; _________________________________________
;| Demitri by Jmorphman                    |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<SUPER STATES>========================================
;==============================================================================================

;========================<URA 108 SHIKI: OROCHINAGI>=============================
;Startup
[StateDef 3000]
type = S
physics = N
moveType = A
anim = 3000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -1000
faceP2 = 1

[State 3000, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse((command = "z" || command = "rlsz"), 2, ifElse((command = "y" || command = "rlsy"), 1, 0))
var(10) = ifElse((NumExplod(90000220) || NumExplod(90000225)), 2, ifElse((NumExplod(90000210) || NumExplod(90000215)), 1, 0))

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000, 2999]) && var(7)) || var(20)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(8)

[State 3000, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = !(var(20) := 0)
time = 1

[State 3000, Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3000, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = !Time
time = 43
value = SCA

[State 3000, SuperPause FX]
type = Helper
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = -37,-61
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = Time = 3
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 0
anim = -1
sound = s8500,0
darken = 0

[State 3000, Voice]
type = PlaySnd
trigger1 = !Time
value = 730,1
channel = 0

[State 3000, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 41,0

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(7) > 1 && AnimElemTime(8) < 0
trigger1 = P2Dist x < 90
x = 9.25
persistent = 0

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(7) > 1 && AnimElemTime(8) < 0
trigger1 = P2Dist x < 90
value = 3000
elem = 8
persistent = 0

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 12

[State 3000, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) > 0 && vel x
x = -0.25

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 3000, Dash Sparks Trail FX]
type = Explod
trigger1 = AnimElemTime(7) % 2 = 1
trigger1 = AnimElemTime(9) < 0
trigger1 = !MoveContact
ID = 1007
anim = 1007
sprPriority = 4
posType = P1
pos = ceil(-6 * const(size.xScale)), 0
scale = const(size.xScale), const(size.yScale)
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3000, Dash Sparks FX]
type = Explod
trigger1 = AnimElem = 7
ID = 1006
anim = 1006
sprPriority = 3
posType = P1
pos = ceil(-6 * const(size.xScale)), 0
scale = const(size.xScale), const(size.yScale)
removeTime = -1
bindTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3000, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 9
id = 1006
ignoreHitPause = 1

[State 3000, Dash Sparks FX (Fade Away)]
type = Explod
trigger1 = AnimElem = 9
ID = 1008
anim = 1008
sprPriority = 3
posType = P1
pos = ceil(-6 * const(size.xScale)), 0
scale = const(size.xScale), const(size.yScale)
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1
persistent = 0

[State 3000, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
ID = 3000
attr = S, HA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 140), var(36) := -72
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120

[State 3000, Hit Sound]
type = PlaySnd
trigger1 = MoveContact = 1 && var(30) = HitPauseTime
trigger1 = MoveHit = 1
value = 1020,0
ignoreHitPause = 1

[State 3000, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) <= 0
trigger1 = HitPauseTime <= 10
value = 3000
elem = 9
ignoreHitPause = 1

[State 3000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
x = 16

[State 3000, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = 28

[State 3000, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(3000) > 1
ID = 3000
keepOne = 1
excludeID = 3000
ignoreHitPause = 1

[State 3000, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(3000)
value = 3005
ID = 3000
ignoreHitPause = 1
persistent = 0

[State 3000, End]
type = ChangeState
trigger1 = NumTarget(3000)
trigger1 = MoveHit && Target, Alive
trigger1 = AnimElem = 12
value = 3010

[State 3000, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

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


;Success
[StateDef 3010]
type = S
anim = 3010
physics = N
moveType = A
velSet = 0,0

[State 3010, PosAdd]
type = PosAdd
trigger1 = !Time
x = 14

[State 3010, Woosh sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2

[State 3000, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 2
ID = 3000
attr = S, HA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 83), var(36) := -67
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120

[State 3000, Hit Sound]
type = PlaySnd
trigger1 = MoveContact = 1 && var(30) = HitPauseTime
trigger1 = MoveHit = 1
value = 1020,0
ignoreHitPause = 1

[State 3010, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 6
stateType = A
physics = N

[State 3010, Dust Helper]
type = Helper
trigger1 = AnimElem = 6
helperType = Normal
stateNo = 8100
ID = 8100
name = "Stinger Dust"
posType = P1
ownPal = 1

[State 3010, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 18
y = -20

[State 3010, Jump sound]
type = PlaySnd
trigger1 = AnimElem = 6
value = 41,0
channel = 5

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElem = 6
y = -2.75

[State 3010, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.325

[State 3010, VelSet]
type = VelSet
trigger1 = AnimElem = 9
x = -1

[State 3010, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
trigger3 = AnimElem = 13
x = 11

[State 3010, Jump sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,2
channel = 6

[State 3010, Hit 2]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 8
ID = 3010
attr = A, HA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 18,18
guard.pauseTime = 18,18
animType = Up
air.animType = Up
fall.animType = Up
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -0.25, -17.5
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -0.25, -17.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 84), var(36) := -34
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
forceStand = 1

[State 3010, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 3011


;Finish
[StateDef 3011]
type = S
anim = 3011
physics = N
moveType = A
velSet = 0,0

[State 3011, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3011, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3011, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 3011, Back Dash Sound]
type = PlaySnd
trigger1 = !Time
value = 105,0

[State 3011, Dust Helper]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8103
ID = 8100
name = "Dash Dust"
posType = P1
facing = -1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 3011, VelSet]
type = VelSet
trigger1 = !Time
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 3011, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 3011, Dash End Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 111,0

[State 3011, Skid Dust]
type = Explod
trigger1 = AnimElem = 5
anim = 8104
sprPriority = 3
posType = P1
scale = 0.5,0.5
pauseMovetime = -1
superMoveTime = -1
ownpal = 1

[State 3011, Laser effect]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 16
trigger3 = AnimElem = 20
trigger4 = AnimElem = 24
trigger5 = AnimElem = 28
trigger6 = AnimElem = 32
value = 1200,1
channel = 1

[State 3011, overlay 1]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 17
trigger3 = AnimElem = 21
trigger4 = AnimElem = 25
trigger5 = AnimElem = 29
trigger6 = AnimElem = 33
anim = 11200
sprPriority = 3
posType = P1
scale = const(size.xScale), const(size.yScale)
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3011, overlay 2]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 17
trigger3 = AnimElem = 21
trigger4 = AnimElem = 25
trigger5 = AnimElem = 29
trigger6 = AnimElem = 33
anim = 11201 + 10
sprPriority = 3
posType = P1
scale = const(size.xScale), const(size.yScale)
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3011, overlay 3]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 17
trigger3 = AnimElem = 21
trigger4 = AnimElem = 25
trigger5 = AnimElem = 29
trigger6 = AnimElem = 33
anim = 11202 + 10
sprPriority = 3
posType = P1
scale = const(size.xScale), const(size.yScale)
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3011, overlay 4]
type = Explod
trigger1 = AnimElem = 13
trigger2 = AnimElem = 17
trigger3 = AnimElem = 21
trigger4 = AnimElem = 25
trigger5 = AnimElem = 29
trigger6 = AnimElem = 33
anim = 11203 + 10
sprPriority = 3
posType = P1
scale = const(size.xScale), const(size.yScale)
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3011, Radiating spark]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 16
trigger3 = AnimElem = 20
trigger4 = AnimElem = 24
trigger5 = AnimElem = 28
trigger6 = AnimElem = 32
anim = 1204
sprPriority = 5
posType = P1
scale = const(size.xScale), const(size.yScale)
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3011, Laser shot]
type = Helper
trigger1 = AnimElem = 12
trigger2 = AnimElem = 16
trigger3 = AnimElem = 20
trigger4 = AnimElem = 24
trigger5 = AnimElem = 28
trigger6 = AnimElem = 32
helperType = Normal
stateNo = 3015
ID = 3015
name = "Laser"
posType = P1
pos = ceil(const(size.xScale) * 50), ceil(const(size.yScale) * -150)
size.xScale = const(size.xScale)
size.yScale = const(size.yScale)
ownPal = 1

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


;Target
[StateDef 3005]
type = S
moveType = H
physics  = N
velSet = 0,0

[State 3005, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3005, HitFallSet]
type = HitFallSet
trigger1 = !Time
value = 0

[State 3005, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5002

[State 3005, ChangeAnim]
type = ChangeAnim
trigger1 = Time > 0
value = Anim

[State 3005, ChangeState]
type = ChangeState
trigger1 = HitShakeOver
value = 3006


;Sliding
[StateDef 3006]
type = S
movetype = H
physics = S

[State 3006, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime
value = 5007

[State 3006, DefenceMulSet]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 3006, SelfState]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1



;========================<DEMON BILLION>=============================
[StateDef 3100]
type = S
physics = N
moveType = A
anim = 3100
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -1000
faceP2 = ifElse((PrevStateNo = [100,106]), 0, 1)

[State 3100, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000,2999]) && var(7))

[State 3100, Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3100, Unguardable]
type = VarSet
triggerAll = var(40)
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3100, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3100, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
time = 1
value = SCA

[State 3100, Super Pause FX]
type = Helper
triggerAll = var(40)
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = ceil(12 * const(size.xScale)), ceil(-72 * const(size.yScale))
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3100, SuperPause]
type = SuperPause
triggerAll = var(40)
trigger1 = Time = 3
time = 43
moveTime = 0
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 3100, EX FX]
type = Explod
trigger1 = !Time && !var(40)
anim = 8210
sprPriority = 3
posType = p1
pos = ceil(12 * const(size.xScale)), ceil(-72 * const(size.yScale))
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3100, EX Startup Sound]
type = PlaySnd
trigger1 = !Time && !var(40)
value = 0,1000
channel = 1

[State 3100, EX Flash]
type = VarSet
triggerAll = !var(40)
trigger1 = !Time
var(24) = 86

[State 3100, Bat Velocity Flag Off]
type = VarSet
trigger1 = !Time
var(10) = 0

[State 3100, Voice]
type = PlaySnd
trigger1 = !Time
value = 3100,0
channel = 0

[State 3100, Projectile 1]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3105
name = "Demon Billion Projectile 1"
posType = P1
pos = ceil(0 * const(size.xScale)), ceil(0 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 2]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3106
name = "Demon Billion Projectile 2"
posType = P1
pos = ceil(19 * const(size.xScale)), ceil(-12 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 3]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3107
name = "Demon Billion Projectile 3"
posType = P1
pos = ceil(-13 * const(size.xScale)), ceil(-14 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 4]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3108
name = "Demon Billion Projectile 4"
posType = P1
pos = ceil(36 * const(size.xScale)), ceil(-32 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 5]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3109
name = "Demon Billion Projectile 5"
posType = P1
pos = ceil(-2 * const(size.xScale)), ceil(-34 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 6]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3110
name = "Demon Billion Projectile 6"
posType = P1
pos = ceil(-30 * const(size.xScale)), ceil(-36 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 7]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3111
name = "Demon Billion Projectile 7"
posType = P1
pos = ceil(-20 * const(size.xScale)), ceil(-50 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 8]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3112
name = "Demon Billion Projectile 8"
posType = P1
pos = ceil(-52 * const(size.xScale)), ceil(-48 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 9]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3113
name = "Demon Billion Projectile 9"
posType = P1
pos = ceil(12 * const(size.xScale)), ceil(-56 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 10]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3114
name = "Demon Billion Projectile 10"
posType = P1
pos = ceil(-34 * const(size.xScale)), ceil(-64 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 11]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3115
name = "Demon Billion Projectile 11"
posType = P1
pos = ceil(2 * const(size.xScale)), ceil(-68 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 12]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3116
name = "Demon Billion Projectile 12"
posType = P1
pos = ceil(34 * const(size.xScale)), ceil(-70 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 13]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3117
name = "Demon Billion Projectile 13"
posType = P1
pos = ceil(-18 * const(size.xScale)), ceil(-80 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 14]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3118
name = "Demon Billion Projectile 14"
posType = P1
pos = ceil(-50 * const(size.xScale)), ceil(-86 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 15]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3119
name = "Demon Billion Projectile 15"
posType = P1
pos = ceil(18 * const(size.xScale)), ceil(-92 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, Projectile 16]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 3105
ID = 3120
name = "Demon Billion Projectile 16"
posType = P1
pos = ceil(0 * const(size.xScale)), ceil(-96 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3100, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(11) >= 0 && AnimElemTime(14) < -5
value = 0
ignoreHitPause = 1

[State 3100, Bat Velocity Flag On]
type = VarSet
trigger1 = AnimElemTime(12) = 1
var(10) = 1
ignoreHitPause = 1

[State 3100, Flapping wings sound]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
trigger2 = AnimElemTime(12) = 14
value = 3100,1

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = 12.5

[State 3100, VelSet]
type = VelSet
trigger1 = AnimElemTime(14) = -5
x = 0

[State 3100, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(14) >= -5
moveType = I

[State 3100, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<DEMON BLAST>=============================
[StateDef 3150]
type = S
physics = N
moveType = A
anim = 3150
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -1000
faceP2 = ifElse((PrevStateNo = [100,106]), 0, 1)

[State 3150, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000,2999]) && var(7))

[State 3150, Corner Push]
type = VarSet
trigger1 = time = 3
fvar(5) = 0

[State 3150, Unguardable]
type = VarSet
triggerAll = var(40)
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3150, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3150, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3150, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3150, Super Pause FX]
type = Helper
triggerAll = var(40)
trigger1 = Time = 3
helperType = Normal
stateNo = 8510
ID = 8500
name = "Superpause FX"
posType = P1
pos = ceil(12 * const(size.xScale)), ceil(-72 * const(size.yScale))
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownpal = 1

[State 3150, Super Pause]
type = SuperPause
triggerAll = var(40)
trigger1 = Time = 3
time = 43
moveTime = 0
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 3150, EX FX]
type = Explod
trigger1 = !Time && !var(40)
anim = 8210
sprPriority = 3
posType = p1
pos = ceil(12 * const(size.xScale)), ceil(-72 * const(size.yScale))
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3150, EX Startup Sound]
type = PlaySnd
trigger1 = !Time && !var(40)
value = 0,1000
channel = 1

[State 3150, EX Flash]
type = VarSet
triggerAll = !var(40)
trigger1 = !Time
var(24) = 82

[State 3150, Voice]
type = PlaySnd
trigger1 = !Time
value = 3150,0
channel = 0

[State 3150, Flapping wings sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100,1
channel = 3

[State 3150, Projectile 1]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3155
name = "Demon Blast Projectile 1"
posType = P1
pos = ceil(31 * const(size.xScale)), ceil(-46 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, Projectile 2]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3156
name = "Demon Blast Projectile 2"
posType = P1
pos = ceil(8 * const(size.xScale)), ceil(-51 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, Projectile 3]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3157
name = "Demon Blast Projectile 3"
posType = P1
pos = ceil(11 * const(size.xScale)), ceil(-70 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, Projectile 4]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3158
name = "Demon Blast Projectile 4"
posType = P1
pos = ceil(28 * const(size.xScale)), ceil(-91 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, Projectile 5]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3159
name = "Demon Blast Projectile 5"
posType = P1
pos = ceil(-44 * const(size.xScale)), ceil(-38 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, Projectile 6]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3160
name = "Demon Blast Projectile 6"
posType = P1
pos = ceil(-4 * const(size.xScale)), ceil(-50 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, Projectile 7]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3161
name = "Demon Blast Projectile 7"
posType = P1
pos = ceil(-22 * const(size.xScale)), ceil(-75 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, Projectile 8]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 3155
ID = 3162
name = "Demon Blast Projectile 8"
posType = P1
pos = ceil(-63 * const(size.xScale)), ceil(-87 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3150, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(50) >= 0
moveType = I

[State 3150, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<DARKSIDE MASTER>=============================
[StateDef 3200]
type = S
physics = S
moveType = A
anim = ifElse(var(40), 3201, 3200)
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -1000
faceP2 = ifElse((PrevStateNo = [100,106]), 0, 1)

[State 3200, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000, 2999]) && var(7))

[State 3200, Corner Push]
type = VarSet
triggerAll = var(40)
trigger1 = Time = 3
fvar(5) = 0

[State 3200, Unguardable]
type = VarSet
triggerAll = var(40)
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 43

[State 3200, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3200, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3200, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 3200, SuperPause FX]
type = Helper
triggerAll = var(40)
trigger1 = Time = 3
helperType = Normal
stateNo = 8500
ID = 8500
name = "Superpause FX"
posType = P1
pos = ceil(5 * const(size.xScale)), ceil(-62 * const(size.yScale))
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3200, SuperPause]
type = SuperPause
triggerAll = var(40)
trigger1 = Time = 3
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 3200, Voice channel override timer]
type = VarSet
triggerAll = !var(40)
trigger1 = !Time
var(48) = GameTime

[State 3200, Voice]
type = PlaySnd
trigger1 = !Time
value = 3200,0
channel = 0

[State 3200, Voice]
type = PlaySnd
trigger1 = !Time
value = 3200,0
channel = 12

[State 3200, Dark Force sound]
type = PlaySnd
triggerAll = !var(40)
trigger1 = !Time
value = 8400,0
channel = 1

[State 3200, Dark Force FX]
type = Helper
triggerAll = !var(40)
trigger1 = !Time
helperType = Normal
stateNo = 8400
ID = 8400
name = "Dark Force Startup FX"
posType = P1
pos = ceil(5 * const(size.xScale)), ceil(-62 * const(size.yScale))
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3200, Dark Force Time]
type = VarSet
trigger1 = Time = 15 && !var(40)
trigger2 = Time = 43 && var(40)
var(20) = 338

[State 3200, Darkside Master Bat Flag]
type = VarSet
trigger1 = Time = 15 && !var(40)
trigger2 = Time = 43 && var(40)
var(49) = 0

[State 3200, Forward Bat]
type = Helper
trigger1 = Time = 15 && !var(40)
trigger2 = Time = 43 && var(40)
helperType = Normal
stateNo = 3205
ID = 3205
name = "Darkside Master Bat (Forward)"
posType = P1
pos = ceil(-40 * const(size.xScale)), ceil(-28 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3200, Rear Bat]
type = Helper
trigger1 = Time = 15 && !var(40)
trigger2 = Time = 43 && var(40)
helperType = Normal
stateNo = 3205
ID = 13205
name = "Darkside Master Bat (Rear)"
posType = P1
pos = ceil(26 * const(size.xScale)), ceil(-72 * const(size.yScale))
size.xScale = const(size.xScale)
size.yScale = 1
ownPal = 1

[State 3200, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Finish
[StateDef 3250]
type = S
anim = 3250
ctrl = 0
physics = N
moveType = A
velSet = 0,0

[State 3250, Dark Force Time]
type = VarSet
trigger1 = !Time
var(20) = 0

[State 3250, Darkside Master Deactivation Flag]
type = VarSet
trigger1 = !Time
var(50) = 0
ignoreHitPause = 1

[State 3250, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<MIDNIGHT PLEASURE>=============================
[StateDef 3300]
type = S
physics = N
moveType = A
anim = 3300
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -3000
faceP2 = ifElse((PrevStateNo = [100,106]), 0, 1)

[State 3300, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = ((PrevStateNo = [1000,2999]) && var(7))

[State 3300, Corner Push]
type = VarSet
triggerAll = var(40)
trigger1 = !Time
fvar(5) = 0

[State 3300, Unguardable]
type = VarSet
triggerAll = var(40)
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 47

[State 3300, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3300, Super Cancel Juggle]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3300, Super Pause FX]
type = Helper
triggerAll = var(40)
trigger1 = !Time
helperType = Normal
stateNo = 8520
ID = 8500
name = "Superpause FX"
posType = p1
pos = ceil(18 * const(size.xScale)), ceil(-79 * const(size.yScale))
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownpal = 1

[State 3300, Super Pause]
type = SuperPause
triggerAll = var(40)
trigger1 = !Time
time = 47
moveTime = 0
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 3300, EX Flash]
type = VarSet
triggerAll = !var(40)
trigger1 = !Time
var(24) = 24

[State 3300, EX FX]
type = Explod
trigger1 = !Time && !var(40)
anim = 8210
sprPriority = 3
posType = p1
pos = ceil(18 * const(size.xScale)), ceil(-79 * const(size.yScale))
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 3300, EX Startup Sound]
type = PlaySnd
trigger1 = !Time && !var(40)
value = 0,1000
channel = 1

[State 3300, Warp sound]
type = PlaySnd
trigger1 = !Time && !var(40)
trigger2 = Time = 1 && var(40)
value = 3000,1
channel = 3

[State 3300, VarSet]
type = VelSet
trigger1 = !Time
x = 3.75

[State 3300, HitDef]
type = HitDef
trigger1 = AnimElemTime(2) >= 0
trigger1 = !var(38)
attr = S, HT
hitFlag = M
priority = 7, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 + 0 * (var(33) := 0)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 +0 * (var(31) := 800)
guardSound = -1 +0 * (var(32) := 0)
fall = 0
numHits = 0
p1StateNo = 3310

[State 3300, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;Success
[StateDef 3310]
type = S
anim = 3310
physics = N
moveType = A
velSet = 0,0

[State 3310, EX Flash]
type = VarSet
triggerAll = !var(40)
trigger1 = !Time
var(24) = 86

[State 3310, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 3310, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 3315

[State 3310, TargetBind]
type = TargetBind
trigger1 = NumTarget && AnimElemTime(27) < 0
pos = ceil(42 * const(size.xScale)), 0

[State 3310, Damage]
type = TargetLifeAdd
triggerAll = NumTarget
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 || AnimElem = 15 || AnimElem = 18 || AnimElem = 21 || AnimElem = 24
value = floor(ifElse(21 * fvar(11) < 7, -7, -21 * fvar(11)))
kill = 0

[State 3310, TargetPowerAdd]
type = TargetPowerAdd
triggerAll = NumTarget
trigger1 = HitCount = 1
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 || AnimElem = 15 || AnimElem = 18 || AnimElem = 21 || AnimElem = 24
value = 36

[State 3310, HitAdd]
type = HitAdd
triggerAll = NumTarget
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 || AnimElem = 15 || AnimElem = 18 || AnimElem = 21 || AnimElem = 24
value = 1

[State 3310, Hit Count Increment]
type = VarAdd
triggerAll = NumTarget
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 || AnimElem = 15 || AnimElem = 18 || AnimElem = 21 || AnimElem = 24
var(13) = 1

[State 3310, Hit Sound]
type = PlaySnd
triggerAll = NumTarget
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12 || AnimElem = 15 || AnimElem = 18 || AnimElem = 21 || AnimElem = 24
value = 2,820

[State 3310, Blood (Upwards spray)]
type = Explod
triggerAll = NumTarget
trigger1 = AnimElem = 3 || AnimElem = 9 || AnimElem = 15 || AnimElem = 21
anim = 8054
sprPriority = 2
posType = P1
pos = ceil(42 * const(size.xScale)), ceil(-81 * const(size.yScale))
scale = const(size.xScale), 1
ownPal = 1
ignoreHitPause = 1

[State 3310, Blood (Horizontal spray)]
type = Explod
triggerAll = NumTarget
trigger1 = AnimElem = 6 || AnimElem = 12 || AnimElem = 18 || AnimElem = 24
anim = 8055
sprPriority = 3
posType = P1
pos = ceil(42 * const(size.xScale)), ceil(-81 * const(size.yScale))
scale = const(size.xScale), 1
ownPal = 1
ignoreHitPause = 1

[State 3310, Hit 9]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 27
attr = S, HA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 4, fvar(11) * 49)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 8,8
guard.pauseTime = 8,8
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 30
ground.slideTime = 30
guard.hitTime = 30
air.hitTime = 120
ground.velocity = 0,0
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0*(var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 76), var(36):= -79
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
kill = 0

[State 3310, Hit 10]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 29
attr = S, HA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 4, fvar(11) * 49)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 4,4
guard.pauseTime = 4,4
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 30
ground.slideTime = 30
guard.hitTime = 30
air.hitTime = 120
ground.velocity = 0,0
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0*(var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 47), var(36) := -66
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
kill = 0

[State 3310, Hit 11]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 33
attr = S, HA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 4, fvar(11) * 49)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 4,4
guard.pauseTime = 4,4
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 30
ground.slideTime = 30
guard.hitTime = 30
air.hitTime = 120
ground.velocity = 0,0
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0*(var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 75), var(36) := -50
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
kill = 0

[State 3310, Final Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 38
attr = S, HA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 4, fvar(11) * 70)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 8,8
guard.pauseTime = 8,8
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 30
ground.slideTime = 30
guard.hitTime = 30
air.hitTime = 120
ground.velocity = -5, -6.5625
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -5, -6.5625
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 1
fall.recover = 0
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0*(var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 73), var(36) := -88
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120

[State 3310, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<MIDNIGHT PLEASURE (TARGET)>==========
[StateDef 3315]
type = S
moveType = H
physics = S
velSet = 0,0
sprPriority = 0

[State 3315, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 3315

[State 3315, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 3315, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1

[State 3315, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 3315 && !AnimTime
value = 5012
