;================================================================================
; DESPERATION MOVES
;================================================================================
;================================================================================
; Thermidor 
;================================================================================
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(44),0,-1000)     
ctrl = 0
anim = 3000
sprpriority = 2

;=======================================;Superpause and Effects
[State 1000, VarAdd]
type = PowerAdd
triggerall = !time
triggerall = !var(44)
trigger1 = prevstateno = [1000,1500]
value = -1000
persistent = 0
ignorehitpause = 1
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(44) = 0
ignorehitpause = 1
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2000, VarSet]
type = VarSet
trigger1 = time = 10 ;Superpause tick error fix.
var(6) = 29

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [10,38]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 10
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 10
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 10
anim = 15200-(var(31)*200)
pos = 0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 10
anim = 15201-(var(31)*200)
pos = -0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(4)>= 0 && animelemtime(13) < 0
value = SCA


[State 1000: Helper]
type = Helper
trigger1 = animelem = 8
helpertype = Normal
name = "Thermidor"
id = 3005
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3005
keyctrl = 0
ownpal = 1
supermovetime = 20
pausemovetime = 20

[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 3
value = 200,13
channel = 0
persistent = 0

[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 17
value = 200,14
channel = 0
persistent = 0
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;================================================================================
; Thermidor Projectile
;================================================================================
[Statedef 3005]
type = A
movetype = A
physics = N
ctrl = 0
ownpal = 1
sprpriority = 4
juggle = 0

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              	;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time 
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 3005
;=======================================;Movement
[State 2, Go]
type = VelSet
trigger1 = animelem = 17
trigger2 = !time && prevstateno = 3005
x = 3.765625

;=======================================;Animations
[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time && !prevstateno 
Value = 3001
;=======================================;Projectile Properties
[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = stateno
time = -1
ignorehitpause = 1
[State -2, Juggle]
type = ParentVarSet
trigger1 = movehit 
var(16) = 35
ignorehitpause = 1
persistent = 0
[State -2, Air Limiter]
type = ParentvarSet
trigger1 = MoveContact && NumTarget
var(40) = 1
ignorehitpause = 1
persistent = 0
[State -2, FlagHitToParent]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(58) = 20
ignorehitpause = 1
persistent = 0
[State -2, VarSet]
type = ParentVarSet
trigger1 = MoveContact && NumTarget
var(9) = 1
persistent = 0
ignorehitpause=1
[State -2, VarSet];Counter Hit Reset
type = ParentVarSet
trigger1 = root,var(57) >= 22 
var(57) = 0
ignorehitpause = 1
;=====================;Multihit Projectile Properties
[State 1015, VarSet]
type = VarSet
trigger1 = !time && !prevstateno
var(10) = 10
[State 1015, VarSet]
type = VarAdd
trigger1 = !time && prevstateno = 3005
var(10) = -1
ignorehitpause = 1
persistent = 0
[State 1005, End]
type=changeState
trigger1= movecontact 
trigger1 = var(10) >= 1
value= ifelse(var(10)<=1,3006,3005)
ignorehitpause = 0
persistent = 0
;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 17
value = 1000,4
persistent = 0

[State 1000, Sound]
type = PlaySnd
trigger1= movecontact && numtarget
trigger1 = var(10) >= 1
value = 3+(root,var(32)*2),ifelse(MoveHit,15,13)
persistent = 0
channel = 4
ignorehitpause = 1
[State 1000, Sound]
type = PlaySnd
trigger1= movehit && numtarget
trigger1 = var(10) >= 1
value = 1000,11
persistent = 0
channel = 7
ignorehitpause = 1

[State 3000, ContactSpark]
type = Explod
trigger1 = MoveContact && NumTarget
anim = (ifelse(MoveHit,(17002+(root,var(31)*10000)),(17502+(root,var(31)*10000))))
ID = 1000
pos = ifelse(p2dist x < 0, 0, ifelse(p2dist x < 10, ceil(p2dist x), 10)),-68
postype = p1
facing = -1
bindtime = 1
removetime = -2
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50001
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = var(10) = 10
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(33*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 9
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 8
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 7
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 6
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 5
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 4
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 3
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno =s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 2
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
[State 210, 1]
type = HitDef
triggerall = time >= 2
triggerall = var(10) = 1
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [17,24])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = s17502+(root,var(31)*10000)
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && numtarget = 0
;=======================================;Recovery for target
[State -2, P2 Safe Fall]
type = TargetState
trigger1 = NumTarget = 1
trigger1 = Target, command = "recovery"
trigger1 = Target, pos y >= -30 && Target, vel y > 0
trigger1 = Target, Alive && Target, HitFall && Target, GetHitVar(fall.recover)
trigger1 = Target, StateNo = 5030 || Target, StateNo = 5035 || Target, StateNo = 5050 || Target, StateNo = 5071
value = 5205
ignoreHitPause = 1

[Statedef 3006]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3002
sprpriority = 4

;=======================================;Anims and StateType
[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
Movetype = I
[State 1005, PROJECTILE ACTIVE]
type = VarSet
trigger1 = !time 
var(20) = 1
;=======================================;Projectile Properties
[State -2, Juggle]
type = ParentVarSet
trigger1 = movehit 
var(16) = 35
ignorehitpause = 1
persistent = 0
[State -2, Air Limiter]
type = ParentvarSet
trigger1 = MoveContact && NumTarget
var(40) = 1
ignorehitpause = 1
persistent = 0
[State -2, FlagHitToParent]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(58) = 20
ignorehitpause = 1
persistent = 0
[State -2, VarSet]
type = ParentVarSet
trigger1 = MoveContact && NumTarget
var(9) = 1
persistent = 0
ignorehitpause=1
[State -2, VarSet];Counter Hit Reset
type = ParentVarSet
trigger1 = root,var(57) >= 22 
var(57) = 0
ignorehitpause = 1
;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, Sound]
type = PlaySnd
trigger1 = MoveContact && NumTarget
value = 3+(root,var(32)*2),ifelse(MoveHit,15,13)
persistent = 0
channel = 4
[State 1000, Sound]
type = PlaySnd
trigger1 = MoveHit && NumTarget
value = 1000,10
persistent = 0
channel = 7

[State 3000, ContactSpark]
type = Explod
trigger1 = MoveContact && NumTarget
anim = (ifelse(MoveHit,(17002+(root,var(31)*10000)),(17502+(root,var(31)*10000))))
ID = 1000
pos = ifelse(p2dist x < 0, 0, ifelse(p2dist x < 10, ceil(p2dist x), 10)),-68
postype = p1
facing = -1
bindtime = 1
removetime = -2
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50001
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = root,var(40) < 1 || root,var(57) > 0 || root,var(16) > 0
trigger1 = (animelemno(0) = [1,3])
attr = S, HP
damage = floor(16*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 1, 12
guard.pausetime = 1,11
sparkno = -1
sparkxy = -20, -67
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = -1
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
id = 1005
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
persistent = 0
;=======================================;End
[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 && numtarget = 0
;=======================================;Recovery for target
[State -2, P2 Safe Fall]
type = TargetState
trigger1 = NumTarget = 1
trigger1 = Target, command = "recovery"
trigger1 = Target, pos y >= -30 && Target, vel y > 0
trigger1 = Target, Alive && Target, HitFall && Target, GetHitVar(fall.recover)
trigger1 = Target, StateNo = 5030 || Target, StateNo = 5035 || Target, StateNo = 5050 || Target, StateNo = 5071
value = 5205
ignoreHitPause = 1

;================================================================================
; Pluviose
;================================================================================
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(44),0,-1000)     
ctrl = 0
anim = 3100
sprpriority = 2

;=======================================;Superpause and Effects
[State 1000, VarAdd]
type = PowerAdd
triggerall = !time
triggerall = !var(44)
trigger1 = prevstateno = [1000,1500]
value = -1000
persistent = 0
ignorehitpause = 1
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(44) = 0
ignorehitpause = 1
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2000, VarSet]
type = VarSet
trigger1 = !time ;Superpause tick error fix.
var(6) = 29

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,27]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = !time 
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
trigger1 = !time 
Time = 28
movetime = 28
anim = -1
sound = s3+(var(32)*2),10
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = !time 
anim = 15200-(var(31)*200)
pos = 20,-10
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = !time 
anim = 15201-(var(31)*200)
pos = 20,-10
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
triggerall = anim = 3100
trigger1 = animelemtime(1)>= 0 && animelemtime(6) < 0
value = SCA

[State 3035, 1]
type = AfterImage
triggerall = anim = 3100
trigger1 = AnimElem = 2, =4
time = -1
length = 4
timegap = 2
framegap = 1
palbright = 0,0,32
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
palcolor = 0
trans = add1
;=======================================;Animations and StateType
[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3100 && animelem = 11
trigger2 = anim = 3100 && animelem = 24
trigger3 = anim = 3100 && animelem = 31
trigger4 = anim = 3101 && animelem = 1
statetype = A

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 3100 && animelem = 14
trigger2 = anim = 3100 && animelem = 27
statetype = S

[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3100
value = anim+1
;=======================================; Vels && Movement
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3100 && animelem = 2
x = 5
[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3100 && animelem = 5
trigger2 = anim = 3100 && animelem = 19
x = 5.12493896484375
[State 1300, VelSet]
type = VelMul
triggerall = anim = 3100
trigger1 = animelemtime(5) > 0 && animelemtime(12) < 0
trigger2 = animelemtime(19) > 0 && animelemtime(28) < 0
x = 0.854154012886014
;0.85415401288601474388747960508295

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3100 && animelem = 12
trigger2 = anim = 3100 && animelem = 28
x = 1

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3100 && animelem = 15
trigger2 = anim = 3100 && animelem = 31
x = 0

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3100 && animelem = 36
x = 8.54156494140625
y = -8
[State 1300, VelSet]
type = VelMul
trigger1 = anim = 3100 && animelemtime(36) > 0
trigger2 = anim = 3101 && animelemtime(1) > 0
x = 0.854155203830076

[State 1300, VelAdd]
type = VelAdd
trigger1 = anim = 3100 && animelemtime(36) > 0
trigger2 = anim = 3101 && animelemtime(1) > 0
y = 0.42578125

[State 1300, VelSet]
type = VelSet
trigger1 = anim = 3101 && animelem = 1
x = vel x
y = vel y


[State 1050, VelSet]
type = PosAdd
triggerall = anim = 3100
trigger1 = animelem = 12
trigger2 = animelem = 27
y = 1

[State 1050, VelSet]
type = PosAdd
triggerall = anim = 3100
trigger1 = animelem = 13
trigger2 = animelem = 14
trigger3 = animelem = 28
trigger4 = animelem = 29
y = 2

[State 1050, VelSet]
type = PosAdd
triggerall = anim = 3100
trigger1 = animelem = 15
trigger2 = animelem = 31
y = -5

;=======================================;Effects 
[State 1000: Helper];Leg Fire
type = helper
triggerall = anim = 3100
trigger1 = animelemtime(4) = 0
helpertype = Normal
id = 3105
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3105
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1000: Helper];Leg Fire
type = helper
triggerall = anim = 3100
trigger1 = animelemtime(19) = 0
helpertype = Normal
id = 3105
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3106
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1000: Helper];Leg Fire
type = helper
triggerall = anim = 3100
trigger1 = animelemtime(35) = 1
helpertype = Normal
id = 3105
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3107
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 3
value = 200,15
channel = 0
persistent = 0

[State 3303, Dust]
type = Explod
trigger1 = anim = 3100 && animelem = 5
trigger2 = anim = 3100 && animelem = 19
anim = 12005
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1

[State 3303, Dust]
type = Explod
trigger1 = anim = 3100 && animelem = 33
anim = 12004
pos = -24,0
postype = p1  ;p2,front,back,left,right
sprpriority = 3
ownpal = 1
persistent = 0
;=======================================;Hitdefs
[State 210, 1]
type = HitDef
triggerall = anim = 3100 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(4) >= 0 && Animelemtime(5) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 16
guard.pausetime = 6,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-82
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = h
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
Air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3100 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(5) >= 0 && Animelemtime(7) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 16
guard.pausetime = 6,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-78
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = h
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
Air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3100 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(19) >= 0 && Animelemtime(20) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 16
guard.pausetime = 6,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-78
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = h
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
Air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3100 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(20) >= 0 && Animelemtime(21) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 16
guard.pausetime = 6,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-78
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = h
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
Air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3100 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(35) >= 0 && Animelemtime(36) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 6, 16
guard.pausetime = 6,12
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-78
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = h
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = 0
fall.yvelocity = -2.5
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3100
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
Air.fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0

[State 210, 1]
type = HitDef
triggerall = anim = 3100 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(36) >= 0 && Animelemtime(37) < 0
attr = S, HA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 16, 18
guard.pausetime = 16,16
sparkno = s17002+(var(31)*10000)
sparkxy = -10,-78
hitsound = s3+(var(32)*2),3
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = h
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
id = 3101
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
Palfx.time       = 17+13
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = anim = 3101
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0

;================================================================================
;Pluviose Landing
;================================================================================
[Statedef 3101]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 3102

;=======================================;Animations
[State 1300, ChangeAnim]
type = ChangeAnim
triggerall = !animtime
trigger1 = anim = 3102
value = anim+1
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
[State 3200, AfterImageTime]
type = AfterImageTime
trigger1 = !time
time = 1
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = anim = 3103
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;================================================================================
;Pluviose FX 1
;================================================================================
[Statedef 3105]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1105
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,2
persistent = 0
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
triggerall = root,anim = 3100
trigger1 = (root,animelemtime(4) >= 0) && (root,animelemtime(12) < 0)
time = 1
pos = 45,15
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3100
trigger2 = animtime = 0
;================================================================================
;Pluviose FX 2
;================================================================================
[Statedef 3106]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1105
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,2
persistent = 0
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
triggerall = root,anim = 3100
trigger1 = (root,animelemtime(19) >= 0) && (root,animelemtime(27) < 0)
time = 1
pos = 45,15
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3100
trigger2 = animtime = 0
;================================================================================
;Pluviose FX 3
;================================================================================
[Statedef 3107]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1105
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,5
persistent = 0
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
triggerall = root,anim = 3100
trigger1 = (root,animelemtime(33) >= 1) && (root,animelemtime(44) < 0)
time = 1
pos = 45,15
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3100
trigger2 = animtime = 0

;================================================================================
; Sans-Culottes 
;================================================================================
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),-1000,-3000)  
ctrl = 0
anim = 3200
sprpriority = 2

;=======================================;Superpause and Effects
[State 1000, VarAdd]
type = PowerAdd
triggerall = !time
triggerall = !var(44)
trigger1 = prevstateno = [1000,1500]
value = -1000
persistent = 0
ignorehitpause = 1
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(44) = 0
ignorehitpause = 1
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2000, VarSet]
type = VarSet
trigger1 = time = 0 ;Superpause tick error fix.
var(6) = 39

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = animelemtime(16) <1
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = !time 
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = !time 
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = !time
anim = 15300-(var(31)*200)
pos = 0,-68
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = !time
anim = 15301-(var(31)*200)
pos = -0,-68
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(9) < 0
value = SCA

[State 1000: Helper];Rear Layer
type = helper
trigger1 = animelem = 4
helpertype = Normal
id = 3205
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3205
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 
[State 1000: Helper];Front Layer
type = helper
trigger1 = animelem = 4
helpertype = Normal
id = 3206
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3206
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 

[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 200,16
persistent = 0

[State 210, 1]
type = HitDef
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(5) >= 0 && animelemtime(8) < 0
attr = S, SA
damage = floor(108*ifelse(var(56),1.25,1)),8
animtype = Up
air.animtype = Up
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s17002+(var(31)*10000)
sparkxy = -10, -80
hitsound = s1000,11
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = Low
pausetime = 1,3
guard.pausetime = 1,3
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 24
ground.velocity = -2,-21
guard.velocity = -11.1796875
air.type = High
air.velocity = -2,-21
fall.yvelocity = -3
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
p2stateno = 10230
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
Palfx.time       = 17+33
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0

;=======================================;Powerup Activate
[State 0, VarSet]
type = VarSet
trigger1 = AnimTime = 0
v = 44
value = 300
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
; San-Culottes Effects
;================================================================================
;Rear layer
[Statedef 3205]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3205
sprpriority = -1
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,6
persistent = 0
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animelemtime(12) < 0
trigger1 = root,stateno != 3200
trigger2 = animtime = 0
;Front layer
[Statedef 3206]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3206
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animelemtime(12) < 0
trigger1 = root,stateno != 3200
trigger2 = animtime = 0
;================================================================================
; Germinal
;================================================================================
[Statedef 3300]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd=  -1000
ctrl = 0
anim = 3300
sprpriority = 2

;=======================================;Superpause and Effects
[State 1000, VarAdd]
type = PowerAdd
triggerall = !time
triggerall = !var(44)
trigger1 = prevstateno = [1000,1500]
value = -1000
persistent = 0
ignorehitpause = 1
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(44) = 0
ignorehitpause = 1
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 0
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 220,0,10;255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State -2, PalFX]
type = PalFX
triggerall = var(31) = 1
trigger1 = prevstateno = [1000,1500]
trigger1 = time < 17
time = 1
add = 255,255,255
sinadd = 0,0,0
invertall = 0
color = 256
ignorehitpause = 1
persistent = 2
[State 1000: Helper]
type = Helper
triggerall = var(31) = 0
trigger1 = !numhelper(40000)
trigger1 = prevstateno = [1000,1500]
helpertype = Normal
name = "SuperCancel"
id = 40000
pos = 0, 0 ;50
postype = left
facing = 1
stateno = 40000
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
ignorehitpause = 1
persistent = 0

[State 2000, VarSet]
type = VarSet
trigger1 = time = 10 ;Superpause tick error fix.
var(6) = 10

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = animelemtime(4)>=0 && animelemtime(21) <22
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 10
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
trigger1 = time = 10
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*6)
Pos = 14, -88
Darken = 0
UnHittAble = 1
poweradd = 0
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 10
anim = 15300-(var(31)*200)
pos = 0,-68
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
bindtime = 10
[State 6001, pause]
type = Explod
trigger1 = time = 10
anim = 15301-(var(31)*200)
pos = -0,-68
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1
bindtime = 10

[State 2000, 0]
type = NotHitBy
trigger1 = animelemtime(4)>=0 && animelemtime(19) <0
value = SCA
ignorehitpause = 1

[State 1050, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 10
[State 1050, VelSet]
type = VelSet
trigger1 = animelemtime(15) = 2
x = 20
[State 1050, VelSet]
type = VelSet
trigger1 = animelemtime(15) = 5
x = 10
[State 1050, VelSet]
type = VelSet
trigger1 = animelem = 17
x = 24
[State 1050, VelSet]
type = VelSet
trigger1 = animelemtime(21) = 1
x = 16
[State 1050, VelSet]
type = VelSet
trigger1 = animelemtime(21) = 2
x = 0

[State 4100,4]
type = PlayerPush
trigger1 = animelemtime(12)>=0 && animelemtime(17) <0
value = 0
ignorehitpause = 1

[State 1000: Helper];Overlay
type = helper
trigger1 = animelem = 1
helpertype = Normal
id = 3305
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3305
keyctrl = 0
ownpal = 1
supermovetime = 67
pausemovetime = 67
persistent = 0 
[State 1000: Helper];Flame Trail
type = helper
trigger1 = animelemtime(15) = 6
helpertype = Normal
id = 3306
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3306
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 
[State 1000: Helper];Flame Streak
type = helper
triggerall = numtarget(3300)
trigger1 = animelem = 17
helpertype = Normal
id = 3307
pos = 80, 0 ;50
postype = p1
facing = 1
stateno = 3307
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 

[State 200, snd]
type=playsnd
trigger1= animelem=4 
value=200,17
channel=0   

[State 210, 1]
type = HitDef
;triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = animelemtime(16) >= 0 && animelemtime(17) < 0
attr = S, HA
damage = floor(166*ifelse(var(56),1.25,1)),0
animtype = Hard
air.animtype = Back
ground.type = Low
;guardflag = M
hitflag = MAF
priority = 5, Hit
sparkno = -1
sparkxy = -15, -70  
hitsound = -1
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
pausetime = 0,1
guard.pausetime = 0,1
ground.slidetime = 17
ground.hittime = 17
guard.hittime = 17
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = 0
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
air.fall = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
persistent = 0
id = 3300
p2stateno = 3355
Palfx.time       = 17+33
Palfx.add       = 0,189,0
Palfx.sinadd   = 0,-40,0,10
Palfx.color     = 128
Palfx.invertall = 0
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
; Germinal Effects
;================================================================================
;Overlay
[Statedef 3305]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3305
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3300
trigger2 = animtime = 0

;Flame trail
[Statedef 3306]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3306
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,7
persistent = 0
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Flame Streak
[Statedef 3307]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3307
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,10
persistent = 0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Camera Helper
[Statedef 3308]
type = A
movetype = I
physics = N
ctrl = 0
velset = 24, 0
ownpal = 1
anim = 3308
sprpriority = 3
juggle = 10

;=======================================;Effects
[State 4100,4]
type = PlayerPush
trigger1 = 1
value = 1
[State 7001, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA
;=======================================;Bindings
[State 1050, VelSet]
type = PosAdd
trigger1 = 1
x = p2bodydist x * ifelse(p2dist x<-1,2,1)
[State 750, Width]
type = Width
trigger1 = 1
edge = 8,8
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;================================================================================
; Germinal Get hits
;================================================================================
[Statedef 3355]
type = A
movetype = H
physics = N
velset = 0, 0
ctrl = 0

[State 750, Width]
type = Width
trigger1 = !time
edge = 128,128

[State 0, ChangeAnim2]
type = turn
triggerall = time = 0
trigger1= facing = 1
trigger1= enemynear,facing = 1
trigger2= facing = -1
trigger2= enemynear,facing = -1


[State -3, Stop Attacking Voice]
type = StopSnd
trigger1 = !time
channel = 0

[State 700,0]
type = ChangeAnim
trigger1 = 1
value = anim
elem = AnimElemNo(0)
[State 700,2]
type = PosAdd
trigger1 = Time%2=0
x = -1
[State 700,2]
type = PosAdd
trigger1 = Time%2=1
x = 1
[State 970,3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 920,1]
type = Changestate
trigger1 = Time = 1
value = 3356

[Statedef 3356]
type = S
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 0, PosSet]
type = posset
trigger1 = time = 0
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 5007

[State 0, ChangeAnim2]
type = ChangeState
trigger1 = time = 29
value = 3357

;Collapse State IF YOU'RE GONNA MAKE A COLLAPSE ANIM, USE ANIM 5950 PLEASE 
[Statedef 3357]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State -2, PalFX]
type = PalFX
triggerall = !time
trigger1 = prevstateno = 1019 
time = 25
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1
ignorehitpause = 1
persistent = 2

;=======================================;
;CHIZURU COMPATIBILITY	          ;
;by Vans                                ;
;=======================================;
[State 1000, CHIZURU COMPATIBILITY] 	;
type = Projectile 			;
trigger1 = Time = 26
projid = 131035			;
projanim = 0			;
projhitanim = -1			;
projremanim = -1			;
projremovetime = 337		;
projscale = 0,0			;
projpriority = 0			;
velocity = 0,0			;
postype = p1			;
offset = 0,300			;
persistent = 0			;
ignorehitpause = 1			;
;=======================================;

[State 1510, 0]
type = PosSet
trigger1 = !time
y = 0

;Common Collapse
[State 1510, 2]
type = ChangeAnim
triggerall = Name != "Haruhi Suzumiya"
triggerall = Time = 0
trigger1 = SelfAnimExist(5950)
value = 5950
persistent = 0

;Ironmugen (I hope :P)
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "David Demianoff"
triggerall = Time = 0
trigger1 = SelfAnimExist(6010)
value = 6010
persistent = 0

;KOD, WDA & Sepp
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "K.O.D" || authorname = "Sepp" ||authorname =  "K.O.D & Vans"
triggerall = Time = 0
trigger1 = SelfAnimExist(5400)
value = 5400
persistent = 0

;Fervicante
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "Fervicante"
triggerall = Time = 0
trigger1 = SelfAnimExist(5800)
value = 5800
persistent = 0

;Juke Kisaragi
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "Juke Kisaragi" 
triggerall = Time = 0
trigger1 = SelfAnimExist(9219)
value = 9219
persistent = 0

;OrochiKOF97
[State 1510, 2]
type = ChangeAnim
triggerall = authorname = "OrochiKOF97" 
triggerall = Time = 0
trigger1 = SelfAnimExist(5130)
value = 5130
persistent = 0


;Haruhi by Choiyer 
[State 1510, 2]
type = ChangeAnim2
triggerall = name = "Haruhi Suzumiya" 
triggerall = Time = 0
trigger1 = SelfAnimExist(5950)
value = 3355
persistent = 0

[State 1510, 2]
type = ChangeAnim2
triggerall = Time = 0
trigger1 = anim != 5950
trigger1 = anim != 5400
trigger1 = anim != 9219
trigger1 = anim != 6010
trigger1 = anim != 5800
trigger1 = anim != 5130
trigger1 = anim != 3305
value = 3354
persistent = 0

[State 1510, 2]
type = ChangeAnim
triggerall = anim != 3305
triggerall = anim != 9219 
trigger1 = AnimTime = 0
trigger2 = AnimElemTime(AnimElemNo(0)+1)=0
value = IfElse((anim = 5950&&SelfAnimExist(5112)||anim=5400&&SelfAnimExist(5112) ||anim =6010&&SelfAnimExist(5112)||anim =5800&&SelfAnimExist(5112) ||anim =5130 &&SelfAnimExist(5112)),5112,5110)
persistent = 0

[State 1510, 2]
type = ChangeAnim
triggerall = anim != 3305
triggerall = anim = 9219
trigger1 = AnimTime = 0
trigger2 = AnimElemTime(AnimElemNo(0)+1)=0
value = IfElse((anim = 9219&&SelfAnimExist(5111)),5111,5110)
persistent = 0

[State 1510, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1510, SelfState]
type = SelfState
trigger1 = AnimTime = 0
trigger2 = AnimElemTime(AnimElemNo(0)+1)=0
value = 5110

;================================================================================
; Fructidor
;================================================================================
[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd=  ifelse(var(51),-1000,-3000)  
ctrl = 0
anim = 3400
sprpriority = 2

;=======================================;Superpause and Effects
[State 300, End MAXMODE]
type = VarSet
trigger1 = !time
var(51) = 0
ignorehitpause = 1

[State 2000, VarSet]
type = VarSet
trigger1 = time = 1 ;Superpause tick error fix.
var(6) = 30

[State 2010, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,29]
flag = noBG
flag2 = noFG

[State 13000, EnvColor]
type = EnvColor
trigger1 = time = 2
value = 255,255,255
time = 4
under = 1
ignorehitpause = 1
persistent = 0

[State 2010, Pause]
Type = SuperPause
Trigger1 = time = 2
Time = 28
movetime = 28
anim = -1
sound = s3,11+(var(32)*4)
Pos = 14, -88
Darken = 0
UnHittAble = 1
p2defmul = 1

[State 6001, pause]
type = Explod
trigger1 = time = 2
anim = 15400+(var(31)*100)
pos = 0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = -2
ownpal = 1
[State 6001, pause]
type = Explod
trigger1 = time = 2
anim = 15401+(var(31)*100)
pos = 0,-70
postype = p1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
supermove = 1
removetime = 28
sprpriority = 4
ownpal = 1
;=======================================;Helpers
[State 1000: Helper];Rear Layer
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3405
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3405
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 
[State 1000: Helper];Front Layer
type = helper
trigger1 = animelem = 2
helpertype = Normal
id = 3406
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3406
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 
;=======================================;Hitdef
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200,20
channel = 0
persistent = 0
;=======================================;Hitdef
[State 11040, 1]
type = HitDef
triggerall = p2stateno != 40 && p2stateno !=52 ; Cannot grab during jump start / jump land
triggerall = var(19) = 0 ; Opponent isn't in guarding state
Triggerall = prevstateno != 1301
Trigger1 = animelem = 5
animtype = up
air.animtype = up
attr = S, HT          
hitflag = M         
priority = 1, Miss   
sparkno = -1         
p1sprpriority = 1                     
p1facing = 1
p2facing = 1          
p1stateno = 3401
p2stateno = 3402
ground.velocity = 0,0
guard.dist = 0       
fall = 1              
ID = 3400
numhits=0
air.animtype = back
fall.xvelocity = -2.5
fall.yvelocity = -4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
;=======================================;End
[State 1001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 3401]
MoveType = A
VelSet = 0,0
Anim = 3401
SprPriority = 1
ctrl = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 1
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 1
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
ignorehitpause = 1

[State 805, Grab Spark]
type = Explod
trigger1 = animelem = 1
anim = 20001
pos = 31, -92
postype = p1
SprPriority = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 1
value = 2+(var(32)*10),1
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 57
value = 1000,10
[State 5100, 10]
type = PlaySnd
trigger1 = animelem = 57
value = 4,3
channel = 4

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 200,21
channel = 0
persistent = 0
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 30
value = 200,22
channel = 0
persistent = 0

[State 801, fat]
type = Width
trigger1 = animelemtime(51) < 0
edge = 64,0

[State 810, bind]
type = TargetBind
trigger1 = animelemtime(1) >= 0 && animelemtime(5) < 0
ID = 3400
pos = 32, 0

[State 810, bind]
type = TargetBind
trigger1 = animelemtime(5) >= 0 && animelemtime(57) < 0
ID = 3400
pos = 40, -100

[State 801, fly p2]
type = TargetState
Trigger1 = animelem = 57
value = 3403
ignorehitpause = 1
ID = 3400

[State 801, Damage]
Type = TargetLifeAdd
Trigger1 = animelem = 57
value = -467
ID = 3400
absolute = 1

[State 3000, EnvShake]
type = EnvShake
Trigger1 = animelem = 57
time = 20
freq = 180
ampl = -6


[State -2, Helper]
type = Helper
trigger1 = !numhelper(50000) && !numhelper(50001)
trigger1 = WinKO
helpertype = normal
name = "K.O."
ID = 50001
stateno = 50000
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

;=======================================;Helpers
[State 1000: Helper];Bottom of Pillar
type = helper
trigger1 = animelem = 10
helpertype = Normal
id = 3410
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3410
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 
[State 1000: Helper];Top of Pillar
type = helper
trigger1 = animelem = 10
helpertype = Normal
id = 3411
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3411
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0

[State 1000: Helper];Rear Layer
type = helper
trigger1 = animelem = 55
helpertype = Normal
id = 3405
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3405
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 
[State 1000: Helper];Front Layer
type = helper
trigger1 = animelem = 55
helpertype = Normal
id = 3406
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 3406
keyctrl = 0
ownpal = 1
supermovetime = 48
pausemovetime = 48
persistent = 0 

[State 1000: Helper]
type = helper
triggerall = numhelper(247)
Trigger1 = animelem = 57
helpertype = Normal
name = "Small Expl"
id = 12504
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 12504
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
persistent = 0
ignorehitpause = 1
size.shadowoffset = target,ID
[State 1000: Helper]
type = helper
triggerall = numhelper(247)
Trigger1 = animelem = 57
helpertype = Normal
name = "Multi Small Expl"
id = 12503
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 12503
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
persistent = 0
ignorehitpause = 1
size.shadowoffset = target,ID


[State 220, Explod]
type = Explod
Trigger1 = animelem = 57 
anim = 12500
pos = 20, -98
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
[State 220, Explod]
type = Explod
Trigger1 = animelem = 57 
anim = 12500
pos = 48, -95
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
[State 220, Explod]
type = Explod
Trigger1 = animelem = 57 
anim = 12500
pos = 20, -85
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
[State 220, Explod]
type = Explod
Trigger1 = animelem = 57
anim = 12500
pos = 49, -127
postype = p1  ;p2,front,back,left,right
facing = -1
bindtime = 1
removetime = -2
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1
;=======================================;End
[State 801, 10]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1 

[StateDef 3402]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = -1 
Ctrl = 0

[State 811]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 811, Anim]
Type = ChangeAnim2
Trigger1 = !Time
Value = 3402

[State -2, PalFX]
type = PalFX
trigger1 = Time = 54
time = 185
add = 152,104,248
sinadd = 0,30,40,10
invertall = 0
color = 64
ignorehitpause = 1
persistent = 2

[State 820, 2]
type = SelfState
Trigger1 = time = 1200
value = 5050

[StateDef 3403]
Type = A
MoveType =  H
VelSet = -2, -25
sprpriority = -1 
Ctrl = 0

[State 811]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 10100, Anim]
type = ChangeAnim
trigger1 = !time 
value = ifelse(SelfAnimExist(5162),5162,ifelse(SelfAnimExist(5161),5161,5160))

[State 5050, 2] ;Coming down anim
type = ChangeAnim2
trigger1 = time = 9
value = 10100
persistent = 0

[State 3030, VelMul]
type = VelAdd
trigger1 = time > 0 && Vel Y >= 0
y = 0.625
[State 3030, VelMul]
type = VelMul
trigger1 = time > 0 && Vel Y < 0
y = 0.86426783794678849771566783122816
[State 3030, VelMul]
type = VelSet
trigger1 = time > 0 && Vel Y > -0.5 && Vel Y < 0
y = -Vel Y

[State 100050, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3000, EnvShake]
type = EnvShake
trigger1 = Vel Y + Pos Y >=0
time = 20
freq = 180
ampl = -6

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Vel Y + Pos Y >=0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Vel Y + Pos Y >=0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 10900, Hit ground]
type = SelfState
trigger1 = time
trigger1 = Vel Y + Pos Y >= 0
value = 5100
;================================================================================
; Fructidor Effects
;================================================================================
;Rear layer
[Statedef 3405]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3403
sprpriority = -1
juggle = 10
;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = root,stateno = 3401
trigger1 = animelem = 2
value = 1000,6
persistent = 0
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = root,stateno = 3400
time = 1
pos = 0,0
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = root,stateno = 3401
time = 1
pos = 40,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;Front layer
[Statedef 3406]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3404
sprpriority = 5
juggle = 10

;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add1
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = root,stateno = 3400
time = 1
pos = 0,0
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = root,stateno = 3401
time = 1
pos = 40,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Pillar of Fire Bottom Part
[Statedef 3410]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3405
sprpriority = 3
juggle = 10

;=======================================;Anims
[State 811, Anim]
Type = ChangeAnim
Trigger1 = Anim = 3405
Trigger1 = root,animelem = 57 
Value = 3406
;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1000, sound]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,12
persistent = 0
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 32,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3401
trigger2 = anim = 3406
trigger2 = animtime = 0

;Pillar of Fire Top Part
[Statedef 3411]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 3407
sprpriority = 3
juggle = 10

;=======================================;Anims
[State 811, Anim]
Type = ChangeAnim
Trigger1 = Anim = 3407
Trigger1 = root,animelem = 57 
Value = 3408
;=======================================;Effects
[State 1050, Trans]
type = Trans
trigger1 = 1;root, var(27)
trans = add
ignorehitpause = 1
[State 65000: AfterImage]
type = AfterImage
trigger1 = (!Time)
time = 9999999
length = 12
palbright = 12,12,12;,136
palcontrast = 120,120,120;,136
paladd = 0,0,0
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;Bindings
[State 1415, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 32,0
;=======================================;End
[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3401
trigger2 = anim = 3408
trigger2 = animtime = 0