;Think of StateDef -2 as, "passive" states.
;They are always active. The trigger conditions are checked every single tick the engine renders.
;One immediate exception to this, is if the character is within an enemy's custom state. (e.g. being thrown.)

[Statedef -2]

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 10
range = 0,17

[State -2, Beam]
type = Explod
trigger1 = stateno = 1100
trigger1 = time = 3
trigger2 = stateno = 1105
trigger2 = time = 3
anim = 1102
ID = 1102
pos = 22,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 340
pausemovetime = 0
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State -2, ModifyExplod]
type = ModifyExplod
trigger1 = stateno!= 1100
trigger1 = time = 1
trigger2 = stateno!= 1105
trigger2= time = 1
anim = 1102
ID = 1102
pos = 990,-900
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
scale = 0.01,0.01
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1 
flag = nostandguard
flag = nocrouchguard
flag = noairguard






