;================================================================================
; SPECIALS
;================================================================================
;================================================================================
;Doku Sasori
;================================================================================
[Statedef 1000]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(3) = [1,3]),0,1) 
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,1000,1010)
;=======================================;Variables

;=======================================;Animations/Statetypes
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1000 && animelem = 16
trigger2 = anim = 1010 && animelem = 16
movetype = I 
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = anim = 1000 && animelem = 1
trigger2 = anim = 1010 && animelem = 1
value=200,4
channel=0 

[State 200, snd]
type=playsnd
trigger1 = anim = 1000 && animelem = 7
trigger2 = anim = 1010 && animelem = 7
value=1000,2
[State 200, snd]
type=playsnd
trigger1 = anim = 1000 && animelem = 10
trigger2 = anim = 1010 && animelem = 10
value=1000,0
[State 200, snd]
type=playsnd
trigger1 = anim = 1000 && animelem = 21
trigger2 = anim = 1010 && animelem = 21
value=1000,3

[State 0, Explod]
type = Explod
trigger1 = anim = 1000 && animelem = 10
trigger2 = anim = 1010 && animelem = 10
anim = 12007
ID = 1000
pos = 96,-51
postype = p1  
bindtime = -1
removeongethit = 0
sprpriority = 3
ignorehitpause = 1
ownpal = 1

[State 1000: Helper]
type = Helper
triggerall = numhelper(247)
trigger1 = movehit
trigger1 = numtarget(1000)
helpertype = Normal
name = "Small Expl"
id = 12520
pos = 0, 0 ;50
postype = p2
facing = 1
stateno = 12520
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999
pausemovetime = 9999999999999999
persistent = 0
ignorehitpause = 1

[State 3303, Explod]
type = Explod
triggerall = numtarget
trigger1 = movehit
trigger1 = target, movetype = H 
trigger1 = target, statetype = L
anim = 12531
pos = 0,0
postype = p2  ;p2,front,back,left,right
sprpriority = 2
ownpal = 1
persistent = 0
;=======================================;Helpers

;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = anim = 1000 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && animelemtime(12) < 0
attr = S, SA
damage = floor(66*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 7, 12
guard.pausetime = 7,12
sparkno = s27007
sparkxy = -10,-50
hitsound = s1000,17
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1000
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       = 28
Palfx.add       = 0,0,32
Palfx.sinadd   = 128,128,128,10
Palfx.color     = 0
Palfx.invertall = 1

[State 210, 1]
type = HitDef
triggerall = anim = 1000 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(13) >= 0 && animelemtime(14) < 0
attr = S, SA
damage = floor(58*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 7, 12
guard.pausetime = 7,12
sparkno = s27007
sparkxy = -10,-54
hitsound = s1000,17
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1000
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       = 28
Palfx.add       = 0,0,32
Palfx.sinadd   = 128,128,128,10
Palfx.color     = 0
Palfx.invertall = 1

[State 210, 1]
type = HitDef
triggerall = anim = 1000 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(15) >= 0 && animelemtime(16) < 0
attr = S, SA
damage = floor(50*ifelse(var(56),1.25,1)),8
animtype = back
air.animtype =back
ground.type = High
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s27007
sparkxy = -10, -48
hitsound = s1000,17
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
pausetime = 11,13
guard.pausetime = 11,13
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -19,-9
guard.velocity = -11.1796875
air.type = High
air.velocity = -19,-9
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
air.fall = 1
p2stateno = 10200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall.recovertime = 50
persistent = 0
fall.envshake.time = 14
fall.envshake.freq = 180
fall.envshake.ampl = -4
id = 1000
Palfx.time       = 28
Palfx.add       = 0,0,32
Palfx.sinadd   = 128,128,128,10
Palfx.color     = 0
Palfx.invertall = 1

[State 210, 1]
type = HitDef
triggerall = anim = 1010 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && animelemtime(12) < 0
attr = S, SA
damage = floor(75*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 7, 12
guard.pausetime = 7,12
sparkno = s27007
sparkxy = -10,-50
hitsound = s1000,17
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1000
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       = 28
Palfx.add       = 0,0,32
Palfx.sinadd   = 128,128,128,10
Palfx.color     = 0
Palfx.invertall = 1

[State 210, 1]
type = HitDef
triggerall = anim = 1010 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(13) >= 0 && animelemtime(14) < 0
attr = S, SA
damage = floor(66*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 7, 12
guard.pausetime = 7,12
sparkno = s27007
sparkxy = -10,-54
hitsound = s1000,17
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1000
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       = 28
Palfx.add       = 0,0,32
Palfx.sinadd   = 128,128,128,10
Palfx.color     = 0
Palfx.invertall = 1

[State 210, 1]
type = HitDef
triggerall = anim = 1010 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(15) >= 0 && animelemtime(16) < 0
attr = S, SA
damage = floor(58*ifelse(var(56),1.25,1)),8
animtype = back
air.animtype =back
ground.type = High
guardflag = M
hitflag = MAF
priority = 4, Hit
sparkno = s27007
sparkxy = -10, -48
hitsound = s1000,17
guardsound = s3+(var(32)*2),13
guard.sparkno = s17502+(var(31)*10000)
pausetime = 11,13
guard.pausetime = 11,13
ground.slidetime = 17
ground.hittime = 16
guard.hittime = 16
guard.slidetime = 17
guard.ctrltime = 28
ground.velocity = -19,-9
guard.velocity = -11.1796875
air.type = High
air.velocity = -19,-9
air.hittime = 13
air.juggle = 0
getpower = 0,0
givepower = 16,16
fall = 1
air.fall = 1
p2stateno = 10200
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall.recovertime = 50
persistent = 0
fall.envshake.time = 14
fall.envshake.freq = 180
fall.envshake.ampl = -4
id = 1000
Palfx.time       = 28
Palfx.add       = 0,0,32
Palfx.sinadd   = 128,128,128,10
Palfx.color     = 0
Palfx.invertall = 1
;=======================================;End
[State 1000, 6]
type = ChangeState
trigger1= !animtime
value = 0
ctrl = 1
;================================================================================
;Onigumo
;================================================================================
[Statedef 1100]
type    = S
movetype= A
physics = N
poweradd= 109
ctrl = 0
velset = 0
sprpriority = 2
juggle = 8
facep2 = 1
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1) 
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,1100,1110)
;=======================================;Variables
[State 1000, Projectile Strength]
type = VarSet
trigger1 = !time
v = 15
value = ifelse((helper(10371), var(0) = [1,3]),8,7)
;=======================================;Animations/Statetypes
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1100 && animelem = 18
trigger2 = anim = 1110 && animelem = 18
movetype = I 
;=======================================;Movement
[State 1300, PosAdd]
type = PosAdd
trigger1= animelem = 9
x = 8
[State 1300, PosAdd]
type = PosAdd
trigger1= animelem = 10
x = -8
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = anim = 1100 && animelem = 1
trigger2 = anim = 1110 && animelem = 1
value=200,5
channel=0 

[State 200, snd]
type=playsnd
trigger1 = anim = 1100 && animelem = 5
trigger2 = anim = 1110 && animelem = 5
value=1000,5
channel = 5
[State 200, snd]
type=playsnd
trigger1 = anim = 1100 && animelem = 8
trigger2 = anim = 1110 && animelem = 8
value=1000,6
channel = 5

[State 200, snd]
type=playsnd
trigger1 = anim = 1100 && animelem = 14
trigger2 = anim = 1110 && animelem = 14
value=1000,7
;=======================================;Helpers
[State 1000: Helper];Projectile 
type = helper
trigger1 = anim = 1100 || anim = 1110
trigger1 = animelem = 15
helpertype = Normal
id = 1105
pos = 64, -42 ;50
postype = p1
facing = 1
stateno = 1101
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
trigger1= !animtime
value = 0
ctrl = 1
;================================================================================
;Omigumo Projectile
;================================================================================
;=======================================;STARTUP
[Statedef 1101]
type = A
movetype = A
physics = N
ctrl = 0
ownpal = 1
sprpriority = 4
;=======================================;Movement
[State 1050, VelSet]
type = VarSet
trigger1 = !time && !prevstateno
var(15) = root,var(15)
[State 1050, VelSet]
type = VelSet
trigger1 = animelem =1
x = var(15)
[State 1050, VelSet]
type = VarSet
trigger1 = !time && !prevstateno
var(5) = root,var(5)
[State 2000, 0]
type = NotHitBy
trigger1 = 1
value = SCA
;=======================================;Animations
[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time && !prevstateno 
value = ifelse(var(5)=0,1101,1111)
ignorehitpause = 1
;=======================================;End
[State 1005, End]
type=changeState
trigger1= !animtime
value=1105
;=======================================;PROJECTILE
[Statedef 1105]
type = A
movetype = A
physics = N
ctrl = 0
ownpal = 1
sprpriority = 4
velset = 0,0
;=======================================;Animations
[State 1000, Anim]
Type = ChangeAnim
Trigger1 = !Time 
Value = 1105 
ignorehitpause = 1
;=======================================;Projectile Properties
[State -2, Damage Dampener]; Scaling in action
type= attackmulset
trigger1= 1
value= ifelse(root,var(51),0.63,1)
ignorehitpause= 1
[State 1000, projs only]
type = HitBy
trigger1 = 1
value = SCA, NP, SP
ignorehitpause = 1
[State 10012, override]
type = HitOverride
trigger1 = !time
attr = SCA, AA, AP, AT
stateno = 1106
time = -1
ignorehitpause = 1
[State -2, Juggle Killer]
type = ParentVarSet
triggerall = root,var(44) = 0
trigger1 = movehit && P2Statetype = A
var(16) = ifelse(root,var(51),60,0)
[State -2, Juggle Killer]
type = ParentVarSet
triggerall = root,var(44)
trigger1 = movehit && P2Statetype = A
var(16) = 60
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 200, snd]
type=playsnd
trigger1 = !time
value=1000,8
channel = 4
[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,20,13)
persistent = 0
[State 3000, ContactSpark]
type = Explod
trigger1 = MoveContact && NumTarget
anim = (ifelse(MoveHit,(17005+(root,var(31)*10001)),(17502+(root,var(31)*10000))))
ID = 1000
pos = ifelse(p2dist x < 0, 0, ifelse(p2dist x < 10, ceil(p2dist x), 10)),-2
postype = p1
facing = -1
bindtime = 1
removetime = -2
sprpriority = 8
shadow = 0,0,0
ownpal = 1
persistent = 0

[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) = [1,68])
attr = S, SP
damage = floor(83*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 = -10, -44
hitsound = -1
guardsound = s3+(root,var(32)*2), 13
guard.sparkno = -1
ground.type = High
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -8.6953125
fall.yvelocity = -2.5
guard.velocity = -11.1796875
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
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
;=======================================;End
[State 1005, End]
type=changeState
trigger1= movecontact
trigger2= !animtime
value=1106
ignorehitpause = 0
persistent = 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
;=======================================;Disperse
[Statedef 1106]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1106 
sprpriority = 4
;=======================================;Movements
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -3
y = -1.462890625
[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(1) > 0 && animelemtime(16) < 0
y = 0.537109375
[State 1300, VelSet]
type = VelSet
trigger1 = animelem = 16
x = 0
y = 0
;=======================================;Projectile Properties
[State 1005, PROJECTILE ACTIVE]
type = VarSet
trigger1 = !time 
var(20) = 1
;=======================================;Effects
[State 200, snd]
type=StopSND
trigger1 = !time
channel = 4
[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
;=======================================;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
;================================================================================
;Suzume Bachi (Taikuu)
;================================================================================
[Statedef 1200]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 10          
ctrl = 0                       
poweradd= 109                               
sprpriority = 2 
velset = 0,0
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1) 
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,1200,1210)
;=======================================;Animations/Statetypes
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1= anim = 1201 
trigger2= anim = 1211 
Statetype = A 
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1= !animtime
trigger1= anim = 1200 || anim = 1210
value = anim+1
;=======================================;Movements
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1201 
trigger1 = animelem = 1
x = 8
y = -1.265625
[State 1300, VelAdd]
type = VelAdd
trigger1= anim = 1201 
trigger1 = animelemtime(1) > 0
y = 0.234375
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1211 
trigger1 = animelem = 1
x = 8
y = -1.36328125
[State 1300, VelAdd]
type = VelAdd
trigger1= anim = 1211 
trigger1 = animelemtime(1) > 0
y = 0.13671875
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = anim = 1200 && animelem = 5
trigger2 = anim = 1210 && animelem = 5
value=200,6
channel=0 

[State 200, snd]
type=playsnd
trigger1 = anim = 1201 && animelem = 1
trigger2 = anim = 1211 && animelem = 1
value=1000,13
;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = anim = 1201 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(1) >= 0
attr = A, SA
damage = floor(66*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -47
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -8.6953125
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1200
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

[State 210, 1]
type = HitDef
triggerall = anim = 1211 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(1) >= 0
attr = A, SA
damage = floor(75*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -47
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -8.6953125
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1200
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
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Suzume Bachi (Taikuu)
;================================================================================
[Statedef 1201]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 8,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1202+(cond(anim=1201,10,0))
;=======================================;Movements
[State 852, PosSet]
type = PosSet
trigger1 = !time
y = 0
[State 852, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
;=======================================;Effects
[State -3, land]
type = PlaySnd
trigger1 = !time
value =  (2+(var(32)*10))+var(41),2
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Suzume Bachi (Chijou)
;================================================================================
[Statedef 1300]
type    = S                      
movetype= A                    
physics = N                     
juggle  = 10          
ctrl = 0                       
poweradd= 109                               
sprpriority = 2 
velset = 0,0
;=======================================;Button Check
[State 1000, VarSet]
type = VarSet
trigger1 = !time
var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1) 
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = ifelse(var(5)=0,1300,1310)
;=======================================;Animations/Statetypes
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1= anim = 1300 && animelem = 4
trigger2= anim = 1310 && animelem = 6
Statetype = A 
;=======================================;Movements
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1300
trigger1 = animelem = 4
x = 3.64790344238281
y = -10
[State 1300, VelAdd]
type = VelAdd
trigger1= anim = 1300
trigger1 = animelemtime(4) > 0
y = 0.5966796875
[State 1300, VelMul]
type = VelMul
trigger1= anim = 1300
trigger1 = animelemtime(4) > 0
x = 0.85415649414062;
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1310 
trigger1 = animelem = 6
x = 7.88652038574219
y = -10
[State 1300, VelAdd]
type = VelAdd
trigger1= anim = 1310 
trigger1 = animelemtime(6) > 0
y = 0.5966796875
[State 1300, VelMul]
type = VelMul
trigger1= anim = 1310
trigger1 = animelemtime(6) > 0
x = 0.8880615234375

[State 1300, PosAdd]
type = PosAdd
trigger1 = anim = 1310 && animelem = 4
x = 16
[State 1300, PosAdd]
type = PosAdd
trigger1 = anim = 1310 && animelem = 5
x = 8
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = anim = 1300 && animelem = 1
trigger2 = anim = 1310 && animelem = 1
value=200,7
channel=0 
[State 200, snd]
type=playsnd
trigger1 = anim = 1300 && animelem = 1
trigger2 = anim = 1310 && animelem = 1
value=1000,13
;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = anim = 1300
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(4) >= 0 && Animelemtime(12) <0
attr = A, SA
damage = floor(100*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -82
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1300
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0

[State 210, 1]
type = HitDef
triggerall = anim = 1310
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(5) >= 0 && Animelemtime(6) <0
attr = A, SA
damage = floor(108*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -82
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1300
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
[State 210, 1]
type = HitDef
triggerall = anim = 1310 
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(6) >= 0 && Animelemtime(14) <0
attr = A, SA
damage = floor(90*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -82
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -4.5,-7
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1301
nochainid = 1300
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
fall = 1
fall.recover = 1
fall.recovertime = 120
persistent = 0
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = stateno+1
ctrl = 0
;================================================================================
;Suzume Bachi (Chijou) Land
;================================================================================
[Statedef 1301]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1301+(cond(anim=1301,10,0))
;=======================================;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
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ctrl = 1
;================================================================================
;Suzume Bachi (Kuuchuu)
;================================================================================
[Statedef 1400]
type    = A                      
movetype= A                    
physics = N                     
juggle  = 10          
ctrl = 0                       
poweradd= 109                               
sprpriority = 2 
velset = 0,0
;=======================================;Button Check
;[State 1000, VarSet]
;type = VarSet
;trigger1 = !time
;var(5) = ifelse((helper(10371), var(0) = [1,3]),0,1) 
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1400+var(5)
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1= animelem = 19
Movetype = I 
;=======================================;Movements
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1401
trigger1 = animelem = 11
x = 0
y = -8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1401
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1402
trigger1 = animelem = 11
x = 8
y = -8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1402
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1403
trigger1 = animelem = 11
x = 8
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1403
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1404
trigger1 = animelem = 11
x = 8
y = 8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1404
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1405
trigger1 = animelem = 11
x = 0
y = 8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1405
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1406
trigger1 = animelem = 11
x = -8
y = 8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1406
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1407
trigger1 = animelem = 11
x = -8
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1407
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1408
trigger1 = animelem = 11
x = -8
y = -8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1408
trigger1 = animelem = 19
x = 0
y = 0

[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(26) > 0
y = 0.64453125

[State 1300, PosAdd]
type = PosAdd
trigger1= anim = 1403
trigger1 = animelem = 11
trigger2= anim = 1407
trigger2 = animelem = 11
y = -16
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = animelem = 11
value=200,6
channel=0 
[State 200, snd]
type=playsnd
trigger1 = animelem = 11
value=1000,13
[State 40, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 19
value = 2+(var(32)*10),4 
;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = anim = 1400 || anim = 1402 || anim = 1401 || anim = 1408
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(19) < 0
attr = A, SA
damage = floor(41*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -82
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1400
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
[State 210, 1]
type = HitDef
triggerall = anim = 1403 || anim = 1407
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(19) < 0
attr = A, SA
damage = floor(41*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -47
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1400
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
[State 210, 1]
type = HitDef
triggerall = anim = 1404 || anim = 1405 || anim = 1406 || anim = 1407
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(19) < 0
attr = A, SA
damage = floor(41*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, 20
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1400
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
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = 1410
ctrl = 0
;================================================================================
;Suzume Bachi (kuchuu) Land
;================================================================================
[Statedef 1410]
type = S
movetype = I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2
;=======================================;Animations
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1410
;=======================================;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
;=======================================;End
[State 220,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;================================================================================
;Houkou Tenkan
;================================================================================
[Statedef 1500]
type    = A                      
movetype= A                    
physics = N                     
juggle  = 10          
ctrl = 0                       
poweradd= 0                              
sprpriority = 2 
velset = 0,0
;=======================================;Animations/Statetypes
[State 1300, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 1400+var(5)
[State 1000, StateTypeSet]
type = StateTypeSet
trigger1= animelem = 19
Movetype = I 
;=======================================;Movements
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1401
trigger1 = animelem = 11
x = 0
y = -8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1401
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1402
trigger1 = animelem = 11
x = 8
y = -8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1402
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1403
trigger1 = animelem = 11
x = 8
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1403
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1404
trigger1 = animelem = 11
x = 8
y = 8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1404
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1405
trigger1 = animelem = 11
x = 0
y = 8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1405
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1406
trigger1 = animelem = 11
x = -8
y = 8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1406
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1407
trigger1 = animelem = 11
x = -8
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1407
trigger1 = animelem = 19
x = 0
y = 0
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1408
trigger1 = animelem = 11
x = -8
y = -8
[State 1300, VelSet]
type = VelSet
trigger1= anim = 1408
trigger1 = animelem = 19
x = 0
y = 0

[State 1300, VelAdd]
type = VelAdd
trigger1 = animelemtime(26) > 0
y = 0.64453125

[State 1300, PosAdd]
type = PosAdd
trigger1= anim = 1403
trigger1 = animelem = 11
trigger2= anim = 1407
trigger2 = animelem = 11
y = -16

[State 1300, PosAdd]
type = PosAdd
trigger1= anim = 1404
trigger1 = animelem = 11
trigger2= anim = 1405
trigger2 = animelem = 11
trigger3= anim = 1406
trigger3 = animelem = 11
y = -8
;=======================================;Effects
[State 200, snd]
type=playsnd
trigger1 = animelem = 11
value=200,6
channel=0 
[State 200, snd]
type=playsnd
trigger1 = animelem = 11
value=1000,13
[State 40, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 19
value = 2+(var(32)*10),4 
;=======================================;Hitdef
[State 210, 1]
type = HitDef
triggerall = anim = 1400 || anim = 1402 || anim = 1401 || anim = 1408
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(19) < 0
attr = A, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -82
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1500
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
[State 210, 1]
type = HitDef
triggerall = anim = 1403 || anim = 1407
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(19) < 0
attr = A, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -47
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1500
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
[State 210, 1]
type = HitDef
triggerall = anim = 1404 || anim = 1405 || anim = 1406 || anim = 1407
triggerall = var(40) < 1 || var(57) > 0 || var(16) > 0
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(19) < 0
attr = A, SA
damage = floor(33*ifelse(var(56),1.25,1)),8
animtype = Hard
air.animtype = back
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 11, 12
guard.pausetime = 11,12
sparkno = s17005+(var(31)*10001)
sparkxy = -10, -2
hitsound = s3+(var(32)*2),20
guardsound = s3+(var(32)*2), 13
guard.sparkno = s17502+(var(31)*10000)
ground.type = low
ground.slidetime = 17
ground.hittime  = 16
ground.velocity = -11.1796875
fall.yvelocity = -2.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7
air.hittime = 13
air.juggle = 0
getpower = 94,94
givepower = 16,16
id = 1500
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
;=======================================;End
[State 1000, 6]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y + Pos Y >= 0
value = 1410
ctrl = 0