;---------------------------------------------------------------------------
;Skeleton Stand Summon (Entrance)
[Statedef 7000]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 7000
sprpriority = 3

[State 7000, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7000, 2]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7002, 3]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7000, 4]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7000, 5]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7000, 6]
type = PlayerPush
trigger1 = 1 
value = 0

[State 7000,7]
type = PosSet
trigger1 = !Time
x = root,Pos X

[State 7000, 8]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 9]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7000, 10]
type = ChangeState
trigger1 = !AnimTime
value = 7001
;---------------------------------------------------------------------------
;Skeleton Stand Summon (Entrance)
[Statedef 7001]
type    = S
movetype= I
physics = N
velset = 1*const(size.xscale),0
ctrl = 0
anim = 7001
sprpriority = 3

[State 7001, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7001, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7001, 3]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7001, 4]
type = VelSet
trigger1 = (P2Dist X < 0 && Vel X >= 1) || (P2Dist X > 0 && Vel X < 1)
x = Vel X * -1

[State 7001, 5]
type = Turn
trigger1 = P2Dist X < 0

[State 7001, 6]
type = PlayerPush
trigger1 = 1 
value = 0

[State 7001, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7001, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7001, 9]
type = VelSet
trigger1 = AnimElem = 2
x = 1*const(size.xscale)

[State 7001, 10]
type = VelSet
trigger1 = AnimElem = 1 || !AnimTime
x = 0

[State 7001, 11]
type = ChangeState
trigger1 = P2BodyDist X <= 6*const(size.xscale)
value = 7003

[State 7001, 12]
type = ChangeState
trigger1 = RoundState = 3 
value = 7030

[State 7001, 13]
type = ChangeState
trigger1 = enemy,StateType = L
value = 7002
;---------------------------------------------------------------------------
;Skeleton (Grab)
[Statedef 7002]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7002
sprpriority = 3

[State 7002, 1]
type = Turn
trigger1 = P2Dist X < 0

[State 7002, 2]
type = ChangeState
trigger1 = enemy,StateType = S || enemy,StateType = C
value = 7001

[State 7002, 3]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7002, 4]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7002, 5]
type = ChangeState
trigger1 = RoundState = 3 
value = 7030
;---------------------------------------------------------------------------
;Skeleton (Grab)
[Statedef 7003]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7003
sprpriority = 3

[State 7003, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 7003, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7030
time = -1

[State 7003, 3]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7003, 4]
type = PlayerPush
trigger1 = 1 
value = 1

[State 7003, 5]
type = HitDef
Trigger1 = !Time
attr = S, NT
hitflag = MF
guardflag = MAF
priority = 1, Miss
sparkno = -1
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 16
guard.hittime = 6
ground.velocity = -3.7*const(size.xscale)
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 7004
p2stateno = 7005
guard.dist = 0
fall = 1
forcestand = 1
fall.recover = 0
fall.recovertime = 1
numhits = 0

[State 7003, 6]
type = ChangeState
trigger1 = !AnimTime
value = 7001

[State 7003, 6]
type = ChangeState
triggerall = enemy,StateType = A || enemy,StateType = L
trigger1 = !Time
value = 7002

[State 7003, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7003, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7003, 9]
type = ChangeState
trigger1 = RoundState = 3 
value = 7030
;---------------------------------------------------------------------------
;Skeleton (Grab)
[Statedef 7004]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7004
sprpriority = 3

[State 7004, 1]
type = Turn
trigger1 = (root,Facing) != Facing

[State 7004, 2]
type = TargetFacing
triggerall = NumTarget
trigger1 = Facing = target,Facing
value = Facing * ifelse(Facing = -1,1,-1)

[State 7004, 3]
type = TargetBind
trigger1 = Time < 25
pos = 15*const(size.xscale),0*const(size.yscale)

[State 7004, 4]
type = TargetBind
trigger1 = Time = 25
pos = 15*const(size.xscale),0*const(size.yscale)

[State 7004, 5]
type = PosAdd
trigger1 = BackEdgeDist < -20
x = 25*const(size.xscale)

[State 7004, 6]
type = Explod
trigger1 = AnimElem = 4
anim = 6001
ID = 7000
pos = ceil(21*const(size.xscale)),ceil(-47*const(size.yscale))
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 4
ownpal = 1
removeongethit = 0

[State 7004, 7]
type = PlaySnd
trigger1 = AnimElem = 4 
value = F5,2

[State 7004, 8]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 7004, 9]
type = TargetState
trigger1 = NumTarget && AnimElem = 4
value = 7006

[State 7004, 10]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 4
value = ceil(-50*root,Fvar(21))

[State 7004, 11]
type = Null
triggerall = AnimElem = 4
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7004, 12]
type = ParentVarSet
trigger1 = !Time
var(5) = 10

[State 7004, 13]
type = ChangeState
trigger1 = !AnimTime 
value = 7001
;---------------------------------------------------------------------------
;Skeleton (Grab)
[Statedef 7005]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 7005, 1]
type = ChangeAnim2
trigger1 = !Time 
value = 7005

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
;---------------------------------------------------------------------------
;Skeleton (Grab)
[Statedef 7006]
type    = A
movetype= H
physics = N
velset = -3,-3.2
ctrl = 0
sprpriority = -2

[State 5035, 1]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 5035, 2]
type = ChangeAnim
trigger1 = Anim != 5050 && SelfAnimExist(5050) && !AnimTime
value = Cond(Anim = 5030 && SelfAnimExist(5035),5035,5050)

[State 5035, 3]
type = VelAdd
trigger1 = 1
y = .4

[State 5035, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5760

;---------------------------------------------------------------------------
;Skeleton Hit
[Statedef 7030]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7030
sprpriority = 3

[State 7002, 3]
type = ParentVarSet
trigger1 = AnimElem = 3
var(38) = 0

[State 7000, 5]
type = ChangeState
trigger1 = ((root,StateNo = 700 || root,StateNo = 710 || root,StateNo = 750) && (root,Time = 1)) || (root,Var(0) = 10 || root,Var(0) = 30)
value = 7031
;---------------------------------------------------------------------------
;Skeleton Revive
[Statedef 7031]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7031
sprpriority = 3

[State 7002, 1]
type = ParentVarSet
trigger1 = !Time
var(38) = 1

[State 7031, 2]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7031, 3]
type = ChangeState
trigger1 = !AnimTime
value = 7001
;---------------------------------------------------------------------------
;Kid Dracula Stand Summon (Entrance)
[Statedef 7100]
type    = A
movetype= A
physics = N
velset = (ParentDist X + 10*const(size.xscale))/19,-3.33*const(size.yscale)
ctrl = 0
anim = 7100
sprpriority = 3

[State 7100, 1]
type = VelAdd
trigger1 = 1
y = .35*const(size.yscale)

[State 7100, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7100, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7100, 5]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7100, 67]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7100, 7]
type = PlaySnd
trigger1 = !Time
value = S7100,0

[State 7100, 8]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7100, 9]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7000, 10]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 11]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7100, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7101
;---------------------------------------------------------------------------
;Kid Dracula Stand Summon (Shoot)
[Statedef 7101]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7101
sprpriority = 3

[State 7101, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7101, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7101, 3]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7001, 4]
type = VarSet
trigger1 = AnimElem = 7
fvar(3) = root,FVar(21)

[State 7101, 5]
type = Helper
trigger1 = AnimElem = 7
name = "Fireball"
ID = 7050
stateno = 7102
pos = ceil(45*const(size.xscale)),ceil(-25*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7101,  6]
type = Helper
trigger1 = AnimElem = 13
name = "Fireball"
ID = 7051
stateno = 7102
pos = ceil(45*const(size.xscale)),ceil(-25*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7101, 7]
type = VarAdd
trigger1 = AnimElem = 7 || AnimElem = 13
var(11) = 1

[State 7101, 8]
type = VarAdd
trigger1 = AnimElem = 7
var(39) = 0

[State 7101, 9]
type = PlaySnd
trigger1 = !Time
value = S7100,1

[State 7101, 10]
type = PlaySnd
trigger1 = AnimElem = 6 || AnimElem = 12
value = S7101,0
channel = 0

[State 7101, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7101, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7100, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 7120
;---------------------------------------------------------------------------
;Fireball
[Statedef 7102]
type    = S
movetype= A
physics = N
velset = 8.8*const(size.xscale),0
ctrl = 0
anim = 7102
sprpriority = 3

[State 7102, 1]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 7102, 2]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 7103
time = -1

[State 7102, 3]
type = HitDef
trigger1 = !Time
attr = S, SP
damage = ceil(65*root,Fvar(21)),17
animtype = Hard
guardflag = MA
hitflag = MAF
getpower = 0,0
priority = 3, Hit
pausetime = 1,1
sparkno = -1
hitsound = F5,3
guardsound = F6, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 28
guard.hittime  = 10
ground.velocity = -6.2*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = High
air.velocity = -5*const(size.xscale),-2.8*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 0
;fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7102, 4]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1

[State 7102, 5]
type = Null
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = F5,3
ignorehitpause = 1

[State 7102, 6]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ID = -1
ignorehitpause = 1

[State 7102, 7]
type = VarAdd
trigger1 = MoveHit = 1
var(1) = 1
ignorehitpause = 1

[State 7102, 8]
type = ChangeState
trigger1 = MoveContact || FrontEdgeDist < -30
value = 7104-(1*MoveContact)
;-------------------------------------------------------------------------
;Fireball Explod
[Statedef 7103]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 6001

[State 7103, 1]
type = ChangeAnim
trigger1 = Anim = 6001 && !AnimTime
value = 1

[State 7103, 2]
type = ParentVarAdd
trigger1 = !Time && (PrevStateNo != [7210,7219])
var(10) = 1

[State 7103, 3]
type = DestroySelf
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;-------------------------------------------------------------------------
;Fireball Gone
[Statedef 7104]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1

[State 7104, 1]
type = ParentVarAdd
trigger1 = !Time && (PrevStateNo != [7210,7219])
var(10) = 1

[State 7104, 2]
type = DestroySelf
triggerall = Time
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Kid Dracula Crouch Summon (Entrance)
[Statedef 7110]
type    = A
movetype= A
physics = N
velset = ParentDist X/17,-3.33*const(size.yscale)
ctrl = 0
anim = 7100
sprpriority = 3

[State 7110, 1]
type = VelAdd
trigger1 = 1
y = .35*const(size.yscale)

[State 7110, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7110, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7110, 5]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7110, 6]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7110, 7]
type = PlaySnd
trigger1 = !Time
value = S7100,0

[State 7110, 8]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7110, 9]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7110, 10]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7110, 11]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7110, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7111
;---------------------------------------------------------------------------
;Kid Dracula Crouch Summon (Jump)
[Statedef 7111]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 7111
sprpriority = 3

[State 7111, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S7111,0

[State 7111, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7130
time = -1

[State 7111, 3]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7111, 4]
type = Helper
trigger1 = AnimElem = 6
name = "Bomb"
ID = 7050
stateno = 7112
pos = 0,ceil(-30*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7111, 5]
type = ParentVarSet
trigger1 = AnimElem = 6
var(39) = 1

[State 7111, 6]
type = VarAdd
trigger1 = AnimElem = 6
var(11) = 1

[State 7111, 7]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7111, 8]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7111, 9]
type = ChangeState
trigger1 = !AnimTime
value = 7120
;---------------------------------------------------------------------------
;Bomb
[Statedef 7112]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 7112
sprpriority = 4

[State 7112, 1]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = ceil(80*root,Fvar(21)),20
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 1,1
sparkno = S6001
sparkxy = 0, 0
hitsound = F5, 4
guardsound = F6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -1.1*const(size.xscale),-8.3*const(size.yscale)
ground.cornerpush.veloff = 0
guard.velocity = 6*const(size.xscale)
air.type = High
air.velocity =  -.6*const(size.xscale),-7.3*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
air.fall = 1

[State 7112, 2]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
ignorehitpause = 1
persistent = 0

[State 7112, 3]
type = PlayerPush
trigger1 = 1 
value = 0

[State 7112, 4]
type = ScreenBound
trigger1 = 1 
value = 1

[State 7215, 5]
type = VarSet
trigger1 = MoveHit && HitPauseTime = 1
var(1) = 1
ignorehitpause = 1

[State 7215, 6]
type = VarSet
trigger1 = MoveHit && HitPauseTime != 1
var(1) = 0
ignorehitpause = 1

[State 7112, 7]
type = PlaySnd
trigger1 = !Time
value = S7112,0

[State 7112, 8]
type = ChangeState
trigger1 = !AnimTime
value = 7104
;---------------------------------------------------------------------------
;Kid Dracula Leave
[Statedef 7120]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 7120
sprpriority = 3

[State 7120, 1]
type = Turn
trigger1 = !Time

[State 7120, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7120, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7120, 4]
type = VelSet
trigger1 = !Time
x = 4.2*const(size.xscale)

[State 7120, 5]
type = PlaySnd
trigger1 = !Time
value = S7110,0

[State 7120, 6]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7300

;---------------------------------------------------------------------------
; Kid Dracula (initial going up)
[Statedef 7130]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 7130
sprpriority = 2
velset = -1.5*const(size.xscale),-6*const(size.yscale)

[State 7130, 1]
type = VelAdd
trigger1 = StateType = A
y = .35*const(size.yscale)

[State 7130, 3]
type = ParentVarAdd
trigger1 = !Time 
var(6) =  -100
ignorehitpause = 1

[State 7130, 4]
type = PlaySnd
trigger1 = !Time
value = S7130,0

[State 7130, 5]
type = ChangeState
trigger1 =  Vel Y > 0 && Pos Y >= -4
value = 7131

[State 7130, 6]
type = ChangeState
trigger1 = root,Var(6) = 0
value = 7140
;---------------------------------------------------------------------------
; Kid Dracula (initial going up)
[Statedef 7131]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 7131
velset = 0,0

[State 7131, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7131, 2]
type = ChangeState
trigger1 = !AnimTime
value = 7120
;---------------------------------------------------------------------------
; Kid Dracula Dead
[Statedef 7140]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7140

[State 7040, 1]
type = VelSet
trigger1 = Time = 20
y = -8.72*const(size.yscale)

[State 7040, 2]
type = VelAdd
trigger1 = Time >= 20
y = .3488*const(size.yscale)

[State 7040, 4]
type = PlaySnd
trigger1 = !Time
value = S7140,0

[State 7040, 5]
type = ChangeState
trigger1 = Pos Y > 100
value = 7300
;---------------------------------------------------------------------------
;Fuuma Stand Summon (Entrance)
[Statedef 7200]
type    = A
movetype= I
physics = N
velset = (ParentDist X)/12,-3*const(size.yscale)
ctrl = 0
anim = 7200
sprpriority = 3

[State 7200, 1]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 7200, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7200, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7200, 4]
type = Null
trigger1 = !Time
var(7) = -100-(50*(root,Var(0) > 0))

[State 7200, 5]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7200, 6]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7200, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7200, 8]
type = PlaySnd
trigger1 = !Time
value = S7200,0

[State 7200, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7200, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7200, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 7201
;---------------------------------------------------------------------------
;Getsu Fuma Stand Summon (Slash)
[Statedef 7201]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7201
sprpriority = 3

[State 7201, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7201, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7201, 3]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7000, 4]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 5]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7201, 6]
type = ChangeState
trigger1 = !AnimTime
value = 7202
;---------------------------------------------------------------------------
;Getsu Fuma Stand Summon (Entrance)
[Statedef 7202]
type    = A
movetype= A
physics = N
velset = 8.4*const(size.xscale),-5.8*const(size.yscale)
ctrl = 0
anim = 7202
sprpriority = 3

[State 7202, 1]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 7202, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7202, 3]
type = PlayerPush
trigger1 = 1
value = 1

[State 7202, 4]
type = PlaySnd
trigger1 = !Time
value = S7202,0
channel = 0

[State 7202, 5]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,HP
stateno = 7230
time = -1

[State 7202, 6]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,HP
time = -1

[State 7001, 5]
type = VarSet
trigger1 = AnimElem = 1
fvar(3) = root,FVar(21)

[State 7202, 7]
type = HitDef
trigger1 = AnimElem = 1 || AnimTime = 0
attr = A, SA
damage = ceil(20*FVar(3)),8
animtype = Hard
guardflag = MAF
hitflag = MAF
getpower = 0,0
priority = 3, Hit
pausetime = 5,5
sparkno = S6000
sparkxy = -9,-20
hitsound = F5,3
guardsound = F6, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 28
guard.hittime  = 10
ground.velocity = -4.2*const(size.xscale), -3.1*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = High
air.velocity = -3.4*const(size.xscale),-2.6*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
;fall.recover = 0
id = 7200
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7202, 8]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1

;[State 7202, 8]
;type = Null
;triggerall = NumTarget && MoveHit
;trigger1 = root,Cond(FVar(20) > .3, FVar(20) := FVar(20) - .2,0) || root,Cond(FVar(21) > .3, FVar(21) := FVar(21) - .2,0)
;ignorehitpause = 1
;persistent = 0

[State 7202, 9]
type = Helper
trigger1 = !Time
name = "Projectile Armor"
ID = 7200
stateno = 7205
pos = 0,0
postype = p1   
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7202, 10]
type = ParentVarAdd
triggerall = !var(1)
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 7202, 11]
type = VarAdd
trigger1 = HitPauseTime = 1
var(1) = 1
ignorehitpause = 1

[State 7202, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7203
;---------------------------------------------------------------------------
;Getsu Fuma Stand Summon (Slash)
[Statedef 7203]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 7203
sprpriority = 3

[State 7203, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7203, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,HP
stateno = 7230
time = -1

[State 7203, 3]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,HP
time = -1

[State 7203, 4]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = ceil(50*FVar(3)),13
animtype = Hard
guardflag = MA
hitflag = MAF
getpower = 0,0
priority = 3, Hit
pausetime = 1,1
sparkno = S6000
sparkxy = -9,-20
hitsound = F5,2
guardsound = F6, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 28
guard.hittime  = 10
ground.velocity = -4.2*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = High
air.velocity = -3.4*const(size.xscale),-3.2*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
air.hittime = 100
fall = 0
;fall.recover = 0
id = 7203
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7203, 5]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1

[State 7203, 6]
type = Helper
trigger1 = AnimElem = 4
name = "Fire Wave"
ID = 7050
stateno = 7204
pos = ceil(30*const(size.yscale)),ceil(-31*const(size.yscale))
postype = p1   
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7203, 7]
type = ParentVarSet
trigger1 = AnimElem = 4
var(39) = 1

[State 7203, 8]
type = VarAdd
trigger1 = AnimElem = 4
var(11) = 1

[State 7203, 9]
type = PlaySnd
trigger1 = AnimElem = 3
value = S7203,0

[State 7203, 10]
type = PlaySnd
trigger1 = AnimElem = 4
value = S7203,1

[State 7000, 11]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 12]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7203, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 7220
;---------------------------------------------------------------------------
;Fire Wave
[Statedef 7204]
type    = S
movetype= A
physics = N
velset = 8*const(size.xscale),0
ctrl = 0
anim = 7204
sprpriority = 3

[State 7204, 1]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 7204, 2]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 7103
time = -1

[State 7204, 3]
type = HitDef
trigger1 = !Time
attr = S, SP
damage = ceil(65*parent,FVar(3)),17
animtype = Hard
guardflag = MA
hitflag = MAF
getpower = 0,0
priority = 3, Hit
pausetime = 1,1
sparkno = -1
hitsound = -1
guardsound = F6, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 28
guard.hittime  = 10
ground.velocity = -6.2*const(size.xscale), -3.4*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = High
air.velocity = -5*const(size.xscale),-2.8*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 1
;fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7204, 4]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1

[State 7204, 5]
type = PlaySnd
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = F5,3
ignorehitpause = 1

[State 7204, 6]
type = TargetState
trigger1 = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ID = -1
ignorehitpause = 1

[State 7204, 7]
type = VarSet
triggerall = MoveHit
trigger1 = HitPauseTime = 1
var(1) = 1
ignorehitpause = 1

[State 7204, 8]
type = VarSet
triggerall = MoveHit
trigger1 = HitPauseTime != 1
var(1) = 0
ignorehitpause = 1

[State 7204, 9]
type = VarSet
triggerall = MoveHit && parent,var(1) = 0
trigger1 = HitPauseTime = 1
var(2) = 1
ignorehitpause = 1

[State 7204, 10]
type = VarSet
triggerall = MoveHit
trigger1 = HitPauseTime != 1
var(2) = 0
ignorehitpause = 1

[State 7204, 11]
type = ChangeState
trigger1 = MoveContact || FrontEdgeDist < -30
value = 7104-(1*MoveContact)

;---------------------------------------------------------------------------
;Projectile Armor
[Statedef 7205]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State 7205, 1]
type = ChangeAnim
trigger1 = PrevStateNo != 7205 && !Time
value = 7205

[State 7205, 2]
type = HitBy
trigger1 = 1
value = SCA,NP,SP
time = -1

[State 7205, 3]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP
slot = 0
stateno = 7205
time = -1

[State 7205, 4]
type = ScreenBound
trigger1 = 1
value = 0

[State 7205, 5]
type = PlayerPush
trigger1 = 1
value = 0

[State 7205, 6]
type = BindToParent
trigger1 = 1
time = 1
ignorehitpause = 1

[State 7205, 8]
type = DestroySelf
trigger1 = parent,StateNo != 7202
;---------------------------------------------------------------------------
;Fuuma Stand Summon (Entrance)
[Statedef 7210]
type    = A
movetype= I
physics = N
velset = (ParentDist X)/12,-3*const(size.yscale)
ctrl = 0
anim = 7200
sprpriority = 3

[State 7210, 1]
type = VelAdd
trigger1 = 1
y = .44*const(size.yscale)

[State 7210, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7210, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7210, 4]
type = Null
trigger1 = !Time
var(7) = -50-(50*(root,Var(0) > 0))

[State 7210, 5]
type = ParentVarSet
trigger1 = !Time && RoundState = 2
var(38) = 1

[State 7210, 6]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7210, 7]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7210, 8]
type = PlaySnd
trigger1 = !Time
value = S7200,0

[State 7210, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7210, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7210, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 7211
;---------------------------------------------------------------------------
;Getsu Fuma Crouch Summon (Hexplosive)
[Statedef 7211]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 7211
sprpriority = 3

[State 7211, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S7211,0

[State 7211, 2]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 7230
time = -1

[State 7211, 3]
type = PosSet
trigger1 = !Time
y = 0

[State 7211, 4]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1

[State 7211, 5]
type = VarSet
trigger1 = AnimElem = 1
fvar(3) = root,FVar(21)

[State 7211, 6]
type = Helper
trigger1 = AnimElem = 5
name = "Hexplosive"
ID = 7050
stateno = 7212
pos = ceil(37*const(size.yscale)),0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7211, 7]
type = ParentVarSet
trigger1 = AnimElem = 5
var(39) = 1

[State 7203, 8]
type = VarAdd
trigger1 = AnimElem = 5
var(11) = 3

[State 7000, 9]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7000, 10]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7111, 11]
type = ChangeState
trigger1 = !AnimTime
value = 7220
;---------------------------------------------------------------------------
;Hexplosive
[Statedef 7212]
type    = A
movetype= A
physics = N
velset = 4*const(size.xscale),0
ctrl = 0
anim = 7212
sprpriority = 4

[State 7212, 1]
type = HitBy
trigger1 = 1
value = SCA,HP
time = -1

[State 7212, 2]
type = HitOverride
trigger1 = 1
attr = SCA,HP
slot = 0
stateno = 7213
time = -1

[State 7212, 3]
type = HitDef
trigger1 = !Time
attr = S, SP
damage = ceil(100*parent,Fvar(3)),25
animtype = Hard
hitflag = MAF
guardflag = MA
getpower = 0
priority = 3, Hit
pausetime = 1,1
sparkno = S6001
sparkxy = -9,0
hitsound = F5, 3
guardsound = F6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
ground.velocity = -.8*const(size.xscale),-9.9*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -.6*const(size.xscale), -8.8*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 7210
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7212, 4]
type = Null
triggerall = NumTarget && MoveHit && HitPauseTime = 1
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1

[State 7212, 5]
type = PlayerPush
trigger1 = 1 
value = 0

[State 7212, 6]
type = ScreenBound
trigger1 = 1 
value = 1

[State 7212, 7]
type = VelSet
trigger1 = Time = 51
x = 0
y = 0

[State 7212, 8]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = HitPauseTime = 1
value = 5400
ignorehitpause = 1

[State 7212, 9]
type = ScreenBound
trigger1 = 1
value = 0

[State 7212, 10]
type = PlayerPush
trigger1 = 1
value = 0

[State 7212, 11]
type = VarSet
trigger1 = NumTarget && MoveHit
var(0) = 1
ignorehitpause = 1

[State 7212, 12]
type = VarSet
trigger1 = 1
fvar(1) = P2BodyDist X 

[State 7212, 13]
type = VarSet
trigger1 = 1
fvar(2) = P2BodyDist Y 

[State 7212, 14]
type = ChangeState
trigger1 = !AnimTime
trigger2 = MoveContact
value = 7213
;---------------------------------------------------------------------------
;Hexplosive (Explode)
[Statedef 7213]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1
sprpriority = 4

[State 7213, 1]
type = PowerAdd
trigger1 = !Time
value = 50-25*(NumTarget && MoveGuarded)
ignorehitpause = 1

[State 7213, 2]
type = ChangeAnim
trigger1 = Anim = 6001 && !AnimTime
value = 1

[State 7213, 3]
type = Helper
trigger1 = !Time
name = "Hexplosive Bullet"
ID = 7051
stateno = 7214
pos = 0,ceil(-4*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7213, 4]
type = Helper
trigger1 = !Time
name = "Hexplosive Bullet"
ID = 7052
stateno = 7215
pos = 0,ceil(-4*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7213, 4]
type = Helper
trigger1 = !Time
name = "Hexplosive Bullet"
ID = 7053
stateno = 7216
pos = 0,ceil(-4*const(size.yscale))
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 7213, 5]
type = ScreenBound
trigger1 = 1
value = 0

[State 7213, 6]
type = PlayerPush
trigger1 = 1
value = 0

[State 7213, 7]
type = PlaySnd
trigger1 = !Time
value = S7213,0

[State 7213, 8]
type = ParentVarSet
trigger1 = !NumHelper(7051) && !NumHelper(7052) && !NumHelper(7053)
var(10) = 3

[State 7213, 9]
type = DestroySelf
triggerall = !NumHelper(7051) && !NumHelper(7052) && !NumHelper(7053)
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
;---------------------------------------------------------------------------
;Hexplosive Bullet (Back)
[Statedef 7214]
type    = A
movetype= A
physics = N
velset = -4*const(size.xscale),0
ctrl = 0
anim = 7214
sprpriority = 4

[State 7214, 1]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 7214, 2]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 7103
time = -1

[State 7214, 3]
type = HitDef
trigger1 = (!(parent,Var(0)) && !Time) || ((parent,Var(0)) && Time = 8)
attr = S, NP
damage = ceil(30*parent,Fvar(3)),8
animtype = Hard
hitflag = MAF
guardflag = MA
getpower = 0
priority = 3, Hit
pausetime = 1,1
sparkno = -1
sparkxy = -9,0
hitsound = F5, 1
guardsound = F6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
ground.velocity = -2.3*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -1.9*const(size.xscale),-1.1*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
id = 7211
chainID = -1
nochainID = 7210
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7214, 4]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1
persistent = 0

[State 7214, 5]
type = PlayerPush
trigger1 = 1 
value = 0

[State 7214, 6]
type = ScreenBound
trigger1 = 1 
value = 1

[State 7214, 7]
type = VelSet
trigger1 = Time = 51
x = 0
y = 0

[State 7214, 8]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ignorehitpause = 1

[State 7214, 9]
type = ScreenBound
trigger1 = 1
value = 0

[State 7214, 10]
type = PlayerPush
trigger1 = 1
value = 0

[State 7214, 11]
type = ChangeState
trigger1 = MoveContact || !AnimTime
value = 7104-(MoveContact)
;---------------------------------------------------------------------------
;Hexplosive Bullet (Up)
[Statedef 7215]
type    = A
movetype= A
physics = N
velset = 0,-4*const(size.yscale)
ctrl = 0
anim = 7214
sprpriority = 4

[State 7214, 1]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 7214, 2]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 7103
time = -1

[State 7214, 3]
type = HitDef
trigger1 = (!(parent,Var(0)) && !Time) || ((parent,Var(0)) && Time = 8)
attr = S, NP
damage = ceil(30*root,Fvar(21)),8
animtype = Hard
hitflag = MAF
guardflag = MA
getpower = 0
priority = 3, Hit
pausetime = 1,1
sparkno = -1
sparkxy = -9,0
hitsound = F5, 1
guardsound = F6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
ground.velocity = -2.3*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -1.9*const(size.xscale),-1.1*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
id = 7211
chainID = -1
nochainID = 7210
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7214, 4]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1
persistent = 0

[State 7214, 5]
type = PlayerPush
trigger1 = 1 
value = 0

[State 7214, 6]
type = ScreenBound
trigger1 = 1 
value = 1

[State 7214, 7]
type = VelSet
trigger1 = Time = 51
x = 0
y = 0

[State 7061, 8]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ignorehitpause = 1

[State 7214, 9]
type = ScreenBound
trigger1 = 1
value = 0

[State 7214, 10]
type = PlayerPush
trigger1 = 1
value = 0

[State 7214, 11]
type = ChangeState
trigger1 = MoveContact || !AnimTime
value = 7104-(MoveContact)
;---------------------------------------------------------------------------
;Hexplosive Bullet (Forward)
[Statedef 7216]
type    = A
movetype= A
physics = N
velset = 4*const(size.xscale),0
ctrl = 0
anim = 7214
sprpriority = 4

[State 7214, 1]
type = HitBy
trigger1 = 1
value = SCA,AP
time = -1

[State 7214, 2]
type = HitOverride
trigger1 = 1
attr = SCA,AP
slot = 0
stateno = 7103
time = -1

[State 7214, 3]
type = HitDef
trigger1 = (!(parent,Var(0)) && !Time) || ((parent,Var(0)) && Time = 8)
attr = S, NP
damage = ceil(30*root,Fvar(21)),8
animtype = Hard
hitflag = MAF
guardflag = MA
getpower = 0
priority = 3, Hit
pausetime = 1,1
sparkno = -1
sparkxy = -9,0
hitsound = F5, 1
guardsound = F6, 0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 22
ground.velocity = -2.3*const(size.xscale)
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -1.9*const(size.xscale),-1.1*const(size.yscale)
air.hittime = 100
yaccel = .35*const(size.yscale)
id = 7211
chainID = -1
nochainID = 7210
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 7214, 4]
type = Null
triggerall = NumTarget && MoveHit
trigger1 = root,Cond(!Var(26), Var(26) := 3,0)
ignorehitpause = 1
persistent = 0

[State 7214, 5]
type = PlayerPush
trigger1 = 1 
value = 0

[State 7214, 6]
type = ScreenBound
trigger1 = 1 
value = 1

[State 7214, 7]
type = VelSet
trigger1 = Time = 51
x = 0
y = 0

[State 7061, 8]
type = TargetState
triggerall = NumTarget && MoveHit
trigger1 = !(target,Time)
value = 5400
ignorehitpause = 1

[State 7214, 9]
type = ScreenBound
trigger1 = 1
value = 0

[State 7214, 10]
type = PlayerPush
trigger1 = 1
value = 0

[State 7214, 11]
type = ChangeState
trigger1 = MoveContact || !AnimTime
value = 7104-(MoveContact)
;---------------------------------------------------------------------------
;Getsu Fuma Leave
[Statedef 7220]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 7220
sprpriority = 3

[State 7120, 1]
type = Turn
trigger1 = !Time

[State 7120, 2]
type = ScreenBound
trigger1 = 1
value = 0

[State 7120, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 7120, 4]
type = VelSet
trigger1 = !Time
x = 4.2*const(size.xscale)

[State 7120, 5]
type = PlaySnd
trigger1 = !Time
value = S7110,0

[State 7120, 6]
type = ChangeState
trigger1 = FrontEdgeDist < -30
value = 7300
;---------------------------------------------------------------------------
; Getsu Fuma (Hit)
[Statedef 7230]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 7230
sprpriority = 2
velset = -1.5*const(size.xscale),-3.8*const(size.yscale)

[State 7130, 1]
type = VelAdd
trigger1 = StateType = A
y = .35*const(size.yscale)

[State 7130, 3]
type = ParentVarAdd
trigger1 = !Time 
var(6) =  -100
ignorehitpause = 1

[State 7130, 4]
type = PlaySnd
trigger1 = !Time
value = S7230,0

[State 7130, 5]
type = ChangeState
trigger1 =  Vel Y > 0 && Pos Y >= -4
value = 7231

[State 7130, 6]
type = ChangeState
trigger1 = root,Var(6) = 0
value = 7240
;---------------------------------------------------------------------------
; Getsu Fuma (Land)
[Statedef 7231]
type    = S
movetype= H
physics = S
ctrl = 0
anim = 7231
velset = 0,0

[State 7131, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 7131, 2]
type = ChangeState
trigger1 = !AnimTime
value = 7220
;---------------------------------------------------------------------------
; Getsu Fuma Dead
[Statedef 7240]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 7240

[State 7040, 4]
type = PlaySnd
trigger1 = !Time
value = S7240,0

[State 7040, 5]
type = ChangeState
trigger1 = Time = 70
value = 7300
;---------------------------------------------------------------------------
;Helper Gone
[Statedef 7300]
type    = U
movetype= H
physics = N
ctrl = 0
anim = 1
velset = 0,0
sprpriority = 3

[State 7300, 1]
type = ParentVarSet
trigger1 = Var(10) >= Var(11)
var(39) = 0
ignorehitpause = 1

[State 7300, 2]
type = ParentVarSet
trigger1 = !Time
var(38) = 0
ignorehitpause = 1

[State 7300, 3]
type = DestroySelf
triggerall = !(root,Var(38)) && !(root,Var(39))
trigger1 = !NumTarget && Anim = 1
trigger2 = NumTarget && Anim = 1
trigger2 = target,StateType = L
