[Statedef 50000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 50000
poweradd = 30


[State 50000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 50000, 6]
type = PlaySnd
trigger1 = Animelem = 1
value = 0, 200

[state 50000, aft]
type = AfterImage
trigger1 = AnimElem = 4
time = 15
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1040, 2]
type = Explod
trigger1 = Time = 14
anim = 10035
scale = .7,.7
pos = -20,10
sprpriority = 3


[State 50000, 1st Boom]
type = Explod
trigger1 = Animelem = 6
anim = 726
pos = 0,-150
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
scale = .7,.7

[State 50000, 2st Boom]
type = Explod
trigger1 = Animelem = 8
anim = 726
pos = 20,-120
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
scale = .4,.4

[State 50000, 1]
type = HitDef
trigger1 = AnimElem = 4
persistent = 0
attr = S, HP
animtype = heavy
guardflag = HALM
hitflag = MAFD
ground.type = Low
damage    = 100
pausetime = 9,9
sparkno = 0
sparkxy = 10,-70
hitsound   = S13,2
guardsound = 6,0
shadow = 1
priority = 6
heightbound = -240, 100
edgebound = 100
screenbound = 100
id = 3000
removetime = 90
bindtime = -1
velocity = 0.001,0.001
offset = 2,-4
sprpriority = -6
ground.slidetime = 14
ground.hittime  = 25
ground.velocity = -10,-3
fall = 1
air.animtype = Back
air.velocity = -10,-3
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
envshake.time = 12
envshake.ampl = 12


;[State 50000, 7]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1

[State 6X0, Change to Fall]
type = ChangeState
trigger1 = AnimTime = 0
value = 50002

;-----------------------------
; Flight attack in Air
;-----------------------------
; STAND_B
[Statedef 50001]
type    = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 50000
poweradd = 30


[State 50001, 6]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 50001, 6]
type = PlaySnd
trigger1 = Animelem = 1
value = 0, 200

[state 50000, aft]
type = AfterImage
trigger1 = AnimElem = 4
time = 15
color = 0
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 50000, 1st Boom]
type = Explod
trigger1 = Animelem = 6
anim = 726
pos = 0,-150
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
scale = .7,.7

[State 50000, 2st Boom]
type = Explod
trigger1 = Animelem = 8
anim = 726
pos = 20,-120
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
scale = .4,.4

[State 50001, 1]
type = HitDef
trigger1 = AnimElem = 4
persistent = 0
attr = S, HP
animtype = heavy
guardflag = HALM
hitflag = MAFD
ground.type = Low
damage    = 100
pausetime = 9,9
sparkno = 0
sparkxy = 10,-70
hitsound   = S13,2
guardsound = 6,0
shadow = 1
priority = 6
heightbound = -240, 100
edgebound = 100
screenbound = 100
id = 3000
removetime = 90
bindtime = -1
velocity = 0.001,0.001
offset = 2,-4
sprpriority = -6
ground.slidetime = 14
ground.hittime = 25
ground.velocity = -10,-3
fall = 1
envshake.time = 12
envshake.ampl = 12
air.animtype = Back
air.velocity = -10,-3
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0


[State 50001, x]
type = PosFreeze
trigger1 = time = [0,15]

[State 50001, y]
type = VelMul
trigger1 = Time > 15
x = .02
y = .05

[State 50001, StateTypeSet]
type = StateTypeSet
trigger1 = var(10) = 1
physics = N

[State 6X0, Change to Fall]
type = ChangeState
trigger1 = AnimTime = 0
value = 50002



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Ai Goes into CMD

[State -1, AI flight attack]
Type = Changestate
value = 50000
triggerall = var(58)
triggerall = var(3) = 0
triggerall = statetype = S
triggerall = Var(1) = 0
triggerall = ctrl = 1
triggerall = (p2movetype != H) || var(57) || (p2stateno = 5050)
trigger1 = P2BodyDist Y = [-40, 30]
trigger1 = P2BodyDist X > 70
trigger1 = enemynear, vel y = [-1, 1]
trigger1 = random < 120 + ifelse(var(57) || (p2stateno = 5050), 20, 0)

[State -1, AI aerial flight attack]
Type = Changestate
value = 50001
triggerall = var(58)
triggerall = var(3) = 0
triggerall = statetype = A
triggerall = Var(1) = 0
triggerall = ctrl = 1
triggerall = (p2movetype != H) || var(57) || (p2stateno = 5050)
trigger1 = P2BodyDist Y = [-40, 30]
trigger1 = P2BodyDist X > 70
trigger1 = enemynear, vel y = [-1, 1]
trigger1 = random < 170  + ifelse(var(57), 20, 0)
trigger2 = stateno = 400 && MoveContact
trigger2 = random < 170
trigger3 = stateno = 410 && MoveContact
trigger3 = random < 170
trigger4 = stateno = 420 && MoveContact
trigger4 = random < 170
trigger5 = stateno = 430 && MoveContact
trigger5 = random < 170
trigger6 = stateno = 440 && MoveContact
trigger6 = random < 170