;----------------------------------------------------------------------------
;Super Attack 3000
[StateDef 3000]
type = S
physics = S
movetype = I
anim = 1000
poweradd = -1000
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = Time = 0
value = 110,0
channel = 1
volume = 200

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

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

;Doll Wake Up
[StateDef 3001]
type = S
physics = S
movetype = I
anim = 1001
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = Time = 0
value = 8000,1
channel = 0
volume = 200

[State Attack Type Set]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State mark]
type = Explod
trigger1 = Time = 0
pausemovetime = 99999
removetime = 30
removeongethit = 1
shadow = -1
anim = 1006
pos = 0,-60
ownpal = 1
sprpriority = 2

[State Dust]
type = GameMakeAnim
trigger1 = Time = 0
value = 120

[State Shine]
type = PalFX
trigger1 = Time = 0
time = 12
add = 255,255,255
sinadd = 255,255,255,6

[State FaceP2]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State Stand]
type = ChangeAnim
trigger1 = Anim = 1001
trigger1 = AnimTime = 0
value = 6000

[State End]
type = ChangeState
trigger1 = Anim = 6000
trigger1 = AnimElem = 1,>=4
value = 3002
ctrl = 0

;Turn a Round
[StateDef 3002]
type = A
physics = N
movetype = I
anim = 3000
poweradd = IfElse(Parent,Var(5),-1000,0)
velset = -7,-6

[State Gravity]
type = VelAdd
trigger1 = Pos Y < 0
x = 0.46
y = 0.46

[State Snd Play]
type = PlaySnd
trigger1 = AnimTime = -1
value = 1000,0
channel = 1
volume = 200

[State Blue BG]
type = Explod
trigger1 = AnimTime = -1
removetime = 60
supermovetime = 99999
anim = 4001
postype = Back
velocity = -14,0
ownpal = 1
sprpriority = -100

[State Face]
type = Explod
trigger1 = AnimTime = -1
removetime = 60
supermovetime = 99999
anim = 4002
postype = Back
pos = -240,0
velocity = 8,0
accel = -0.16,0
ownpal = 1
sprpriority = -99
scale = 2,2

[State SuperPause]
type = SuperPause
trigger1 = AnimTime = -1
anim = F102
time = 60
sound = S3000,1
pos = 30,-30
darken = 0

[State ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3003

;Attack
[StateDef 3003]
type = A
physics = N
movetype = A
anim = 1003
velset = 6,0
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = Time = 0
value = 220,0
channel = 1
volume = 200

[State AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 50
removetime = 30
length = 4
timegap = 1
framegap = 1
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.5,0.5,2
palcolor = 0

[State HitDef]
type = HitDef
trigger1 = TimeMod = 4,2
attr = A, HA
damage = 50/(1+Parent,Var(7)/6.0),10
getpower = 0
givepower = 50
hitflag = MAF
guardflag = MA
sparkno = 0
sparkxy = 10,-50
;hitsound = S0,0
guardsound = S0,7
pausetime = 4,4
animtype = Heavy
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 2;14
ground.velocity = -4*(1+(Parent,Var(7)-HitCount)/4.0)
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = -4*(1+(Parent,Var(7)-HitCount)/4.0),-2*(1-(Parent,Var(7)-HitCount)/4.0)
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
p2facing = 1

[State End]
type = ChangeState
trigger1 = Time = 50
value = 3004
ctrl = 0

;Doll Land
[StateDef 3004]
type = A
physics = N
movetype = H
anim = 3001
velset = 1,0
ctrl = 0

[State Gravity]
type = VelAdd
trigger1 = Pos Y <= 0
y = 0.46

[State Hit Ground]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = IfElse(!Parent,Var(5),9110,7002)
ctrl = 0

;----------------------------------------------------------------------------
;HitBy~~
[StateDef 3004]
type = S
physics = S
movetype = I

[State End]
type = ChangeState
trigger1 = Time = 0
value = 5001

;----------------------------------------------------------------------------
;Super3100
[StateDef 3100]
type = S
physics = C
movetype = I
anim = 3100
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = Anim = 12
trigger1 = AnimTime = 0
value = 110,0
channel = 1
volume = 200

[State Laugth]
type = ChangeAnim
trigger1 = Helper(1000),StateNo = 3104
trigger1 = Helper(1000),Time =60
value = 12

[State Laugth]
type = ChangeAnim
trigger1 = Anim = 12
trigger1 = AnimTime = 0
value = 3101

[State End]
type = ChangeState
trigger1 = Time >= 30
trigger1 = Helper(1000),StateNo != [3100,3199]
value = IfElse(Anim=3100,11,0)
ctrl = 1

;Doll Wake Up
[StateDef 3101]
type = S
physics = S
movetype = I
anim = 1001
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = Time = 0
value = 8000,1
channel = 0
volume = 200

[State mark]
type = Explod
trigger1 = Time = 0
pausemovetime = 99999
removetime = 30
removeongethit = 1
shadow = -1
anim = 1006
pos = 0,-60
ownpal = 1
sprpriority = 2

[State Dust]
type = GameMakeAnim
trigger1 = Time = 0
value = 120

[State Shine]
type = PalFX
trigger1 = Time = 0
time = 12
add = 255,255,255
sinadd = 255,255,255,6

[State FaceP2]
type = Turn
trigger1 = Time = 0
trigger1 = P2Dist X < 0

[State Stand]
type = ChangeAnim
trigger1 = Anim = 1001
trigger1 = AnimTime = 0
value = 6000

[State End]
type = ChangeState
trigger1 = Anim = 6000
trigger1 = AnimElem = 1,>=4
value = 3102
ctrl = 0

;Turnning Head
[StateDef 3102]
type = S
physics = S
movetype = I
anim = 3103
ctrl = 0

[State Attack Type Set]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State EndSet]
type = VarAdd
trigger1 = Time >= 180
trigger2 = !Parent,Var(59)
trigger2 = Parent,Command != "holda"
trigger2 = Parent,Command != "holdx"
trigger2 = Parent,Command != "holdy"
trigger3 = Var(1)
trigger4 = Parent,Var(59)
trigger4 = P2BodyDist X+Enemy,Vel X*4 <= 150
var(1) = 1

[State Snd Play]
type = PlaySnd
trigger1 = Var(1) = 1
value = 3000,0
channel = 1
volume = 200

[State Blue BG]
type = Explod
trigger1 = Var(1) = 1
removetime = 60
supermovetime = 99999
anim = 4001
postype = Back
velocity = -14,0
ownpal = 1
sprpriority = -100

[State Face]
type = Explod
trigger1 = Var(1) = 1
removetime = 60
supermovetime = 99999
anim = 4002
postype = Back
pos = -240,0
velocity = 8,0
accel = -0.16,0
ownpal = 1
sprpriority = -99
scale = 2,2

[State SuperPause]
type = SuperPause
trigger1 = Var(1) = 1
anim = F102
time = 60
sound = S3000,1
pos = 0,-20
darken = 0

[State End]
type = ChangeState
trigger1 = Var(1) = 2
value = 3103
ctrl = 0

;Go
[StateDef 3103]
type = C
physics = C
movetype = A
anim = 3104
velset = 14,0
poweradd = -1000
ctrl = 0

[State Explod]
type = Explod
trigger1 = 1
ignorehitpause = 1
removetime = 1
anim = 3117
pos = 0,-30
sprpriority = 10

[State HitDef]
type = HitDef
trigger1 = Time >= 4
trigger1 = !MoveContact
attr = C, HA
damage = 35/(1+Parent,Var(7)/6.0),0
getpower = 0
givepower = 35
hitflag = M
guardflag = M
sparkno = 0
sparkxy = 10,-50
;hitsound = S0,2
guardsound = S0,7
pausetime = 30,30
animtype = Heavy
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 14
ground.velocity = 0,0
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = 0,0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
snap = 40,0
p2facing = 1
kill = 0

[State Attack Success]
type = ChangeState
trigger1 = MoveHit
value = 3104
ctrl = 0

[State End]
type = ChangeState
trigger1 = Vel X <= 0.1
value = IfElse(!Parent,Var(5),9110,11)
ctrl = Parent,Var(5)

;Chain Attack
[StateDef 3104]
type = S
physics = S
movetype = A
velset = 0,0
anim = 3107
ctrl = 0

[State Stand Image]
type = Helper
trigger1 = Time = 0
ignorehitpause = 1
supermovetime = 999
name = "stand"
pos = -50,-80
stateno = 10002
keyctrl = 0
ownpal = 1
id = 10000

[State Snd Play]
type = PlaySnd
trigger1 = Time = 0
value = 220,0
channel = 1
volume = 200

[State Hit2, 00]
type = ChangeAnim
trigger1 = Anim = 3107
trigger1 = AnimTime = 0
value = 3108

[State Hit3, 00]
type = ChangeAnim
trigger1 = Anim = 3108
trigger1 = AnimTime = 0
value = 3109

[State Hit4, 00]
type = PosAdd
trigger1 = Anim = 3109
trigger1 = AnimTime = 0
x = 100

[State Hit4, 01]
type = Turn
trigger1 = Anim = 3109
trigger1 = AnimTime = 0

[State Hit4, 02]
type = ChangeAnim
trigger1 = Anim = 3109
trigger1 = AnimTime = 0
value = 3110

[State Hit5, 00]
type = ChangeAnim
trigger1 = Anim = 3110
trigger1 = AnimTime = 0
value = 3111

[State AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 140
removetime = 30
length = 6
timegap = 6
framegap = 0
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;trans = Add1

[State Hit6, 00]
type = PosAdd
trigger1 = Anim = 3111
trigger1 = AnimTime = 0
x = 80

[State Hit6, 01]
type = Turn
trigger1 = Anim = 3111
trigger1 = AnimTime = 0

[State Hit5, 00]
type = ChangeAnim
trigger1 = Anim = 3111
trigger1 = AnimTime = 0
value = 3105

[State Hit5, 00]
type = ChangeAnim
trigger1 = Anim = 3105
trigger1 = AnimTime = 0
value = 3112

[State HitDef]
type = HitDef
trigger1 = Anim = 3107
trigger1 = AnimElem = 2
trigger2 = Anim = 3108
trigger2 = AnimElem = 5
trigger3 = Anim = 3109
trigger3 = AnimElem = 2
trigger4 = Anim = 3110
trigger4 = AnimElem = 2
trigger5 = Anim = 3111
trigger5 = AnimElem = 2
trigger6 = Anim = 3105
trigger6 = AnimElem = 2
trigger7 = Anim = 3112
trigger7 = AnimElem = 2
attr = S, HA
damage = 35/(1+Parent,Var(7)/6.0),10
getpower = 0
givepower = 35
hitflag = MAF
guardflag = 
sparkno = 0
sparkxy = 10,-60
;hitsound = S0,1
guardsound = S0,7
pausetime = 0,4
animtype = Heavy
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 30
ground.velocity = -2*(1+Parent,Var(7)/4.0)
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = -2*(1+Parent,Var(7)/4.0),-2*(1-Parent,Var(7)/4.0)
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
p2facing = 1
kill = 0
snap = 40,-Pos Y

[State Jump]
type = ChangeState
trigger1 = Anim = 3112
trigger1 = AnimTime = 0
value = 3105
ctrl = 0

;Jump
[Statedef 3105]
type = A
physics = N
movetype = A
anim = 3113
velset = 2,-6
ctrl = 0

[State HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage = 35/(1+Parent,Var(7)/6.0),10
getpower = 0
givepower = 35
hitflag = MAF
guardflag = HA
sparkno = 0
sparkxy = 10,-60
;hitsound = S0,1
guardsound = S0,7
pausetime = 0,4
animtype = Heavy
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 30
ground.velocity = 0
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = 0,0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
p2facing = 1
kill = 0
snap = 40,-Pos Y

[State Gravity]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.82

[State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3106
ctrl = 0

[StateDef 3106]
type = S
physics = S
movetype = A
anim = 3114
velset = 0,0
ctrl = 0

[State Land On Ground]
type = PosSet
trigger1 = Time = 0
y = 0

[State Hit, 00]
type = PosAdd
trigger1 = Anim = 3114
trigger1 = AnimTime = 0
x = 80

[State Hit, 01]
type = Turn
trigger1 = Anim = 3114
trigger1 = AnimTime = 0

[State Hit, 02]
type = ChangeAnim
trigger1 = Anim = 3114
trigger1 = AnimTime = 0
value = 3115

[State Hit2, 00]
type = PosAdd
trigger1 = Anim = 3115
trigger1 = AnimTime = 0
x = 80

[State Hit2, 01]
type = Turn
trigger1 = Anim = 3115
trigger1 = AnimTime = 0

[State Hit2, 02]
type = ChangeAnim
trigger1 = Anim = 3115
trigger1 = AnimTime = 0
value = 3108

[State Hit3, 00]
type = PosAdd
trigger1 = Anim = 3108
trigger1 = AnimTime = 0
x = 80

[State Hit3, 01]
type = Turn
trigger1 = Anim = 3108
trigger1 = AnimTime = 0

[State Hit3, 02]
type = ChangeAnim
trigger1 = Anim = 3108
trigger1 = AnimTime = 0
value = 3110

[State Hit4, 00]
type = PosAdd
trigger1 = Anim = 3110
trigger1 = AnimTime = 0
x = 80

[State Hit4, 01]
type = Turn
trigger1 = Anim = 3110
trigger1 = AnimTime = 0

[State Hit4, 02]
type = ChangeAnim
trigger1 = Anim = 3110
trigger1 = AnimTime = 0
value = 6203

[State HitDef]
type = HitDef
trigger1 = Anim = 3115
trigger1 = AnimElem = 2
trigger2 = Anim = 3108
trigger2 = AnimElem = 5
trigger3 = Anim = 3110
trigger3 = AnimElem = 2
trigger4 = Anim = 6203
trigger4 = AnimElem = 3
attr = S, HA
damage = 35/(1+Parent,Var(7)/6.0),10
getpower = 0
givepower = 35
hitflag = MAF
guardflag = 
sparkno = 0
sparkxy = 10,-60
;hitsound = S0,1
guardsound = S0,7
pausetime = 0,4
animtype = Heavy
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 30
ground.velocity = 0
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = 0,0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
p2facing = 1
kill = 0
snap = 40,-Pos Y

[State Final]
type = ChangeState
trigger1 = Anim = 6203
trigger1 = AnimTime = 0
value = 3107
ctrl = 0

;Crouch Heavy Attack
[Statedef 3107]
type = C
physics = C
movetype = A
anim = 6320
ctrl = 0

[State HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage = 35/(1+Parent,Var(7)/6.0),10
getpower = 0
givepower = 35
hitflag = MAF
guardflag = M
sparkno = 0
sparkxy = 10,-60
;hitsound = S0,1
guardsound = S0,7
pausetime = 12,12
animtype = Up
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 14
ground.velocity = -2,-14
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = -2,-14
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.44
p2facing = 1
kill = 0

[State Air]
type = StateTypeSet
trigger1 = AnimElem = 2,0
value = A
physics = N

[State Jump]
type = VelSet
trigger1 = AnimElem = 2,0
x = 1
y = -6

[State Gravity]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.82

[State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3108
ctrl = 0

[StateDef 3108]
type = C
physics = C
movetype = I
anim = 6321
velset = 0,0
ctrl = 0

[State Land On Ground]
type = PosSet
trigger1 = Time = 0
y = 0

[State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 3109
ctrl = 0

[StateDef 3109]
type = A
physics = N
movetype = A
anim = 3106
velset = -2,-11
ctrl = 0

[State Gravity]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.46

[State Snd Play]
type = PlaySnd
trigger1 = Time = 0
value = 3100,0
channel = 1
volume = 200

[State Hair Drier]
type = Helper
trigger1 = Time = 18
name = "Hair Drier"
stateno = 3110
keyctrl = 0
ownpal = 1
id = 3110

[State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = IfElse(!Parent,Var(5),9110,52)
ctrl = 0

;-------Hair Drier------
[Statedef 3110]
type = A
physics = N
movetype = A
anim = 3102
velset = 5,-5
ctrl = 0

[State Gravity]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.46

[State Rotate]
type = AngleDraw
trigger1 = 1

[State Rotate]
type = AngleAdd
trigger1 = 1
value = 10

[State HitDef]
type = HitDef
trigger1 = !MoveContact
attr = A, HA
damage = 39
getpower = 0
givepower = 39
hitflag = MAFD
guardflag = 
sparkno = 0
sparkxy = 10,-60
hitsound = S0,4
guardsound = S0,7
pausetime = 12,12
animtype = Up
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 14
ground.velocity = 0,0
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = -4,-1
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 3111

[State End]
type = DestroySelf
trigger1 = Pos Y >= 0

[StateDef 3111]
type = A
physics = N
movetype = I
anim = 10000
velset = 0,0
ctrl = 0

[State Explod]
type = Explod
trigger1 = Time = 0
removetime = 60
postype = P2
pos = 0,-50
bindtime = -1
anim = 3116
scale = 1,1
id = 3116
ontop = 1

[State Modify]
type = ModifyExplod
trigger1 = 1
scale = (61-Time)/60.0,(61-Time)/60.0
id = 3116

[State End]
type = DestroySelf
trigger1 = Time >= 60

;----------------------------------------------------------------------------
;Original Super 3200!!!!!!!
[StateDef 3200]
type = S
physics = S
movetype = A
anim = 1200
poweradd = -2000
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = AnimTime = -1
value = 10000,3
channel = 1
volume = 200

[State Blue BG]
type = Explod
trigger1 = AnimTime = -1
removetime = 60
supermovetime = 99999
anim = 4001
postype = Back
velocity = -14,0
ownpal = 1
sprpriority = -100

[State Face]
type = Explod
trigger1 = AnimTime = -1
removetime = 60
supermovetime = 99999
anim = 4002
postype = Back
pos = -240,0
velocity = 8,0
accel = -0.16,0
ownpal = 1
sprpriority = -99
scale = 2,2

[State SuperPause]
type = SuperPause
trigger1 = AnimTime = -1
anim = F102
time = 60
sound = S3000,1
pos = 0,-20
darken = 0

[State 3200]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0

;Attack
[StateDef 3201]
type = S
physics = S
movetype = A
anim = 3200
velset = 12,0
ctrl = 0

[State AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 120
removetime = 30
length = 4
timegap = 1
framegap = 1
palbright = 0,0,0
palcontrast = 255,255,255
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 0.5,0.5,2
palcolor = 0

[State Snd Play]
type = PlaySnd
trigger1 = Time = 0
value = 220,0
channel = 1
volume = 200

[State HitDef]
type = HitDef
trigger1 = TimeMod = 12,1
attr = S, HA
damage = 40,10
getpower = 0
givepower = 15
hitflag = MAF
guardflag = M
sparkno = 0
sparkxy = 10,-60
;hitsound = S0,4
guardsound = S0,7
pausetime = 4,4
animtype = Hard
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Low
ground.hittime = 14
ground.velocity = -1,0
ground.slidetime = 4
air.type = Low
air.hittime = 14
air.velocity = -4,-1
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
kill = 0
air.kill = 0

[State 3201]
type = ChangeState
trigger1 = Time >= 120
value = 3202
ctrl = 0

[StateDef 3202]
type = S
physics = S
movetype = A
anim = 3201
velset = 0,0
ctrl = 0

[State Cut into two pieces!]
type = TargetState
trigger1 = Time = 0
value = 3203

;Test
[State Test]
type = Explod
trigger1 = Target,StateNo = 3203
trigger1 = Target,Time >= 60
;trigger1 = (GameTime%4=0)||(GameTime%4=2)
ignorehitpause = 1
removetime = 1;2
anim = 10001+(GameTime%2=0);(GameTime%4=0)
pos = P2Dist X,-50+Target,Pos Y
sprpriority = -50
scale = 2,2
id = 10001

[State Test]
type = Explod
trigger1 = Target,StateNo = 3203
trigger1 = Target,Time >= 60
ignorehitpause = 1
removetime = 2
anim = 10001
postype = Back
pos = 160,0
sprpriority = -52
scale = 1.2,1.2
id = 10001

[State Snd Play]
type = PlaySnd
trigger1 = Time = 60
value = 220,0
channel = 1
volume = 200

[State 3201]
type = ChangeState
trigger1 = Time >= 12
trigger1 = Target,StateNo != 3203
value = 0
ctrl = 1

[StateDef 3203]
type = U
physics = N
movetype = H
anim = 5012
velset = 0,0
ctrl = 0

[State NoHit]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State Bleeding]
type = Explod
trigger1 = Time = 0
removetime = 60
anim = F12
pos = 10,-50
sprpriority = 10

[State Bleeding]
type = Explod
trigger1 = Time = 0
removetime = 60
anim = F10
pos = 5,-50
sprpriority = 10

[State Bleeding]
type = Explod
trigger1 = Time = 0
removetime = 60
anim = F10
pos = -5,-50
sprpriority = 10

[State Bleeding]
type = Explod
trigger1 = Time = 0
removetime = 60
anim = F12
pos = -10,-50
facing = -1
sprpriority = 10

[State Disappear]
type = ChangeAnim2
trigger1 = Time = 60
value = 10000

[State Test]
type = AssertSpecial
trigger1 = 1
ignorehitpause = 1
flag = NoFG
flag2 = NoBarDisplay

[State Test]
type = Explod
;trigger1 = (GameTime%4=0)||(GameTime%4=2)
trigger1 = Time >= 60
ignorehitpause = 1
removetime = 1;2
anim = 5000
;pos = IfElse(((GameTime%4=0)||(GameTime%4=1)),60,-60)*sin((Time-60)*Pi/240.0),0
pos = IfElse(GameTime%2,60,-60)*sin((Time-60)*Pi/240.0),0
sprpriority = -51
id = 10002

[State Damage]
type = LifeAdd
trigger1 = Time = 180
value = -50

[State End]
type = SelfState
trigger1 = Time = 180
value = 5100
ctrl = 0

;----------------------------------------------------------------------------
;Super Attack 3300
[StateDef 3300]
type = S
physics = S
movetype = I
anim = 8001
poweradd = -1000
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = Time = 12
value = 110,0
channel = 1
volume = 200

[State Invicible]
type = NotHitBy
trigger1 = Time <= 30
value = SCA

[State Blue BG]
type = Explod
trigger1 = Time = 12
removetime = 60
supermovetime = 99999
anim = 4001
postype = Back
velocity = -14,0
ownpal = 1
sprpriority = -100

[State Face]
type = Explod
trigger1 = Time = 12
removetime = 60
supermovetime = 99999
anim = 4002
postype = Back
pos = -240,0
velocity = 8,0
accel = -0.16,0
ownpal = 1
sprpriority = -99
scale = 2,2

[State SuperPause]
type = SuperPause
trigger1 = Time = 12
anim = F102
time = 60
sound = S3000,1
pos = 0,-60
darken = 0

[State Doll Fall]
type = Helper
triggerall = TimeMod = 4,0
trigger1 = Time = [12,30]
name = "Doll"
postype = Back
pos = (Time-12)*17.5+10,-200
stateno = 3301
ownpal = 1
keyctrl = 0
id = 3300

[State Doll Fall]
type = Helper
triggerall = TimeMod = 4,0
trigger1 = Time = [52,70]
name = "Doll"
postype = Back
pos = (Time-52)*17.5+10,-200
stateno = 3301
ownpal = 1
keyctrl = 0
id = 3300

[State Doll Fall]
type = Helper
trigger1 = Time = [34,48]
trigger1 = TimeMod = 4,2
name = "Doll"
postype = Front
pos = (34-Time)*17.5-70,-200
stateno = 3301
ownpal = 1
keyctrl = 0
id = 3300

[State End]
type = ChangeState
trigger1 = Time >= 80
value = 0
ctrl = 1

;Super Attack 3301
[StateDef 3301]
type = A
physics = N
movetype = A
anim = 3300
sprpriority = 10
ctrl = 0

[State Snd Play]
type = PlaySnd
trigger1 = Time = 1
value = 220,0
channel = 1
volume = 200

[State Gravity]
type = Gravity
trigger1 = 1

[State HitDef]
type = HitDef
trigger1 = !MoveContact
attr = S, HA
damage = 150,10
getpower = 0
givepower = 150
hitflag = MAFD
guardflag = MA
sparkno = 0
sparkxy = 10,-60
hitsound = S0,4
guardsound = S0,7
pausetime = 12,12
animtype = Hard
guard.hittime = 14
guard.velocity = -4
guard.slidetime = 4
ground.type = Trip
ground.hittime = 14
ground.velocity = -1,0
ground.slidetime = 4
air.type = Trip
air.hittime = 14
air.velocity = -4,-1
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State End]
type = ChangeState
trigger1 = Pos Y >= 0
trigger2 = MoveContact
value = 3302
ctrl = 0

[StateDef 3302]
type = A
physics = N
movetype = I
velset = Vel X,-Vel Y*0.5
ctrl = 0

[State Gravity]
type = Gravity
trigger1 = 1

[State DestroySelf]
type = DestroySelf
trigger1 = Pos Y >= 60

