; Apocalypse Special Moves
;---------------------------------------------------------------------------
; Shoulder Cannon Spread
[Statedef 10300]
type = S
movetype = A
anim = 10303
velset = 3,0
sprpriority = 4
ctrl = 0

[State 10300, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10300, 0]
type = Width
trigger1 = 1
value = -15,-15

[State 10300, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SP
damage = 10, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = 0, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -8,-1
air.type = High
air.velocity = -8,-2
air.hittime = 15
air.fall = 1

[State 10300, 2]
type = SprPriority
trigger1 = AnimElem = 5
value = 10000

[State 10300, 2]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 6, -8
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 6.5, -6
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 7, -4
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 7.5, -2
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 8, 0
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 7.5, 2
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 7, 4
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 6.5, 6
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 10301
projshadow = -1
offset = 0, 0
velocity = 6, 8
accel = 0, 0
projhits = 1
sprpriority = 5
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,5
sparkno = 2
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10300, 5]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Homing Shoulder Cannon Shot
[Statedef 10302]
type = S
movetype = A
anim = 10302
velset = 5,0
sprpriority = 4
ctrl = 0

[State 10302, 0]
type = Width
trigger1 = 1
value = -40,-40

[State 10302, VelAdd X]
type = VelAdd
trigger1 = Vel X < 5
trigger1 = P2Dist X > 10
x = 1

[State 10302, VelAdd X]
type = VelAdd
trigger1 = Vel X > -5
trigger1 = P2Dist X < 10
x = -1

[State 10302, VelAdd Y]
type = VelAdd
trigger1 = Vel Y < 5
trigger1 = P2Dist Y > 50
y = 1

[State 10302, VelAdd Y]
type = VelAdd
trigger1 = Vel Y > -5
trigger1 = P2Dist Y < 50
y = -1

[State 10302, VelSet Y]
type = VelSet
trigger1 = P2Dist Y > 50
trigger1 = P2Dist Y < 60
y = 0

[State 10302, 2]
type = HitDef
trigger1 = P2Dist X > 0
attr = S, SP
damage = 5, 5
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -8,-1
air.type = High
air.velocity = -8,-2
air.hittime = 15
air.fall = 1

[State 10302, 2]
type = HitDef
trigger1 = P2Dist X < 0
attr = S, SP
damage = 5, 5
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 10
ground.cornerpush.veloff = 0
airguard.velocity = 8,-1
air.type = High
air.velocity = 8,-2
air.hittime = 15
air.fall = 1

[State 10302, 5]
type = DestroySelf
trigger1 = MoveContact
trigger2 = P2Dist X = [0,10]
trigger2 = P2Dist Y = [50,60]
trigger3 = Root, StateNo = 5150
trigger3 = Root, Time >= 30

;---------------------------------------------------------------------------
; Homing Shoulder Cannon Shot
[Statedef 10304]
type = S
movetype = A
anim = 10302
velset = 5,0
sprpriority = 4
ctrl = 0

[State 10304, 0]
type = Width
trigger1 = 1
value = -40,-40

[State 10304, VelAdd X]
type = VelAdd
trigger1 = Vel X < 5
trigger1 = P2Dist X > 10
x = 1

[State 10304, VelAdd X]
type = VelAdd
trigger1 = Vel X > -5
trigger1 = P2Dist X < 10
x = -1

[State 10304, VelAdd Y]
type = VelAdd
trigger1 = Vel Y < 5
trigger1 = P2Dist Y > 60
y = 1

[State 10304, VelAdd Y]
type = VelAdd
trigger1 = Vel Y > -5
trigger1 = P2Dist Y < 60
y = -1

[State 10304, VelSet Y]
type = VelSet
trigger1 = P2Dist Y > 60
trigger1 = P2Dist Y < 70
y = 0

[State 10304, 2]
type = HitDef
trigger1 = P2Dist X > 0
attr = S, SP
damage = 5, 5
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -8,-1
air.type = High
air.velocity = -8,-2
air.hittime = 15
air.fall = 1

[State 10304, 2]
type = HitDef
trigger1 = P2Dist X < 0
attr = S, SP
damage = 5, 5
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 10
ground.cornerpush.veloff = 0
airguard.velocity = 8,-1
air.type = High
air.velocity = 8,-2
air.hittime = 15
air.fall = 1

[State 10304, 5]
type = DestroySelf
trigger1 = MoveContact
trigger2 = P2Dist X = [0,10]
trigger2 = P2Dist Y = [60,70]
trigger3 = Root, StateNo = 5150
trigger3 = Root, Time >= 30

;---------------------------------------------------------------------------
; Shoulder Cannon Target
[Statedef 10310]
type = S
anim = 10310
velset = 0,0
sprpriority = 5
ctrl = 0

[State 10310, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10310, PosAdd X]
type = PosAdd
trigger1 = P2Dist X > 10
x = 10

[State 10310, PosAdd X]
type = PosAdd
trigger1 = P2Dist X < 10
x = -10

[State 10310, PosAdd Y]
type = PosAdd
trigger1 = P2Dist Y > 50
y = 10

[State 10310, PosAdd Y]
type = PosAdd
trigger1 = P2Dist Y < 50
y = -10

[State 10310, 5]
type = DestroySelf
trigger1 = Time >= 60
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Shoulder Cannon Target
[Statedef 10311]
type = S
anim = 10310
velset = 0,0
sprpriority = 5
ctrl = 0

[State 10310, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10310, PosAdd X]
type = PosAdd
trigger1 = P2Dist X > -10
x = 10

[State 10310, PosAdd X]
type = PosAdd
trigger1 = P2Dist X < -10
x = -10

[State 10310, PosAdd Y]
type = PosAdd
trigger1 = P2Dist Y > 60
y = 10

[State 10310, PosAdd Y]
type = PosAdd
trigger1 = P2Dist Y < 60
y = -10

[State 10310, 5]
type = DestroySelf
trigger1 = Time >= 60
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Shock Wave
[Statedef 10320]
type = S
movetype = A
anim = 10320
velset = 0,0
sprpriority = -1
ctrl = 0

[State 10320, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10320, 0]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,4

[State 10320, 0]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = AnimElem = 3
value = 1, 2
channel = 0

[State 10320, 0]
type = PlaySnd
trigger1 = var(5) = 2
trigger1 = AnimElem = 3
value = 1, 3
channel = 0

[State 10320, 0]
type = PlaySnd
trigger1 = var(5) = 3
trigger1 = AnimElem = 3
value = 1, 4
channel = 0

[State 10320, 0]
type = PlaySnd
trigger1 = var(5) = 4
trigger1 = AnimElem = 3
value = 1, 5
channel = 0

[State 10320, 1]
type = PosSet
trigger1 = 1
x = Root, Pos X

[State 10320, 1]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
y = 0

[State 10320, 1]
type = PosSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
y = -70

[State 10320, 1]
type = PosSet
trigger1 = AnimElem = 3
y = -140

[State 10320, 2]
type = HitDef
triggerall = P2Dist X < 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = S, SA
damage = 20, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = -10, -20
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 10
ground.cornerpush.veloff = 0
airguard.velocity = 8,-2
air.type = High
air.velocity = 8,-2
air.hittime = 15
air.fall = 1

[State 10320, 2]
type = HitDef
triggerall = P2Dist X > 0
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = S, SA
damage = 20, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = -10, -20
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
ground.cornerpush.veloff = 0
airguard.velocity = -8,-2
air.type = High
air.velocity = -8,-2
air.hittime = 15
air.fall = 1

[State 10320, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1

[State 10320, 3]
type = EnvShake
trigger1 = AnimElem = 5
time = 50
freq = 100
ampl = -5
phase = 10

[State 10320, ShockWave]
type = Helper
trigger1 = AnimElem = 5
helpertype = normal
name = "Shock Wave"
id = 10320
pos = 80,0
postype = p1
stateno = 325
keyctrl = 0

[State 10320, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4

[State 10320, 5]
type = DestroySelf
trigger1 = Root, StateNo = 5150
trigger1 = Root, Time >= 30

;---------------------------------------------------------------------------
; Shock Wave Blast
[Statedef 10325]
type = S
movetype = A
anim = 10000
velset = 10,0
sprpriority = -1
ctrl = 0

[State 10325, 1]
type = Projectile
trigger1 = TimeMod = 5,0
projanim = 10325
projshadow = -1
offset = 0, 0
velocity = 0, 0
accel = 0, 0
sprpriority = 5
projremovetime = 9

[State 10325, 2]
type = Projectile
trigger1 = TimeMod = 5,0
projanim = 10320 + Root,Var(1)
projhitanim = 10320 + Root,Var(1)
projshadow = -1
offset = 0, 0
velocity = 0, 0
accel = 0, 0
projhits = 1
sprpriority = 2
projremovetime = 23
; HitDef
attr = S, SP
damage    = 20,10
animtype  = Heavy
hitflag = MAFD
guardflag = MA
pausetime = 0,2
sparkno = 2
sparkxy = 0, -50
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -20
airguard.velocity = -10
air.type = High
air.velocity = -10,-2
air.juggle = 1
air.fall = 1

[State 10325, 5]
type = DestroySelf
trigger1 = Root,Var(1) <= 1
trigger1 = Time >= 10
trigger2 = Root,Var(1) = 2
trigger2 = Time >= 20
trigger3 = Root,Var(1) >= 3
trigger3 = Time >= 30
trigger4 = Root, StateNo = 5150
trigger4 = Root, Time >= 30

;---------------------------------------------------------------------------
; Spike Ball
[Statedef 10340]
type = S
movetype = A
anim = 10340
velset = 0,0
sprpriority = -1
ctrl = 0

[State 10340, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10340, 0]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,4

[State 10340, 0]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = AnimElem = 3, 25
value = 1, 2
channel = 0

[State 10340, 0]
type = PlaySnd
trigger1 = var(5) = 2
trigger1 = AnimElem = 3, 25
value = 1, 3
channel = 0

[State 10340, 0]
type = PlaySnd
trigger1 = var(5) = 3
trigger1 = AnimElem = 3, 25
value = 1, 4
channel = 0

[State 10340, 0]
type = PlaySnd
trigger1 = var(5) = 4
trigger1 = AnimElem = 3, 25
value = 1, 5
channel = 0

[State 10340, 0]
type = PosSet
trigger1 = AnimElem = 3, < 25
trigger2 = AnimElem = 3, >= 60
x = Root, Pos X

[State 10340, 0]
type = PosSet
triggerall = Facing = 1
trigger1 = AnimElem = 3, >= 25
trigger1 = AnimElem = 3, < 60
x = Root, Pos X - 20

[State 10340, 0]
type = PosSet
triggerall = Facing = -1
trigger1 = AnimElem = 3, >= 25
trigger1 = AnimElem = 3, < 60
x = Root, Pos X + 20

[State 10340, 0]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
y = 0

[State 10340, 0]
type = PosSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3, 70
y = 10

[State 10340, 0]
type = PosSet
trigger1 = AnimElem = 3, 5
trigger2 = AnimElem = 3, 65
y = -60

[State 10340, 0]
type = PosSet
trigger1 = AnimElem = 3, 15
trigger2 = AnimElem = 3, 60
y = -150

[State 10340, 0]
type = PosSet
trigger1 = AnimElem = 3, 25
y = -200

[State 10340, 1]
type = PlaySnd
trigger1 = AnimElem = 3, 70
value = 0, 1

[State 10340, 1]
type = EnvShake
trigger1 = AnimElem = 3, 70
time = 50
freq = 100
ampl = -5
phase = 10

[State 10340, 2]
type = HitDef
triggerall = P2Dist X < 0
trigger1 = AnimElem = 3, = 60
trigger2 = AnimElem = 3, = 65
trigger3 = AnimElem = 3, = 70
attr = S, NA
damage = 20, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = -10, -20
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 10
ground.cornerpush.veloff = 0
airguard.velocity = 8,-2
air.type = High
air.velocity = 8,-2
air.hittime = 15
air.fall = 1

[State 10340, 2]
type = HitDef
triggerall = P2Dist X > 0
trigger1 = AnimElem = 3, = 60
trigger2 = AnimElem = 3, = 65
trigger3 = AnimElem = 3, = 70
attr = S, NA
damage = 20, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = -10, -20
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
ground.cornerpush.veloff = 0
airguard.velocity = -8,-2
air.type = High
air.velocity = -8,-2
air.hittime = 15
air.fall = 1

[State 10340, 2]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimTime = 0
v = 0
value = 0

[State 10340, 2]
type = VarAdd
triggerall = Var(0) >= 0
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
trigger2 = AnimElem = 4, >= 0
trigger2 = AnimElem = 5, < 0
v = 0
value = 25

[State 10340, 2]
type = VarAdd
triggerall = Var(0) > 0
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = AnimElem = 5, >= 0
v = 0
value = -25

[State 10340, 3]
type = PalFX
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = AnimElem = 4, >= 0
time = 1
add = var(0),Var(0),Var(0)

[State 10340, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4

[State 10340, 5]
type = DestroySelf
trigger1 = Root, StateNo = 15150
trigger1 = Root, Time >= 30

;---------------------------------------------------------------------------
; Drill
[Statedef 10350]
type = S
movetype = A
anim = 10350
velset = 0,0
sprpriority = -1
ctrl = 0

[State 10350, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10350, 0]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = Time = 280
v = 0
value = 0

[State 10350, 1]
type = VarAdd
triggerall = Var(0) >= 0
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
trigger2 = Time >= 280
trigger2 = Time < 290
v = 0
value = 25

[State 10350, 1]
type = VarAdd
triggerall = Var(0) > 0
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = Time >= 290
trigger2 = Time < 300
v = 0
value = -25

[State 10350, 1]
type = PalFX
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = Time >= 280
trigger2 = Time < 300
time = 1
add = var(0),Var(0),Var(0)

[State 10350, 2]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,2

[State 10350, 2]
type = PlaySnd
trigger1 = Var(5) = 1
trigger1 = AnimElem = 4
value = 1, 1
channel = 0

[State 10350, 2]
type = PlaySnd
trigger1 = Var(5) = 2
trigger1 = AnimElem = 4
value = 1, 2
channel = 0

[State 10350, 3]
type = BindToParent
trigger1 = AnimElem = 2, < 0
pos = 0, 0

[State 10350, 3]
type = BindToParent
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = Time >= 280
trigger2 = Time < 300
pos = -20, -10

[State 10350, 3]
type = BindToParent
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = -60, 0

[State 10350, 3]
type = BindToParent
trigger1 = Time < 280
trigger1 = AnimElem = 4, >= 0
pos = 50, 0

[State 10350, 3]
type = BindToParent
trigger1 = Time >= 300
pos = 0, 0

[State 10350, 4]
type = EnvShake
trigger1 = AnimElem = 4, >= 0
trigger1 = TimeMod = 5,0
time = 5
freq = 100
ampl = -5
phase = 10

[State 10350, 4]
type = HitDef
triggerall = AnimElem = 4, >= 0
trigger1 = TimeMod = 4,0
attr = S, HA
damage = 5, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 2
sparkno = 2
sparkxy = 0, -60
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
ground.cornerpush.veloff = 0
airguard.velocity = -8,-1
air.type = High
air.velocity = -8,-1
air.hittime = 15
air.fall = 1

[State 10350, 5]
type = ChangeState
trigger1 = Time >= 300
value = 4

[State 10350, 5]
type = DestroySelf
trigger1 = Root, StateNo = 15150
trigger1 = Root, Time >= 30

;---------------------------------------------------------------------------
; Clamp
[Statedef 10360]
type = S
movetype = A
anim = 10360
velset = 0,0
sprpriority = 5
ctrl = 0

[State 10360, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10360, 0]
type = SprPriority
trigger1 = 1
value = 5

[State 10360, 0]
type = PosSet
trigger1 = 1
x = Root, Pos X

[State 10360, 1]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimTime = 0
v = 0
value = 0

[State 10360, 2]
type = VarAdd
triggerall = Var(0) >= 0
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
trigger2 = AnimElem = 24, >= 0
trigger2 = AnimElem = 25, < 0
v = 0
value = 25

[State 10360, 2]
type = VarAdd
triggerall = Var(0) > 0
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = AnimElem = 25, >= 0
v = 0
value = -25

[State 10360, 3]
type = PalFX
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = AnimElem = 24, >= 0
time = 1
add = var(0),Var(0),Var(0)

[State 10360, Clamp]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "Clamp"
id = 10360
pos = 0,0
bindtime = -1
postype = p1
stateno = 361
keyctrl = 0

[State 10360, 4]
type = ChangeAnim
trigger1 = P2BodyDist X > -30
trigger1 = P2BodyDist X < 30
trigger1 = P2BodyDist Y >= 0
trigger1 = AnimElem = 13, > 0
trigger1 = AnimElem = 14, < 0
value = Anim
elem = 14

[State 10360, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
damage = 20, 10
animtype = Heavy
hitflag = M-
priority = 1, Miss
pausetime = 0, 0
sparkno = 2
sparkxy = 0, -20
hitsound = 5, 3
p1stateno = 362
p2stateno = 365
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
air.velocity = -4,-4
air.fall = 1
fall = 1
kill = 0

[State 10360, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 4

[State 10360, 5]
type = DestroySelf
trigger1 = Root, StateNo = 15150
trigger1 = Root, Time >= 30

;---------------------------------------------------------------------------
; Clamp
[Statedef 10361]
type = S
anim = 10361
velset = 0,0
sprpriority = 0
ctrl = 0

[State 10361, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10361, 0]
type = BindToParent
trigger1 = 1
pos = 0, 0

[State 10361, 1]
type = ChangeAnim
trigger1 = P2BodyDist X > -30
trigger1 = P2BodyDist X < 30
trigger1 = P2BodyDist Y >= 0
trigger1 = AnimElem = 11, > 0
trigger1 = AnimElem = 12, < 0
value = Anim
elem = 12

[State 10361, 1]
type = ChangeAnim
trigger1 = Helper(4), AnimElem = 23
value = Anim
elem = 21

[State 10361, 2]
type = AngleDraw
trigger1 = 1

[State 10361, 2]
type = AngleSet
triggerall = Helper(4), StateNo = 10362
trigger1 = Helper(4), Time = 0
trigger2 = Helper(4), Time > 65
value = 10000

[State 10361, 2]
type = AngleSet
triggerall = Helper(4), StateNo = 10362
trigger1 = Helper(4), Time > 10
trigger1 = Helper(4), Time <= 20
trigger2 = Helper(4), Time > 60
trigger2 = Helper(4), Time <= 65
value = 10010

[State 10361, 2]
type = AngleSet
triggerall = Helper(4), StateNo = 10362
trigger1 = Helper(4), Time > 20
trigger1 = Helper(4), Time <= 60
value = 10020

[State 10361, 3]
type = DestroySelf
trigger1 = Parent, AnimElem = 25
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Clamp Grabbed Opponent
[Statedef 10362]
type = S
movetype = A
anim = 10360
velset = 0,0
sprpriority = 5
ctrl = 0

[State 10362, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10362, 0]
type = PosSet
trigger1 = 1
x = Root, Pos X

[State 10362, 0]
type = VarSet
trigger1 = Time = 0
v = 0
value = 10000

[State 10362, 0]
type = VarRandom
trigger1 = Time = 0
v = 5
range = 1,4

[State 10362, 0]
type = PlaySnd
trigger1 = var(5) = 1
trigger1 = Time = 20
value = 1, 2
channel = 0

[State 10362, 0]
type = PlaySnd
trigger1 = var(5) = 2
trigger1 = Time = 20
value = 1, 3
channel = 0

[State 10362, 0]
type = PlaySnd
trigger1 = var(5) = 3
trigger1 = Time = 20
value = 1, 4
channel = 0

[State 10362, 0]
type = PlaySnd
trigger1 = var(5) = 4
trigger1 = Time = 20
value = 1, 5
channel = 0

[State 10362, 1]
type = PosSet
trigger1 = Time = 0
trigger2 = Time = 65
y = 0

[State 10362, 1]
type = PosSet
trigger1 = Time = 10
trigger2 = Time = 60
y = -80

[State 10362, 1]
type = PosSet
trigger1 = Time = 20
y = -150

[State 10362, 1]
type = AngleDraw
trigger1 = 1

[State 10362, 1]
type = AngleSet
trigger1 = Time = 0
trigger2 = Time = 65
value = 10000

[State 10362, 1]
type = AngleSet
trigger1 = Time = 10
trigger2 = Time = 60
value = 10010

[State 10362, 1]
type = AngleSet
trigger1 = Time = 20
value = 10020

[State 10362, 2]
type = TargetBind
trigger1 = Time < 10
pos = 50, 0
time = 2

[State 10362, 2]
type = TargetBind
trigger1 = Time >= 10
trigger1 = Time < 60
pos = 50, -30
time = 2

[State 10362, 2]
type = TargetBind
trigger1 = Time >= 60
trigger1 = Time < 65
pos = 60, -20
time = 2

[State 10362, 2]
type = TargetBind
trigger1 = Time = 65
pos = 70, 0
time = 2

[State 10362, 2]
type = TargetState
trigger1 = Time = 65
value = 10366

[State 10362, 2]
type = ChangeAnim
trigger1 = Time < 80
value = Anim
elem = 23

[State 10362, 2]
type = VarAdd
triggerall = Var(0) >= 0
trigger1 = AnimElem = 24, >= 0
trigger1 = AnimElem = 25, < 0
v = 0
value = 25

[State 10362, 2]
type = VarAdd
triggerall = Var(0) > 0
trigger1 = AnimElem = 25, >= 0
v = 0
value = -25

[State 10362, 3]
type = PalFX
trigger1 = AnimElem = 24, >= 0
time = 1
add = var(0),Var(0),Var(0)

[State 10362, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4

[State 10362, 5]
type = DestroySelf
trigger1 = Root, StateNo = 5150
trigger1 = Root, Time >= 30

;---------------------------------------------------------------------------
; Grabbed from Clamp
[Statedef 10365]
type    = A
movetype= H
physics = N
velset = 0,0

[State 10365, Anim2]
type = ChangeAnim2
trigger1 = Anim != 10365
value = 10365

;---------------------------------------------------------------------------
; Land from Clamp
[Statedef 10366]
type    = A
movetype= H
physics = N
velset = 0,0

[State 10366, Anim2]
type = ChangeAnim2
trigger1 = Anim != 10366
value = 10366

[State 10366, 2]
type = PlaySnd
trigger1 = Time = 0
value = F7, 2

[State 10366, GameMakeAnim]
type = GameMakeAnim
trigger1 = Time = 0
value = 62
pos = 0, 0

[State 10366, EnvShake]
type = EnvShake
trigger1 = Time = 0
time = 20
freq = 100
ampl = -5
phase = 10

[State 10366, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = -100

[State 10366, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10366, HitVelSet]
type = HitVelSet
trigger1 = Time = 20
x = 1
y = 1

[State 10366, 3]
type = VelAdd
trigger1 = Time > 20
y = .4

[State 10366, 4]
type = SelfState
trigger1 = Time > 30
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 15100 ;Hit ground

;---------------------------------------------------------------------------
; Electric
[Statedef 10370]
type = S
anim = 10370
sprpriority = -4
ctrl = 0

[State 10370, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10370, 0]
type = BindToParent
trigger1 = AnimElem = 2, < 0
trigger2 = AnimElem = 5, >= 0
pos = 160, 0

[State 10370, 0]
type = BindToParent
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 5, < 0
pos = 180, -10

[State 10370, 1]
type = VarSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimTime = 0
v = 0
value = 0

[State 10370, 2]
type = VarAdd
triggerall = Var(0) >= 0
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
trigger2 = AnimElem = 4, >= 0
trigger2 = AnimElem = 5, < 0
v = 0
value = 25

[State 10370, 2]
type = VarAdd
triggerall = Var(0) > 0
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = AnimElem = 5, >= 0
v = 0
value = -25

[State 10370, 3]
type = PalFX
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
trigger2 = AnimElem = 4, >= 0
time = 1
add = var(0),Var(0),Var(0)

[State 10370, Electric]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "Electric Charge"
id = 10370
pos = 20, -95
bindtime = -1
postype = p1
stateno = 371
keyctrl = 0

[State 10370, 4]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Electric Charge
[Statedef 10371]
type = S
movetype = A
anim = 10371
velset = 0,0
sprpriority = 0
ctrl = 0

[State 10371, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10371, 0]
type = BindToParent
trigger1 = 1
pos = 20, -95

[State 10371, 1]
type = ChangeAnim
trigger1 = Time <= 100
trigger1 = AnimElem = 11
value = Anim
elem = 3

[State 10371, 2]
type = SprPriority
trigger1 = 1
value = 0

[State 10371, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 11
attr = S, SA
damage = 20, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, 0
hitsound = 5, 3
guardsound = 6, 0
palfx.color = 50
palfx.time = 50
palfx.sinadd = 200,150,100,5
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4,-4
ground.cornerpush.veloff = 0
airguard.velocity = -2,-2
air.type = High
air.velocity = -4,-4
air.hittime = 15
air.fall = 1
fall = 1

[State 10371, 3]
type = DestroySelf
trigger1 = Parent, AnimElem = 4
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Shoulder Cannon Front
[Statedef 10380]
type = S
anim = 10380
sprpriority = -4
ctrl = 0

[State 10380, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10380, 0]
type = BindToParent
trigger1 = 1
pos = -80, -140

[State 10380, Spark]
type = Projectile
trigger1 = Root, Var(1) <= 1
trigger1 = AnimElem = 17, 50
projanim = 10300
projshadow = -1
offset = 0, -15
velocity = 0, 0
accel = 0, 0
sprpriority = -2
projremovetime = 8

[State 10380, Shot]
type = Helper
trigger1 = Root, Var(1) <= 1
trigger1 = AnimElem = 17, 50
helpertype = normal
name = "Shot"
id = 10300
pos = 0,-15
postype = p1
stateno = 10300
keyctrl = 0

[State 10380, Target]
type = Helper
trigger1 = Root, Var(1) >= 2
trigger1 = AnimElem = 17
helpertype = normal
name = "Target"
id = 10310
pos = 0,-20
postype = p1
stateno = 10310
keyctrl = 0

[State 10380, Spark]
type = Projectile
triggerall = Root, Var(1) >= 2
trigger1 = AnimElem = 17, 60
trigger2 = AnimElem = 17, 65
trigger3 = AnimElem = 17, 70
trigger4 = AnimElem = 17, 75
trigger5 = AnimElem = 17, 80
trigger6 = AnimElem = 17, 85
trigger7 = AnimElem = 17, 90
trigger8 = AnimElem = 17, 95
projanim = 10300
projshadow = -1
offset = 0, -15
velocity = 0, 0
accel = 0, 0
sprpriority = -2
projremovetime = 8

[State 10380, Shot]
type = Helper
triggerall = Root, Var(1) >= 2
trigger1 = AnimElem = 17, 60
trigger2 = AnimElem = 17, 65
trigger3 = AnimElem = 17, 70
trigger4 = AnimElem = 17, 75
trigger5 = AnimElem = 17, 80
trigger6 = AnimElem = 17, 85
trigger7 = AnimElem = 17, 90
trigger8 = AnimElem = 17, 95
helpertype = normal
name = "Shot"
id = 10302
pos = 0,-15
postype = p1
stateno = 10302
keyctrl = 0

[State 10380, 5]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Shoulder Cannon Back
[Statedef 10381]
type = S
anim = 10381
sprpriority = -4
ctrl = 0

[State 10381, 0]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 10381, 0]
type = BindToParent
trigger1 = 1
pos = 130, -120

[State 10381, 0]
type = Width
trigger1 = 1
value = -10,-10

[State 10381, Spark]
type = Projectile
trigger1 = Root, Var(1) <= 1
trigger1 = AnimElem = 17, 50
projanim = 10300
projshadow = -1
offset = 0, -15
velocity = 0, 0
accel = 0, 0
sprpriority = -2
projremovetime = 8

[State 10381, Shot]
type = Helper
trigger1 = Root, Var(1) <= 1
trigger1 = AnimElem = 17, 50
helpertype = normal
name = "Shot"
id = 10300
pos = 0,-15
postype = p1
stateno = 10300
keyctrl = 0

[State 10380, Target]
type = Helper
trigger1 = Root, Var(1) >= 2
trigger1 = AnimElem = 17
helpertype = normal
name = "Target"
id = 10311
pos = 0,-20
postype = p1
stateno = 10311
keyctrl = 0

[State 10381, Spark]
type = Projectile
triggerall = Root, Var(1) >= 2
trigger1 = AnimElem = 17, 60
trigger2 = AnimElem = 17, 65
trigger3 = AnimElem = 17, 70
trigger4 = AnimElem = 17, 75
trigger5 = AnimElem = 17, 80
trigger6 = AnimElem = 17, 85
trigger7 = AnimElem = 17, 90
trigger8 = AnimElem = 17, 95
projanim = 10300
projshadow = -1
offset = 0, -15
velocity = 0, 0
accel = 0, 0
sprpriority = -2
projremovetime = 8

[State 10380, Shot]
type = Helper
triggerall = Root, Var(1) >= 2
trigger1 = AnimElem = 17, 60
trigger2 = AnimElem = 17, 65
trigger3 = AnimElem = 17, 70
trigger4 = AnimElem = 17, 75
trigger5 = AnimElem = 17, 80
trigger6 = AnimElem = 17, 85
trigger7 = AnimElem = 17, 90
trigger8 = AnimElem = 17, 95
helpertype = normal
name = "Shot"
id = 10304
pos = 0,-15
postype = p1
stateno = 10304
keyctrl = 0

[State 10381, 5]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root, StateNo = 15150
trigger2 = Root, Time >= 30

;---------------------------------------------------------------------------
; Eye Beams
[Statedef 10390]
type = S
anim = 10390
velset = 0,0
sprpriority = 0
ctrl = 0

[State 10390, 0]
type = BindToRoot
trigger1 = 1
pos = 55,-160

[State 10390, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0, 2

[State 10390, Beams]
type = Helper
trigger1 = AnimElem = 13
helpertype = normal
name = "Beams"
id = 10391
pos = 10,0
postype = p1
stateno = 10391
keyctrl = 0
ownpal = 1

[State 10390, Beams]
type = Helper
trigger1 = AnimElem = 13
helpertype = normal
name = "Beams"
id = 392
pos = -15,-5
postype = p1
stateno = 10392
keyctrl = 0
ownpal = 1

[State 10390, 1]
type = EnvShake
trigger1 = AnimElem = 12, >= 0
trigger1 = TimeMod = 5,0
time = 5
freq = 100
ampl = -5
phase = 10

[State 10390, 2]
type = DestroySelf
trigger1 = Helper(30), StateNo = 10031
trigger2 = Time >= 160

;---------------------------------------------------------------------------
; Eye Beams
[Statedef 10391]
type = S
movetype = A
anim = 10391
velset = 0,0
sprpriority = 2
ctrl = 0

[State 10391, 0]
type = BindToParent
trigger1 = 1
pos = 15,0

[State 10391, 1]
type = HitDef
trigger1 = TimeMod = 4,0
attr = S, HA
damage = 5, 5
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 2
sparkno = -1
sparkxy = 0, -9000
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
ground.cornerpush.veloff = 0
airguard.velocity = -8,-1
air.type = High
air.velocity = -8,-2
air.hittime = 15
air.fall = 1
fall = 1

[State 10391, HitFloor]
type = Explod
trigger1 = AnimElem = 6, >= 0
trigger1 = TimeMod = 4,0
ignorehitpause = 1
anim = F2
pos = 160,160
sprpriority = 4
ownpal = 1

[State 10391, Dust]
type = Explod
trigger1 = AnimElem = 6, >= 0
trigger1 = TimeMod = 4,0
ignorehitpause = 1
anim = F120
pos = 160,160
sprpriority = 5
ownpal = 1

[State 10391, HitSpark]
type = Explod
trigger1 = MoveHit = 1
trigger1 = MoveContact
trigger1 = P2MoveType = H
trigger1 = Target,Time <= 0
trigger1 = Target,HitShakeOver = 0
ignorehitpause = 1
anim = F2
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
sprpriority = 5
ownpal = 1

[State 10391, GuardSpark]
type = Explod
trigger1 = MoveHit = 0
trigger1 = MoveGuarded
trigger1 = P2MoveType = H
trigger1 = Target,Time <= 0
trigger1 = Target,HitShakeOver = 0
ignorehitpause = 1
anim = F40
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
sprpriority = 5
ownpal = 1

[State 10391, 2]
type = DestroySelf
trigger1 = Helper(30), StateNo = 10031
trigger2 = Helper(90), Time >= 160
trigger3 = NumHelper(90) = 0

;---------------------------------------------------------------------------
; Eye Beams
[Statedef 10392]
type = S
movetype = A
anim = 10391
velset = 0,0
sprpriority = 3
ctrl = 0

[State 10392, 0]
type = BindToParent
trigger1 = 1
pos = -15,-5

[State 10392, 1]
type = HitDef
trigger1 = TimeMod = 4,0
attr = S, HA
damage = 5, 5
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 2
sparkno = -1
sparkxy = 0, -9000
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10
ground.cornerpush.veloff = 0
airguard.velocity = -8,-1
air.type = High
air.velocity = -8,-2
air.hittime = 15
air.fall = 1
numhits = 0
fall = 1

[State 10392, HitFloor]
type = Explod
trigger1 = AnimElem = 6, >= 0
trigger1 = TimeMod = 4,0
ignorehitpause = 1
anim = F2
pos = 160,160
sprpriority = 4
ownpal = 1

[State 10392, Dust]
type = Explod
trigger1 = AnimElem = 6, >= 0
trigger1 = TimeMod = 4,0
ignorehitpause = 1
anim = F120
pos = 160,160
sprpriority = 5
ownpal = 1

[State 10392, HitSpark]
type = Explod
trigger1 = MoveHit = 1
trigger1 = MoveContact
trigger1 = P2MoveType = H
trigger1 = Target,Time <= 0
trigger1 = Target,HitShakeOver = 0
ignorehitpause = 1
anim = F2
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
sprpriority = 5
ownpal = 1

[State 10392, GuardSpark]
type = Explod
trigger1 = MoveHit = 0
trigger1 = MoveGuarded
trigger1 = P2MoveType = H
trigger1 = Target,Time <= 0
trigger1 = Target,HitShakeOver = 0
ignorehitpause = 1
anim = F40
postype = p2
pos = Const(size.mid.pos.x),Const(size.mid.pos.y)
sprpriority = 5
ownpal = 1

[State 10392, 2]
type = DestroySelf
trigger1 = Helper(30), StateNo = 10031
trigger2 = Helper(90), Time >= 160
trigger3 = NumHelper(90) = 0

;---------------------------------------------------------------------------
