trigger1 = (Root, NumExplod(94646464) || Root, NumExplod(92468246)) && !var(0)
var(0) = 1
ignoreHitPause = 1

[State 90000005, Reset Turn Variable]
type = VarSet
trigger1 = !Root, NumExplod(94646464) && !Root, NumExplod(92468246) && var(0)
var(0) = 0
ignoreHitPause = 1

[State 90000005, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "by JustMorphPointman"
ignoreHitPause = 1
