
;------------------------------------------------------------------
; Vital source
[Statedef 9090]
physics = N
anim = 9090
ctrl = 0

[State var]
type = varset
trigger1 = 1
var(0) = root,var(0)
ignorehitpause = 1
[State var]
type = varset
trigger1 = 1
fvar(0) = root,fvar(0)
ignorehitpause = 1

[State pos]
type = posset
trigger1 = 1
x = 0

[State 9090]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State background]
type = Explod
trigger1 = root,var(50)>= 0 && numexplod(9090) = 0
trigger1 = numpartner = 0 && roundstate = 2
anim = 9090
ID = 9090
pos = 10+teamside,66
postype = back
bindtime = -1
supermove = 1
scale = .5,.5
sprpriority = 6
ontop = 1
ownpal = 1

[State bar]
type = Explod
trigger1 = root,var(50)>= 0 && numexplod(9091) = 0
trigger1 = numpartner = 0 && roundstate = 2
anim = 9091
ID = 9091
pos = 10+teamside,66
postype = back
bindtime = -1
removetime = -1
supermove = 1
scale = .5,.5
sprpriority = 7
ontop = 1
ownpal = 1

[State bar]
type = Explod
trigger1 = root,var(50)>= 0 && numexplod(9092) = 0
trigger1 = numpartner = 0 && roundstate = 2
anim = 9092
ID = 9092
pos = 74+teamside,66
postype = back
facing = -1
bindtime = -1
supermove = 1
scale = .5,.5
sprpriority = 8
ontop = 1
ownpal = 1

[State explod]
type = ModifyExplod
trigger1 = 1
ID = 9092
scale = fvar(0)/128.0,.5
ignorehitpause = 1
[State var]
type = varset
trigger1 = fvar(0)<= 0
fvar(0) = 0
ignorehitpause = 1
[State var]
type = varset
trigger1 = fvar(0)>= 64
fvar(0) = 64
ignorehitpause = 1

[State var]
type = varadd
triggerall = fvar(0) > 0 && var(0) = 0
trigger1 = gametime%2
trigger1 = root,movetype!= H
fvar(0) = -.4
ignorehitpause = 1

[State var]
type = varadd
triggerall = fvar(0) < 64 && root,time = [0,4]
trigger1 = root,stateno = 5000 || root,stateno = 5010 || root,stateno = 5020 || root,stateno = 5070
fvar(0) = .4

[State var]
type = varadd
trigger1 = var(0)>= 1
var(0) = -1
ignorehitpause = 1

[State var]
type = varadd
triggerall = fvar(0) < 64 && root,time = [0,4]
trigger1 = root,stateno = 42 || root,stateno = 100 || root,stateno = 102 || root,prevstateno = 951
trigger2 = root,stateno = 900 || root,stateno = 910 || root,stateno = 920
trigger3 =(root,prevstateno = [200,590])&& root,stateno = 105
fvar(0) = 1.6

[State var]
type = varset
triggerall = fvar(0)>= 1
trigger1 = root,stateno = 42 || root,stateno = 100 || root,stateno = 102 || root,prevstateno = 951
trigger2 = root,stateno = 900 || root,stateno = 910 || root,stateno = 920
trigger3 =(root,prevstateno = [200,590])&& root,stateno = 105
trigger4 = root,movetype = H && root,stateno!= [120,155]
var(0) = 64

[State explod]
type = RemoveExplod
trigger1 = roundstate>= 3
ignorehitpause = 1


;------------------------------------------------------------------
; Air fall -- hit back (shaking)
[Statedef 5060]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State anim]
type = ChangeAnim
trigger1 = 1
value = 5030

[State 5060]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 5061

; Air fall -- hit back (knocked up, falling)
[Statedef 5061]
type = A
movetype = H
physics = N
ctrl = 0

[State vel]
type = HitVelSet
trigger1 = time = 0
x = 1
y = 1

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = 5050
[State anim]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = vel y >= ifelse(anim=5050,1,-2)
trigger1 = selfanimexist(anim+10)
value = anim+10
persistent = 0

[State vel]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[State life]
type = lifeadd
trigger1 = backedgedist < 5 && pos y < 5
value = -10
[State 5061]
type = ChangeState
trigger1 = backedgedist < 5 && pos y < 5
value = 5062

[State end]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= ifelse((anim=[5051,5059])||(anim=[5061,5069]),0,25)
value = 5100

; Air fall -- hit back (wire damage)
[Statedef 5062]
type = A
movetype = H
physics = N
velset = 0,0

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[State explod]
type = Explod
trigger1 = time = 0
anim = f2
pos = 0,const(size.mid.pos.y)
sprpriority = 2
ownpal = 1
[State snd]
type = PlaySnd
trigger1 = time = 0
value = f7,0
[State 5062]
type = EnvShake
trigger1 = time = 0
time = 6

[State anim]
type = ChangeAnim
trigger1 = time = 6
trigger1 =!selfanimexist(5071)
value = 5070
[State anim]
type = ChangeAnim
trigger1 = time = 6
trigger1 = selfanimexist(5071)
value = ifelse((gethitvar(animtype)=[4,5]),5071,5070)

[State vel]
type = velset
trigger1 = time = 6
x = 2
y = -4

[State vel]
type = veladd
trigger1 = time >= 6
y = .45

[State Recover]
type = ChangeState
triggerall = time >= 6
triggerall = vel y > -1
triggerall = alive && canrecover
trigger1 = command = "recovery"
value = 5200

[State anim]
type = ChangeAnim
trigger1 = anim = 5071+var(10)*10000
trigger1 = selfanimexist(5071)
trigger1 = pos y >= 15 && vel y > 0
value = 5161+var(10)*10000

[State end]
type = SelfState
trigger1 = pos y >= 15 && vel y > 0
value = 5110
ctrl = 0


;------------------------------------------------------------------
; Extra hit spark
[Statedef 4100]
type = A
physics = N
anim = 5800
ctrl = 0
sprpriority = 5

[State var]
type = varset
;trigger1 = enemynear,gethitvar(chainID) < 4100
trigger1 = enemynear,movetype!= H || enemynear,gethitvar(guarded) || enemynear,stateno = [5100,5120]
fvar(3) = 0
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30)) >= 1
trigger1 = enemynear,gethitvar(chainID) = 4100
fvar(3) = 10
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30)) >= 1
trigger1 = enemynear,gethitvar(chainID) = 4200
fvar(3) = 20
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30)) >= 1
trigger1 = enemynear,gethitvar(chainID) = 4210
fvar(3) = 21
ignorehitpause = 1
[State var]
type = varset
trigger1 = root,var(var(30)) >= 1
trigger1 = enemynear,gethitvar(chainID) = 4220
fvar(3) = 22
ignorehitpause = 1

[State var]
type = varset
trigger1 = ID = root,var(31)
trigger2 = ID = root,var(33)
var(30) = ifelse((ID=root,var(33)),34,32)
ignorehitpause = 1

[State 4100]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State pos]
type = posset
trigger1 = var(30) = 32
x = -160+root,fvar(31)
y = -root,fvar(32)
ignorehitpause = 1
[State pos]
type = posset
trigger1 = var(30) = 34
x = -160+root,fvar(33)
y = -root,fvar(34)
ignorehitpause = 1


[State target]
type = varset
trigger1 = root,var(var(30)) >= 1
var(var(30)) = 25
ignorehitpause = 1
[State target]
type = varadd
trigger1 = var(var(30)) >= 1
var(var(30)) = -1
ignorehitpause = 1

[State pal]
type = PalFX
triggerall = fvar(3) = 21;&& roundstate < 4
trigger1 = var(var(30)) >= 1
time = 15
add = -200,0,20
ignorehitpause = 1

[State Flame hit spark]
type = Explod
triggerall =(fvar(3) = [20,21]);&& roundstate < 4
trigger1 = var(var(30)) >= 1
anim = 4200
ID = 4200
pos = 0,0
facing = -enemynear,facing*ifelse(teamside=2,-1,1)
bindtime = 1
vel = 0,-2
accel = 0,0
random = 30,-enemynear,const(size.mid.pos.y)
removetime = 14
scale = 1.5,1.5
sprpriority = 5
;ownpal = 1
ignorehitpause = 1

;------------------------------------------------------------------
; Air Dash
[Statedef 102]
type = A
physics = N
velset = 0,-4.2
ctrl = 1

[State 102]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 1
[State var]
type = varset
trigger1 = time = 0
trigger1 = command = "holdback"
sysvar(1) = -1

[State anim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(sysvar(1)=-1,107,102)+var(10)*10000

[State vel]
type = velset
trigger1 = time = 0
x = ifelse(sysvar(1)=-1,-3.8,4.2)

[State var]
type = varadd
trigger1 = prevstateno = [600,799]
trigger1 = time = 0
var(11) = 1
persistent = 0

[State image]
type = AfterImage
trigger1 = prevstateno = [600,799]
trigger1 = time = 0
time = 12
length = 20
paladd = -10,-10,-10
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State snd]
type = PlaySnd
trigger1 = time = 1
value = 102,0

[State vel]
type = veladd
trigger1 = 1
y = .35

[State 102]
type = ChangeState
trigger1 = time = 12
value = 103

[State land]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 52

[Statedef 103]
type = A
movetype = I
physics = N
anim = ifelse(vel x <0,46,103)+var(10)*10000
ctrl = 1

[State 103]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State vel]
type = veladd
trigger1 = 1
y = .35

[State land]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 52

;---------------------------------------------------------------------------
[Statedef 160]
type = S
movetype = I
physics = S
anim = 160+var(10)*10000
velset = 2,0
ctrl = 0
sprpriority = -1

[State hit]
type = NotHitBy
trigger1 = 1
value = SCA

[State pos]
type = posset
trigger1 = 1
y = 0

[State image]
type = AfterImage
trigger1 = time = 0
time = 9
length = 12
paladd = -10,-10,-10
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 161]
type = A
movetype = I
physics = N
anim = 161+var(10)*10000
velset = 1,-6
ctrl = 0
sprpriority = 0

[State 161]
type = AssertSpecial
trigger1 = 1
flag = noairguard
[State hit]
type = NotHitBy
trigger1 = 1
value = SCA

[State vel]
type = veladd
trigger1 = 1
y = .45

[State image]
type = AfterImage
trigger1 = time = 0
time = 9
length = 12
paladd = -10,-10,-10
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State vel]
type = velset
trigger1 = pos y >= 0 && vel y > 0
x = 0
[State land]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 52

;------------------------------------------------------------------
; Shield_S(開始)
[Statedef 900]
type = S
movetype = A
physics = S
anim = 900+var(10)*10000
ctrl = 0

[State var]
type = varset
trigger1 = time = 0
var(3) = 0

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State vel]
type = veladd
trigger1 = vel x != 0
x = ifelse(vel x >0,-.01,.01)

[State help]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1

[State 900]
type = ReversalDef
trigger1 = fvar(0) < 64
attr = S,NT
reversal.attr = SCA,NA,SA
pausetime = 0,24
sparkno = -1
hitsound = s900,ifelse(random<500,1,0)
p1stateno = 901
numhits = 0

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Shield_S(成功)
[Statedef 901]
type = S
movetype = I
physics = S
anim = 901+var(10)*10000
ctrl = 0

[State pos]
type = PosFreeze
trigger1 = animelem = 2,< 0

[State explod]
type = Explod
trigger1 = time = 0
anim = f135
pos = 35,-75
sprpriority = 2
ownpal = 1
removeongethit = 1

[State ctrl]
type = ctrlset 
trigger1 = animelem = 2
value = 1

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 0


[Statedef 904]
type = A
movetype = I
physics = N
anim = 904+var(10)*10000
ctrl = 0

[State 904]
type = varset
trigger1 = parent,var(3) = 0 && time = 0
var(3) = 0
[State 904]
type = varset
trigger1 = parent,var(3) = 1 && time = 0
var(3) = 1
[State 904]
type = varset
trigger1 = parent,var(3) = 2 && time = 0
var(3) = 2

[State 904]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State bind]
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,ifelse(var(3)=2,var(2)/2,0)

[State 904]
type = varset
trigger1 = time = 0
var(2) = 0
[State 904]
type = varadd
trigger1 = time >= 1
var(2) = 1
ignorehitpause = 1
[State pal]
type = PalFX
trigger1 = 1
time = 1
add = -var(2)*16,-var(2)*16,-var(2)*16
ignorehitpause = 1

[State 904]
type = varset
trigger1 = time = 0
fvar(2) = 1
[State 904]
type = varadd
trigger1 = time >= 1
fvar(2) = .01
ignorehitpause = 1
[State explod]
type = ModifyExplod
trigger1 = 1
ID = 200
scale = fvar(2),fvar(2)
ignorehitpause = 1
[State explod]
type = Explod
trigger1 = time = 0
anim = ifelse(var(3)>=1,ifelse(var(3)=2,924,914),904)
ID = 200
bindtime = -1
sprpriority = 2
removeongethit = 1

[State explod]
type = RemoveExplod
trigger1 = parent,movetype = H
trigger2 = animtime = 0
ID = 200

[State end]
type = DestroySelf
trigger1 = parent,movetype = H
trigger2 = animtime = 0

;------------------------------------------------------------------
; Shield_C(開始)
[Statedef 910]
type = C
movetype = A
physics = C
anim = 910+var(10)*10000
ctrl = 0

[State var]
type = varset
trigger1 = time = 0
var(3) = 1

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State help]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1

[State 910]
type = ReversalDef
trigger1 = fvar(0) < 64
attr = C,NT
reversal.attr = SCA,NA,SA
pausetime = 0,24
sparkno = -1
hitsound = s900,ifelse(random<500,1,0)
p1stateno = 911
numhits = 0

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

; Shield_C(成功)
[Statedef 911]
type = C
movetype = I
physics = C
anim = 911+var(10)*10000
ctrl = 0

[State pos]
type = PosFreeze
trigger1 = animelem = 2,< 0

[State explod]
type = Explod
trigger1 = time = 0
anim = f135
pos = 35,-40
sprpriority = 2
ownpal = 1
removeongethit = 1

[State ctrl]
type = ctrlset 
trigger1 = animelem = 2
value = 1

[State end]
type = ChangeState
trigger1 = animtime = 0
value = 11

;------------------------------------------------------------------
; Shield_A(開始)
[Statedef 920]
type = A
movetype = A
physics = N
anim = 920+var(10)*10000
ctrl = 0

[State var]
type = varset
trigger1 = time = 0
var(3) = 2

[State explod]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State vel]
type = veladd
trigger1 = time = [0,1]
x = ifelse(vel x=0,0,ifelse(vel x>0,-.5,.5))
y = -ifelse(vel y>0,vel y,.5)

[State vel]
type = veladd
trigger1 = 1
y = .45

[State help]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "shield"
stateno = 904
ownpal = 1

[State 920]
type = ReversalDef
trigger1 = fvar(0) < 64
attr = A,NT
reversal.attr = SCA,NA,SA
pausetime = 0,24
sparkno = -1
hitsound = s900,ifelse(random<500,1,0)
p1stateno = 921
numhits = 0

[State type]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I

[State ctrl]
type = ctrlset 
trigger1 = time = 28
value = 1

[State vel]
type = velset
trigger1 = pos y >= -1
x = 0

[State 920]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 52

; Shield_A(成功)
[Statedef 921]
type = A
movetype = I
physics = N
anim = 921+var(10)*10000
ctrl = 0

[State pos]
type = PosFreeze
trigger1 = animelem = 2,< 0

[State vel]
type = veladd
trigger1 = animelem = 2,>= 0
y = .45

[State explod]
type = Explod
trigger1 = time = 0
anim = f135
pos = 25,-55
sprpriority = 2
ownpal = 1
removeongethit = 1

[State ctrl]
type = ctrlset 
trigger1 = animelem = 1,>= 6
value = 1

[State 921]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 52

;------------------------------------------------------------------
; Dash Cancell
[Statedef 950]
type = S
physics = S
anim = 100+var(10)*10000
velset = 0,0
ctrl = 0

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State var]
type = varadd
trigger1 = time = 0
var(11) = 1
persistent = 0

[State image]
type = AfterImage
trigger1 = time = 0
time = 12
length = 20
paladd = -20,-20,-20
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State 950]
type = ChangeState
trigger1 = time = 0
value = 100

;------------------------------------------------------------------
; Jump Cancell
[Statedef 951]
type = A
movetype = I
physics = A
velset = 0,0
ctrl = 1

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State var]
type = varadd
trigger1 = time = 0
var(11) = 1
persistent = 0

[State var]
type = varset
trigger1 = time = 0
sysvar(1) = 0
[State var]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State var]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1

[State 951]
type = velset
trigger1 = time = 0
x = ifelse(sysvar(1)=0,const(velocity.jump.neu.x),ifelse(sysvar(1)=1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = const(velocity.airjump.y);*.75

[State 951]
type = ChangeAnim
trigger1 = time = 0
value = ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))+var(10)*10000

[State 951]
type = ChangeAnim
trigger1 = vel y > -2
trigger1 = selfanimexist(anim+3)
value = anim+3
persistent = 0

[State image]
type = AfterImage
trigger1 = time = 0
time = 12
length = 20
paladd = -10,-10,-10
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State 951]
type = ChangeState
trigger1 = time = 1
value = 50
ctrl = 1

;------------------------------------------------------------------
; Super Jump
[Statedef 952]
type = A
movetype = I
physics = N
anim = 41+var(10)*10000
velset = 1.4,-13
ctrl = 0

[State 952]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State explod]
type = RemoveExplod
trigger1 = 1
ID = 200

[State var]
type = varadd
trigger1 = time = 0
var(11) = 1
persistent = 0
[State var]
type = varset
trigger1 = time = 0
fvar(11) = 1

[State 952]
type = ChangeAnim
trigger1 = vel y > -2
trigger1 = selfanimexist(anim+3)
value = anim+3
persistent = 0

[State vel]
type = veladd
trigger1 = 1
y = .45

[State image]
type = AfterImage
trigger1 = time = 0
time = 12
length = 20
paladd = -10,-10,-10
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State snd]
type = PlaySnd
trigger1 = time = 0
value = 102,0

[State ctrl]
type = ctrlset
trigger1 = time >= 8
value = 1

[State vel]
type = velset
trigger1 = pos y >= 0 && vel y > 0
x = 0
[State land]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Hit_fallrecover (still falling)
[Statedef 5200]
type = A
movetype = H
physics = N

[State Recover in mid air]
type = ChangeState
trigger1 = fvar(0) < 64
trigger1 = pos y < -10
value = 5210

[State Change anim if done with transition]
type = ChangeAnim
trigger1 = anim = 5035+var(10)*10000
trigger1 = animtime = 0
value = 5050+var(10)*10000

[State Coming down anim]
type = ChangeAnim
trigger1 = anim = [5050+var(10)*10000,5059+var(10)*10000]
trigger1 = vel y >= ifelse(anim=5050+var(10)*10000,1,-2)
trigger1 = selfanimexist(anim+10)
value = anim+10
persistent = 0

[State vel]
type = veladd
trigger1 = 1
y = gethitvar(yaccel)

[State Recover near ground]
type = SelfState
trigger1 = fvar(0) < 64
trigger1 = pos y >= 10 && vel y > 0
value = 5210

[State 5200]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= ifelse((anim=[5051+var(10)*10000,5059+var(10)*10000])||(anim=[5061+var(10)*10000,5069+var(10)*10000]),0,25)
value = 5100

;---------------------------------------------------------------------------
; Hit_Airfallrecover
[Statedef 5210]
type = A
movetype = I
physics = N
anim = 5210+var(10)*10000
ctrl = 0

[State pos]
type = PosFreeze
trigger1 = time = 0
value = 4

[State turn]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < -20

[State snd]
type = PlaySnd
trigger1 = time = 0
value = 5201,0

[State vel]
type = velset
trigger1 = time = 4
x = -2-(prevstateno = [5100,5110])*2
y = const(velocity.jump.y)*.25

[State vel]
type = velmul
trigger1 = time = 4
x = .8
y = .8

[State vel]
type = veladd
trigger1 = time = 4
y = -4.5

[State vel]
type = velmul
trigger1 = time = 4
trigger1 = vel y > 0
y = .5

[State vel]
type = veladd
trigger1 = time = 4
trigger1 = vel y > -3
y = -2

[State vel]
type = veladd
trigger1 = time = 4
trigger1 = vel y > -2
y = -1

[State hit]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

[State ctrl]
type = ctrlset
trigger1 = time = 20
value = 1

[State vel]
type = veladd
trigger1 = time >= 5
y = const(movement.yaccel)

[State land]
type = ChangeState
trigger1 = time >= 5
trigger1 = pos y >= 10 && vel y > 0
value = 52
ctrl = 1

;------------------------------------------------------------------
; Super effect
[Statedef 4500]
type = A
movetype = I
physics = N
anim = 4500
ctrl = 0
sprpriority = 2

[State 4500]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State helper]
type = Helper
trigger1 = time = 0
name = "cut_in"
stateno = 9020
ownpal = 1
supermovetime = 78

[State image]
type = AfterImage
trigger1 = time = 0
time = 78
length = 20
paladd = -10,-20,-20
palmul = .95,.95,.95
timegap = 1
framegap = 1
trans = add

[State pal]
type = PalFX
trigger1 = time = 0
time = 78
add = -64,-64,-64
sinadd = -256,-256,-256,312
ignorehitpause = 1

[State var]
type = varset
trigger1 = time = 10
fvar(2) = .5
[State var]
type = varadd
trigger1 = time >= 11
fvar(2) = .25
ignorehitpause = 1
[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4501
scale = .5+fvar(2)/128,.5+fvar(2)/128
ignorehitpause = 1
[State explod]
type = ModifyExplod
trigger1 = 1
ID = 4502
scale = fvar(2)/3,fvar(2)/3
ignorehitpause = 1

[State explod]
type = Explod
trigger1 = time = 10
anim = 4501
ID = 4501
supermove = 1
sprpriority = 2
removeongethit = 1
[State explod]
type = Explod
trigger1 = time = 10
anim = 4501
ID = 4502
supermove = 1
sprpriority = 2
removeongethit = 1

[State explod]
type = RemoveExplod
trigger1 = time = 78
[State end]
type = DestroySelf
trigger1 = time = 78
