; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 85		;attack power (more is stronger)
defence = 75		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.

[Size]
xscale = 2			;Horizontal scaling factor.
yscale = 2			;Vertical scaling factor.
ground.back = 6		;Player width (back, ground)
ground.front = 6		;Player width (front, ground)
air.back = 8		;Player width (back, air)
air.front = 8		;Player width (front, air)
height = 20			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = 4, -8	;Approximate position of head
mid.pos = 4, -8		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.4		;Walk forward
walk.back = -1.4		;Walk backward
run.fwd  = 3.2, 0		;Run forward (x, y)
run.back = -4.7,-3	;Hop backward (x, y)
jump.neu = 0,-8		;Neutral jumping velocity (x, y)
jump.back = -2.55		;Jump back Speed (x, y)
jump.fwd = 2.5		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .44		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

; Stand to Crouch (no stand to crouch)
[Statedef 10]
type    = C
physics = C

[State 40]
type=changestate
trigger1=1
value=ifelse(command="holdfwd"||command="holdback",20,0)
ctrl=1

;---------------------------------------------------------------------------
; Run forward
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, CtrlSet]
type = CtrlSet
Triggerall = var(59)>0
trigger1 = 1
value = 0

[State 100, 4]
type = ChangeState
trigger1 = Var(59) <= 0
trigger1 = command != "holdfwd"
Trigger2 = var(59)>0
Trigger2 = p2bodydist x  < 10
Trigger3 = var(59)>0
trigger3 = random<var(50) * 5
trigger4 = enemynear,p2movetype = A
value = 102

;---------------------------------------------------------------------------
;Run Forward (Stop)
[Statedef 102]
type    = S
physics = N
VelSet = Vel x,0
sprpriority = 1
anim = 102
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,1
volumescale = 100
channel = 5
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 200]
type = Veladd
trigger1 = Vel x > 0
x = -4

[State 200]
type = Velset
trigger1 = Vel x < 0
x = 0

[State -2, Land]
type = PlaySnd
trigger1 = time = 0
value = s0,9

[State 811, 1]
type = posset
trigger1 = time >= 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 811, 1]
type = ChangeState
trigger1 = time = 1
anim = 0
value = 0
Ctrl = 1

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,17
volumescale = 100
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

;[State 105, 2]
;type = CtrlSet
;trigger1 = Time = 2
;value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106


;---------------------------------------------------------------------------
; Crouching (no crouching)
[Statedef 11]
type    = C
physics = C
anim = 11
sprpriority = 0

[State 40]
type=changestate
trigger1=1
value=ifelse(command="holdfwd"||command="holdback",20,0)
ctrl=1

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

; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40]
Type=Changestate
Triggerall=time=0
Triggerall=var(59)>0
trigger1 = command = "holdup"
value=0; 
ctrl=1

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(59)=0
trigger2 = var(59)>0
trigger2 = FrontEdgeDist < 40
trigger2 = random<var(50) * 35
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(59)=0
trigger2 = var(59)>0
trigger2 = BackEdgeDist < 40
trigger2 = random<var(50) * 25
sysvar(1) = -1

[State 40, 3]
type = VarSet
trigger1 = var(59)>0
trigger1 = random<var(50) * 40
sysvar(1) = 0

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------

; GUARD (start)
[Statedef 120]
type = U   ;Leave state type unchanged
physics = U;Leave physics unchanged

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear,pos x - pos X)=3
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command!= "holdback"
trigger1 = var(59)=0
trigger2 =!inguarddist
value = 140

;---------------------------------------------------------------------------
; Stand guard (guarding)
[Statedef 130]
type    = S
physics = S

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 130, 1]
type = ChangeAnim
trigger1 = Anim!= 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
trigger1 = var(59)=0
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
value = 140

;---------------------------------------------------------------------------
; Crouch guard (guarding)
[Statedef 131]
type    = C
physics = C

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 131, 1]
type = ChangeAnim
trigger1 = Anim!= 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command!= "holddown"
trigger1 = var(59)=0
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
trigger3 = var(59) > 0
trigger3 = time >= 110
trigger3 = abs(enemynear, pos x - pos X) >= 100
value = 140

;---------------------------------------------------------------------------
; Air guard (guarding)
[Statedef 132]
type    = A
physics = N

[State 120]
Type=CtrlSet
Trigger1=var(59)>0
value=0

[State 132, 1]
type = ChangeAnim
trigger1 = Anim!= 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || (var(59)>0)
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = var(59)=0
trigger1 = command!= "holdback"
trigger2 =!inguarddist
value = 140


;---------------------------------------------------------------------------
; Stand guard hit (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(StateType=C)

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; Stand guard hit (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = VelSet
trigger1 = Time = 0
x = Hitvel x

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl =!var(59)

;---------------------------------------------------------------------------
; Crouch guard hit (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(StateType=C)

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = enemynear,statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; Crouch guard hit (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = VelSet
trigger1 = Time = 0
x = hitvel x

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 120, Hi to Lo]
type = StateTypeSet
triggerall = statetype = S
trigger1 = var(59)=0
trigger1 = command = "holddown"
trigger2 = var(59)>0
trigger2 = (abs(enemynear, pos x - pos X)>120) || (enemynear,movetype=H) || (enemynear,statetype=C)
trigger2 = enemynear,statetype!=A
trigger2 = AILevel>=3
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
triggerall = statetype = C
trigger1 = var(59)=0
trigger1 = command!= "holddown"
trigger2 = Var(59) > 0
trigger2 = p2statetype = A
trigger2 = abs(enemynear, pos x - pos X)=3
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl =!var(59)

;---------------------------------------------------------------------------
; Air guard hit (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; Air guard hit (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = VelSet
trigger1 = Time = 0
x = hitvel x
y = hitvel y

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
trigger1 = var(59)=0
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback" || var(59)>0
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

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


;---------------------------------------------------------------------------
;Run Forward (Stop)
[Statedef 102]
type    = S
physics = N
VelSet = Vel x,0
sprpriority = 1
anim = 102
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S100,1
volumescale = 100
channel = 5
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 200]
type = Veladd
trigger1 = Vel x > 0
x = -4

[State 200]
type = Velset
trigger1 = Vel x < 0
x = 0

[State -2, Land]
type = PlaySnd
trigger1 = time = 0
value = s0,9

[State 811, 1]
type = posset
trigger1 = time >= 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 811, 1]
type = ChangeState
trigger1 = time = 1
anim = 0
value = 0
Ctrl = 1


;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = A
physics = N
ctrl = 0
anim = 1901
velset = 0,4

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

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = -200

[State 190, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S190,0

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 191
ctrl = 0

;Intro Appears
[Statedef 191]
type = A
physics = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 190, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 5			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Spore"
ID = 10000
stateno = 10000
pos = 18,-5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Scaredy-shroom
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 5
velset = 0,0
anim = 210
ctrl = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S200,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "Scardely-Spore"
ID = 10005
stateno = 10005
pos = 29,-20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Fume-shroom
[Statedef 220]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0,0
anim = 220
poweradd = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S210,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Fume clouds"
ID = 10010
stateno = 10010
pos = 48,-25
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 6007, 3] ;Change to stand state when done
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 5
ctrl = 0
anim = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Spore"
ID = 10000
stateno = 10000
pos = 18,-5
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 5
ctrl = 0
anim = 210

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "Scardely-Spore"
ID = 10005
stateno = 10005
pos = 29,-20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype = A
physics = N
juggle  = 1
poweradd = 5
ctrl = 0
anim = 220

[State 0, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S210,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "Fume clouds"
ID = 10010
stateno = 10010
pos = 48,-25
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)


[State 0, VelSet]
type = VelSet
trigger1 = pos y > 0
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y = 0
statetype = S    
physics = S        

[State 6007, 3] 
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = A
value = 50
ctrl = 1
[State 6007, 3] 
type = ChangeState
trigger1 = animtime = 0
trigger1 = statetype = S
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Sun-Shroom Appearing
[Statedef 300]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 300
sprpriority = 2
poweradd = -125

[State 0, Helper]
type = Helper
Triggerall = root,var(59)>0
trigger1 = time = 0
helpertype = normal ;player
name = "AI Cooldown"
ID = 74140108
stateno = 74140108
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0

[State 0, VarSet]
type = ParentVarSet
trigger1 = time = 0
v = 5    
value = 120

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 302

;---------------------------------------------------------------------------
; Sun-Shroom Appearing
[Statedef 302]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 301
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0 

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 11  
value = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 303

;---------------------------------------------------------------------------
; Sun-Shroom
[Statedef 303]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 302
sprpriority = 2

[State 0, PalFX]
type = PalFX
triggerall = time >= 25
trigger1 = time%25 = 0
time = 20
add = 100,100,100
mul = 256,256,256
invertall = 0
color = 256

[State 0, Explod]
type = Explod
triggerall = time >= 25
trigger1 = time%25=0
anim = 3405
ID = 3405
pos = 0,-24
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-2
accel = 0,-0.1
random = 0,0
removetime = 100
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PowerAdd]
type = PowerAdd
Triggerall = roundstate = 2
triggerall = time >= 25
trigger1 = time%25=0
value = 37

[State 0, NotHitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1
ignorehitpause = 1
[State 1001]
type = HitOverride
trigger1 = Time = 0
attr = SCA,AA,AP,AT
stateno = 304
time = -1

[State 0, ChangeState]
type = ChangeState
trigger1 = roundstate = 3
trigger1 = !(root,alive)
value = 305
ctrl = 0

[State 200, 5]
type = ChangeState
trigger1 = time = 240
value = 306

;---------------------------------------------------------------------------
; Sun-shroom hurt
[Statedef 304]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = time =0
v = 11   ;fv = 
value = -GetHitVar(Damage)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = ifelse(var(11)<1,305,303)
ctrl = 0

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
invertall = 0
color = 256

;---------------------------------------------------------------------------
; Sun-Shroom dead
[Statedef 305]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 303
sprpriority = 2

[State 200, 5]
type = Destroyself
trigger1 = time = 35

;---------------------------------------------------------------------------
; Sun-Shroom grow
[Statedef 306]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 306
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S300,0

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 307

;---------------------------------------------------------------------------
; Big Sun-Shroom
[Statedef 307]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 304
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
triggerall = time >= 25
trigger1 = time%25=0
value = 75

[State 0, PalFX]
type = PalFX
triggerall = time >= 25
trigger1 = time%25 = 0
time = 20
add = 100,100,100
mul = 256,256,256
invertall = 0
color = 256

[State 0, Explod]
type = Explod
triggerall = time >= 25
trigger1 = time%25=0
anim = 3405
ID = 3405
pos = 0,-24
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-2
accel = 0,-0.1
random = 0,0
removetime = 100
pausemovetime = 0
scale = 2,2
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PowerAdd]
type = PowerAdd
Triggerall = roundstate = 2
triggerall = time >= 25
trigger1 = time%25=0
value = 37

[State 0, NotHitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1
ignorehitpause = 1
[State 1001]
type = HitOverride
trigger1 = Time = 0
attr = SCA,AA,AP,AT
stateno = 308
time = -1

[State 0, ChangeState]
type = ChangeState
trigger1 = roundstate = 3
trigger1 = !(root,alive)
value = 309
ctrl = 0

;---------------------------------------------------------------------------
; Big Sun-shroom hurt
[Statedef 308]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 11   ;fv = 
value = -GetHitVar(Damage)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = ifelse(var(11)<1,309,307)
ctrl = 0

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 1
add = 0,0,0
mul = 256,256,256
invertall = 0
color = 256

;---------------------------------------------------------------------------
; Big Sun-Shroom dead
[Statedef 309]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 305
sprpriority = 2

[State 200, 5]
type = Destroyself
trigger1 = time = 35





;---------------------------------------------------------------------------
; Hypno-shroom Appearing
[Statedef 1020]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 1020
sprpriority = 2
poweradd = -375

[State 0, Helper]
type = Helper
Triggerall = root,var(59)>0
trigger1 = time = 0
helpertype = normal ;player
name = "AI Cooldown"
ID = 74140108
stateno = 74140108
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0


[State 0, VarSet]
type = ParentVarSet
trigger1 = time = 0
v = 6    
value = 240

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 1021

;---------------------------------------------------------------------------
; Hypno-shroom Appearing
[Statedef 1021]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1021
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0 

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1022

;---------------------------------------------------------------------------
; Hypno-shroom
[Statedef 1022]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1022
sprpriority = 2

[State 1000, 6]
type = HitDef
trigger1 = 1
attr = S, SA
animtype  = light
damage    = 40
priority  = 4
pausetime = 0,0
sparkno = s1023
sparkxy = -10,-50
ground.type = Low
hitsound = s1000,0
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -1,-0
guard.velocity = 0
air.velocity = -1,-0
p2facing = 1
p2stateno = 2150
guard.dist = 0
getpower = 0,0

[State 0, NotHitBy]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT
time = -1
stateno = 1023
[State 0, HitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movecontact 
value = S1000,1
volumescale = 255
channel = 1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 
[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = roundstate = 3
trigger2 = !(root,alive)

;Hypno-Shroom Dead
[Statedef 1023]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 9001
sprpriority = 2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Starfruit Appearing
[Statedef 1030]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 1120
sprpriority = 2
poweradd = -625

[State 0, Helper]
type = Helper
Triggerall = root,var(59)>0
trigger1 = time = 0
helpertype = normal ;player
name = "AI Cooldown"
ID = 74140108
stateno = 74140108
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0

[State 0, VarSet]
type = ParentVarSet
trigger1 = time = 0
v = 7   
value = 240

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 1031

;---------------------------------------------------------------------------
; Starfruit Appearing
[Statedef 1031]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1121
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0 

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10  
value = 125

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1032
;---------------------------------------------------------------------------
; Starfruit
[Statedef 1032]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1122
sprpriority = 2

[State 0, NotHitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1
ignorehitpause = 1
[State 1001]
type = HitOverride
trigger1 = Time = 0
attr = SCA,AA,AP,AT
stateno = 1033
time = -1

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
name = "Starfruit 1"
stateno = 1035
pos = 20,-25
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
name = "Starfruit 2"
stateno = 1036
pos = -20,-25
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
name = "Starfruit 3"
stateno = 1038
pos = -33,-18
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
name = "Starfruit 4"
stateno = 1039
pos = -20,-25
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
name = "Starfruit 5"
stateno = 1037
pos = -11,-35
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)


[State 0, ChangeState]
type = ChangeState
trigger1 = FrontEdgeDist <= -50
trigger2 = BackEdgeDist <= -50
trigger3 = roundstate = 3
trigger3 = !(root,alive)
value = 1034
ctrl = 0

;---------------------------------------------------------------------------
; Sun-shroom hurt
[Statedef 1033]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = time =0
v = 10  ;fv = 
value = -GetHitVar(Damage)

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = ifelse(var(10)<1,1034,1032)
ctrl = 0

;---------------------------------------------------------------------------
; Starfruit dead
[Statedef 1034]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1124
sprpriority = 2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 35

;---------------------------------------------------------------------------
;Star
[Statedef 1035]
type = S
movetype= A
physics = N
velset = 5,-5
ctrl = 0
anim = 1123

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
time = -1
forceair = 0
[State 0, HitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage   = 30,5
animtype = light
hitflag = MAF
guardflag = MA
pausetime = 0,0
hitsound   = 5,2
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
air.animtype = Back
air.velocity = -2,-2
getpower = 0,0
guard.dist = 30

[State 1005, ?????????]
type = DestroySelf
trigger1 = movecontact

[State 1005, ?????????]
type = DestroySelf
trigger1 = Frontedgebodydist <= -50
trigger2 = Backedgebodydist <= -50

;---------------------------------------------------------------------------
;Star
[Statedef 1036]
type = S
movetype= A
physics = N
velset = -5,-5
ctrl = 0
anim = 1123

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
time = -1
forceair = 0
[State 0, HitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage   = 30,5
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,4
hitsound   = 5,2
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 6
air.animtype = Back
air.velocity = 2,-2
getpower = 0,0
guard.dist = 30

[State 1005, ?????????]
type = DestroySelf
trigger1 = movecontact

[State 1005, ?????????]
type = DestroySelf
trigger1 = Frontedgebodydist <= -50
trigger2 = Backedgebodydist <= -50

;---------------------------------------------------------------------------
;Star
[Statedef 1037]
type = S
movetype= A
physics = N
velset = 0,-6
ctrl = 0
anim = 1123

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
time = -1
forceair = 0
[State 0, HitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage   = 30,5
animtype = Hard
hitflag = MAF
guardflag = HA
pausetime = 0,4
hitsound   = 5,2
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0
air.animtype = Back
air.velocity = 0,-2
getpower = 0,0
guard.dist = 30

[State 1005, ?????????]
type = DestroySelf
trigger1 = movecontact

[State 1005, ?????????]
type = DestroySelf
trigger1 = time = 70

;---------------------------------------------------------------------------
;Star
[Statedef 1038]
type = S
movetype= A
physics = N
velset = 6,0
ctrl = 0
anim = 1123

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
time = -1
forceair = 0
[State 0, HitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage   = 30,5
animtype = light
hitflag = MAF
guardflag = MA
pausetime = 0,0
hitsound   = 5,2
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
air.animtype = Back
air.velocity = -2,-2
getpower = 0,0
guard.dist = 30

[State 1005, ?????????]
type = DestroySelf
trigger1 = movecontact

[State 1005, ?????????]
type = DestroySelf
trigger1 = Frontedgebodydist <= -50
trigger2 = Backedgebodydist <= -50


;---------------------------------------------------------------------------
;Star
[Statedef 1039]
type = S
movetype= A
physics = N
velset = -6,0
ctrl = 0
anim = 1123

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
time = -1
forceair = 0
[State 0, HitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = -1

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage   = 30,5
animtype = light
hitflag = MAF
guardflag = MA
pausetime = 0,0
hitsound   = 5,2
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 6
air.animtype = Back
air.velocity = -2,-2
getpower = 0,0
guard.dist = 30

[State 1005, ?????????]
type = DestroySelf
trigger1 = movecontact

[State 1005, ?????????]
type = DestroySelf
trigger1 = Frontedgebodydist <= -50
trigger2 = Backedgebodydist <= -50


;---------------------------------------------------------------------------
; Blover Appearing
[Statedef 1040]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 1220
sprpriority = 2
poweradd = -500

[State 0, Helper]
type = Helper
Triggerall = root,var(59)>0
trigger1 = time = 0
helpertype = normal ;player
name = "AI Cooldown"
ID = 74140108
stateno = 74140108
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0


[State 0, VarSet]
type = ParentVarSet
trigger1 = time = 0
v = 8  
value = 300

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 1041

;---------------------------------------------------------------------------
; Blover Appearing
[Statedef 1041]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1221
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0 

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1042

;---------------------------------------------------------------------------
; Blover Blows
[Statedef 1042]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1222
sprpriority = 2

[State 1001]
type = HitOverride
trigger1 = Time = 0
attr = SCA,AA,AP,AT
stateno = 1044
time = -1
[State 0, HitBy]
type = HitBy
trigger1 = time = 0
value = SCA,AA,AP
time = 0 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1002,0

[State 0, Helper]
type = Helper
triggerall = time = [32,124]
trigger1 = time %8=0
name = "Wind"
stateno = 1045
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Blover hurt
[Statedef 1044]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1224
sprpriority = 2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 35

;---------------------------------------------------------------------------
;Wind
[Statedef 1045]
type = S
movetype= A
physics = N
velset = 15,0
ctrl = 0
anim = 1223

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1023
time = 1
forceair = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = -1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SP
damage   = 10,0
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
guard.velocity = 0
ground.velocity = -7,-3
air.animtype = Back
air.velocity = -7,-2
fall = 0
air.fall = 0
getpower = 0,0

[State 1005, ?????????]
type = DestroySelf
trigger1 = time = 75

[State 1005, ?????????]
type = DestroySelf
trigger1 = Frontedgebodydist <= -100
trigger2 = Backedgebodydist <= -100

;---------------------------------------------------------------------------
; Spikeweed Appearing
[Statedef 1050]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 1150
sprpriority = 2
poweradd = -500

[State 0, Helper]
type = Helper
Triggerall = root,var(59)>0
trigger1 = time = 0
helpertype = normal ;player
name = "AI Cooldown"
ID = 74140108
stateno = 74140108
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0


[State 0, VarSet]
type = ParentVarSet
trigger1 = time = 0
v = 12 
value = 240

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 1051

;---------------------------------------------------------------------------
; Summon Ice-shroom
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 9 
value = 300

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 105
sound = S3999, 0
poweradd = -375

[State 3050, Hyper Portrait]
type = Explod
trigger1 = time = 0
anim = 3999
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, Explod]
type = Explod
trigger1 = time = 0
anim = 4050
ID = 4050
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 301, Ice-shroom]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Ice-shroom"
ID = 3005
stateno = 3005
pos = -20,-200
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Summon Ice-shroom
[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 9 
value = 300

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 105
sound = S3999, 0
poweradd = -375

[State 3050, Hyper Portrait]
type = Explod
trigger1 = time = 0
anim = 3999
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, Explod]
type = Explod
trigger1 = time = 0
anim = 4050
ID = 4050
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 301, Ice-shroom]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Ice-shroom"
ID = 3005
stateno = 3005
pos = 40,-200
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Summon Ice-shroom
[Statedef 3002]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 9 
value = 300

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 105
sound = S3999, 0
poweradd = -375

[State 3050, Hyper Portrait]
type = Explod
trigger1 = time = 0
anim = 3999
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, Explod]
type = Explod
trigger1 = time = 0
anim = 4050
ID = 4050
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 301, Ice-shroom]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Ice-shroom"
ID = 3005
stateno = 3005
pos = 150,-200
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ice-shroom Appearing
[Statedef 3005]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 1031
sprpriority = 2

[State 0, VarSet]
type = ParentVarSet
trigger1 = time = 0
v = 9  
value = 300

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 3006

;---------------------------------------------------------------------------
; Ice-shroom Appearing
[Statedef 3006]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1032
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0 

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3007

;---------------------------------------------------------------------------
; Ice-shroom
[Statedef 3007]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1033
sprpriority = 2

[State 200, 5]
type = Changestate
trigger1 = animtime = 0
value = 3008

;---------------------------------------------------------------------------
; Freeze
[Statedef 3008]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 1034

[State BlueScreen]
type = Explod
trigger1 = time = 0
anim = 4000
ID = 4000
sprpriority = 9
Removetime = -2
bindtime = -1
scale = 2,2
postype = p1
pos = -2,-35
ownpal= 1
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1030,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
[State 0, 1]
type = NotHitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 2030,1]
type = Hitdef
trigger1 = time = 0
attr = S,HA
damage    = 175,0
priority  = 6
hitflag = MA
guardflag = MA
pausetime = 0,0
hitsound   = -1
sparkxy = 0,0
sparkno = -1
hitsound = -1
guardsound = -1
guard.ctrltime = 15
p2stateno = 3009
fall = 0
getpower = 0,0

[State 200, 5]
type = Destroyself
trigger1 = animtime = 0

;Frosty
[Statedef 3009]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1501, 1-1]
type = Varset
trigger1 = time = 0
V = 23
Value = Anim

[State 1501, 1-2]
type = VarSet
trigger1 = Time = 0
v = 24
value = AnimElemNo(0)

[State 1501, 2]
type = Changeanim
trigger1 = time != 0
value = Var(23)
elem = Var(24)

[State 1501, 3]
type = palFX
trigger1 = time != 0
;trigger1 = var(23) = 1
add = 0,240,240
mul = 0,120,120
time = 2

[State 1501, 4]
type = velset
trigger1 = time = 0
X = 0
Y = 0

[State 1501, 5]
type = SelfState
trigger1 = time = 75
trigger1 = Pos Y > -1
trigger1 = Life > 0
value = 0
ctrl = 1

[State 1501, 6]
type = SelfState
triggerall = time = 75
trigger1 = Pos Y < 0
trigger2 = Life <= 0
value = 5030

;---------------------------------------------------------------------------
; Summon Doom-shroom
[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10
value = 300

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 105
sound = S3999, 0
poweradd = -625

[State 3050, Hyper Portrait]
type = Explod
trigger1 = time = 0
anim = 3999
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, Explod]
type = Explod
trigger1 = time = 0
anim = 4050
ID = 4050
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 301, Doom-shroom]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Doom-shroom"
ID = 3015
stateno = 3015
pos = -20,-200
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Summon Doom-shroom
[Statedef 3011]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10
value = 300

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 105
sound = S3999, 0
poweradd = -375

[State 3050, Hyper Portrait]
type = Explod
trigger1 = time = 0
anim = 3999
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, Explod]
type = Explod
trigger1 = time = 0
anim = 4050
ID = 4050
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 301, Doom-shroom]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Doom-shroom"
ID = 3015
stateno = 3015
pos = 40,-200
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Summon Doom-shroom
[Statedef 3012]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10
value = 300

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 105
sound = S3999, 0
poweradd = -375

[State 3050, Hyper Portrait]
type = Explod
trigger1 = time = 0
anim = 3999
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, Explod]
type = Explod
trigger1 = time = 0
anim = 4050
ID = 4050
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1
supermovetime = 360
pausemovetime = 360

[State 301, Doom-shroom]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Doom-shroom"
ID = 3015
stateno = 3015
pos = 150,-200
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Doom-shroom Appearing
[Statedef 3015]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 1041
sprpriority = 2

[State 0, VarSet]
type = ParentVarSet
trigger1 = time = 0
v = 10
value = 300

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 3016

;---------------------------------------------------------------------------
; Doom-shroom Appearing
[Statedef 3016]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1042
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0 

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3017

;---------------------------------------------------------------------------
; Doom-shroom
[Statedef 3017]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1043
sprpriority = 2

[State 200, 5]
type = changeState
trigger1 = animtime = 0
value = 3018

;---------------------------------------------------------------------------
; DOOM!!
[Statedef 3018]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1045
sprpriority = 2

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
[State 0, 1]
type = NotHitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 1005]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = 10

[State PurpleScreen]
type = Explod
trigger1 = time = 0
anim = 4001
ID = 4001
sprpriority = 5
Removetime = -2
bindtime = -1
scale = 2,2
postype = p1
pos = 0,0
ownpal= 1
ignorehitpause = 0
supermovetime = 360
pausemovetime = 360

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "DOOM Explod"
ID = 3021
stateno = 3021
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2

[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0
[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0
[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0
[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0


[State 600, 2]
type = HitDef
trigger1 = time = 0
attr = S,HA
damage   = 275
animtype = up
guardflag = 
hitflag = MAF
pausetime = 0,0
hitsound   = -1
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2,-10
air.velocity = -2, -10
air.fall = 1
fall = 1
fall.recover = 0
getpower = 0,0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = target, name = "Carl Johnson" 
trigger1 = target, alive = 0
trigger2 = target, name = "Carl CJ Johnson GTA San Andreas"
trigger2 = target, alive = 0
trigger3 = target, name = "Carl CJ Johnson"
trigger3 = target, alive = 0 
trigger4 = target, name = "Carl CJ Johnson"
trigger4 = target, alive = 0 
value = 3019
ID = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = enemy, name = "Carl Johnson" 
trigger2 = enemy, name = "Carl CJ Johnson GTA San Andreas"
trigger3 = enemy, name = "Carl CJ Johnson"
trigger4 = enemy, name = "Carl CJ Johnson"
flag = nokoslow

[State 301, Doom-shroom]
type = Helper
triggerall = NumHelper(3020) = 0
trigger1 = enemy, name = "Carl Johnson" 
trigger1 = enemy, alive = 0
trigger2 = enemy, name = "Carl CJ Johnson GTA San Andreas"
trigger2 = enemy, alive = 0
trigger3 = enemy, name = "Carl CJ Johnson"
trigger3 = enemy, alive = 0 
trigger4 = enemy, name = "Carl CJ Johnson"
trigger4 = enemy, alive = 0 
helpertype = normal
name = "LeFunnyEasterEggPressFCJ"
ID = 3020
stateno = 3020
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 200, 5]
type = Destroyself
trigger1 = animtime = 0

;----------------------------------------------------
; Press F CJ
[StateDef 3019]
type    = U
MoveType = H
physics = S
ctrl = 0
VelSet = 0,0
anim = 5150

[State 0, PosSet]
type = PosSet
trigger1 = time = 420
x = 0
y = 2000
[State 2200, CtrlSet]
type = SelfState
trigger1 = Time = 420
value = 5150
ctrl = 0

;----------------------------------------------------
; Press F CJ Funny Stuff
[StateDef 3020]
type    = U
MoveType = H
physics = S
ctrl = 0
VelSet = 0,0
anim = 9001

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noBG
flag3 = noFG
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4500
ID = 4500
pos = 165,115
postype = left  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 480
pausemovetime = 480
scale = 1.15,1.05
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4500,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4500,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 480

;DOOM!! Explod
[StateDef 3021]
type    = S
MoveType = I
physics = S
ctrl = 0
VelSet = 0,0
anim = 1044

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = -1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Doom-shroom 12p Appearing
[Statedef 30010]
type    = S
movetype= I
physics = S
velset = 0,6
ctrl = 0
anim = 1041
sprpriority = 2

[State 0, Helper]
type = Helper
Triggerall = root,var(59)>0
trigger1 = time = 0
helpertype = normal ;player
name = "AI Cooldown"
ID = 74140108
stateno = 74140108
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0

[State 0, Turn]
type = Turn
trigger1 = facing != 1

[State 200, 5]
type = ChangeState
trigger1 = pos y > 0
value = 30011

;---------------------------------------------------------------------------
; Doom-shroom 12p Appearing 
[Statedef 30011]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1042
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0
trigger1 = root,facing = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S190,0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0 

[State 200, 5]
type = ChangeState
trigger1 = animtime = 0
value = 30012

;---------------------------------------------------------------------------
; Doom-shroom 12p
[Statedef 30012]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1043
sprpriority = 2

[State 200, 5]
type = changeState
trigger1 = animtime = 0
value = 30013

;---------------------------------------------------------------------------
; DOOM!!
[Statedef 30013]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1045
sprpriority = 2

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 1023
[State 0, 1]
type = NotHitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 1005]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = 10

[State PurpleScreen]
type = Explod
trigger1 = time = 0
anim = 4001
ID = 4001
sprpriority = 5
Removetime = -2
bindtime = -1
scale = 2,2
postype = p1
pos = 0,0
ownpal= 1
ignorehitpause = 0
supermovetime = 360
pausemovetime = 360

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "DOOM Explod"
ID = 3021
stateno = 3021
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 2
size.yscale = 2

[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0
[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0
[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0
[State 1005, Kaboom]
type = PlaySnd
trigger1 = time = 0
value = 1040,0

[State 600, 2]
type = HitDef
trigger1 = time = 0
attr = S,HA
damage   = 275
animtype = up
guardflag = 
hitflag = MAF
pausetime = 0,0
hitsound   = -1
sparkxy = 0,0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -2,-10
air.velocity = -2, -10
air.fall = 1
fall = 1
fall.recover = 0
getpower = 0,0

[State 0, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = target, name = "Carl Johnson" 
trigger1 = target, alive = 0
trigger2 = target, name = "Carl CJ Johnson GTA San Andreas"
trigger2 = target, alive = 0
trigger3 = target, name = "Carl CJ Johnson"
trigger3 = target, alive = 0 
trigger4 = target, name = "Carl CJ Johnson"
trigger4 = target, alive = 0 
value = 3019
ID = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = enemy, name = "Carl Johnson" 
trigger2 = enemy, name = "Carl CJ Johnson GTA San Andreas"
trigger3 = enemy, name = "Carl CJ Johnson"
trigger4 = enemy, name = "Carl CJ Johnson"
flag = nokoslow

[State 301, Doom-shroom]
type = Helper
triggerall = NumHelper(3020) = 0
trigger1 = enemy, name = "Carl Johnson" 
trigger1 = enemy, alive = 0
trigger2 = enemy, name = "Carl CJ Johnson GTA San Andreas"
trigger2 = enemy, alive = 0
trigger3 = enemy, name = "Carl CJ Johnson"
trigger3 = enemy, alive = 0 
trigger4 = enemy, name = "Carl CJ Johnson"
trigger4 = enemy, alive = 0 
helpertype = normal
name = "LeFunnyEasterEggPressFCJ"
ID = 3020
stateno = 3020
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 200, 5]
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; Lawn Mower
[Statedef 3030]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 4  
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time >= 0
value = SCA,AA,AP,AT
time = 1

[State 3050, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5, -55
anim = 105
sound = S3999, 0

[State 3050, Hyper Portrait]
type = Explod
trigger1 = time = 0
anim = 3999
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3050, Explod]
type = Explod
trigger1 = time = 0
anim = 4050
ID = 4050
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 301, Lawn Mower]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "Lawn Mower"
ID = 3031
stateno = 3031
pos = -20,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lawn Mower Appears
[Statedef 3031]
type    = S
movetype= A
physics = N
velset = 6,0
ctrl = 0
anim = 1060
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 1060,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 1060,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 1060,0

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1023
forceair = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = -1

[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HA
hitflag = MAFD
animtype = Hard
damage = 200
pausetime = 0 ,0
sparkno = 12
sparkxy = 0,0
hitsound = S1,1
guardsound = S2,0
ground.type = Trip
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0,10
air.velocity = 0,10
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0,0

[State 200, 5]
type = ChangeState
trigger1 = time = 150
value = 3032

;---------------------------------------------------------------------------
; Lawn Mower Disappears
[Statedef 3032]
type    = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1060
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AA,AP,AT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1023
time = -1
forceair = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = -1


;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = !RoundsExisted
trigger1 = teammode = Turns
value = 190

;Spore
[Statedef 10000]
type = S
movetype = A
physics = N
velset = 0,0
anim = 201

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 10001
[State 0, 1]
type = HitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = !time
x = 7
y = 0

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 1030]
type = HitDef
trigger1 = time = 0
attr = SCA,SP
damage   = 27,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 1,0
hitsound   = 5,0
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -2,-2
guard.dist = 30

[State 0, DestroySelf]
type = ChangeState
trigger1 = time >= 20
value = 10002
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact 
trigger2 = moveguarded 
value = 10001
ctrl = 0

;Spore Destroyed
[Statedef 10001]
type = S
movetype = I
physics = N
velset = 0,0
anim = 202

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Spore Fade-Out
[Statedef 10002]
type = S
movetype = I
physics = N
velset = 0,0
anim = 203

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 10001
[State 0, 1]
type = NotHitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = !time
x = 6.5
y = 0

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256-40*time,0+40*time

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Spore Infinite Range
[Statedef 10005]
type = S
movetype = A
physics = N
velset = 0,0
anim = 201

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 10006
[State 0, 1]
type = HitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP
ignorehitpause = 1

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = !time
x = 7
y = 0

[State 1030]
type = HitDef
trigger1 = time = 0
attr = SCA,SP
damage   = 50,5
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 2,2
hitsound   = 5,3
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -9
air.animtype = Back
air.velocity = -2,-2
guard.dist = 30

[State 2030, 5]
type = Destroyself
trigger1 = FrontEdgeDist <= -50
trigger2 = BackEdgeDist <= -50
trigger3 = time = 200
[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact 
trigger2 = moveguarded 
value = 10006
ctrl = 0

;Spore Destroyed
[Statedef 10006]
type = S
movetype = I
physics = N
velset = 0,0
anim = 202

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Fume clouds
[Statedef 10010]
type = S
physics = N
movetype = A
ctrl = 0
velset = 0,0
anim = 221

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 47,-25

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 10011
[State 0, 1]
type = NotHitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 1000, 6]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S,SP
animtype  = Heavy
damage    = 50,7
priority  = 5
hitflag = MAF
guardflag = MA
pausetime = 3,0
sparkxy = 0,0
sparkno = 2
guard.sparkno = 40
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 30
guard.hittime = 30
ground.velocity = -3,-2.5
guard.velocity = -1
air.velocity = -3,-2.5
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Fume-Shroom Cloud Hit Somehow
[Statedef 10011]
type = S
physics = N
movetype = I
ctrl = 0
velset = 2,0
anim = 9001

[State 0, 1]
type = NotHitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Spore
[Statedef 10020]
type = S
movetype = A
physics = N
velset = 0,0
anim = 201

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
add = 190,200,200
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 10021
[State 0, 1]
type = HitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP
ignorehitpause = 1

[State 1010, Helper Attack Scale]
type = AttackMulSet
trigger1 =  NumHelper(1070) = 1
value = 1.35
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = !time
x = 7
y = 0

[State 1030]
type = HitDef
trigger1 = time = 0
attr = SCA,SP
damage   = 27,3
animtype = Light
hitflag = MAF
guardflag = MA
pausetime = 1,0
hitsound   = 5,0
sparkxy = 0,0
sparkno = 1
guard.sparkno = 40
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -2,-2
guard.dist = 30

[State 0, DestroySelf]
type = ChangeState
trigger1 = time >= 20
value = 10022
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact 
trigger2 = moveguarded 
value = 10021
ctrl = 0

;Spore Destroyed
[Statedef 10021]
type = S
movetype = I
physics = N
velset = 0,0
anim = 202

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = -1
add = 190,200,200
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Spore Fade-Out
[Statedef 10022]
type = S
movetype = I
physics = N
velset = 0,0
anim = 203

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT
slot = 0
stateno = 10021
[State 0, 1]
type = NotHitBy
trigger1 = time = 0
time = -1
value = SCA,AA,AP
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = !time
x = 6.5
y = 0

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
alpha = 256-40*time,0+40*time

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[StateDef 74140108, Hit]
Type = S
MoveType = I
Physics = S
Ctrl = 0
anim = 74140108
sprpriority = -1

[State 0, AI Cooldown]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;----------------------------------------------------------------------------------------------
;P2 dizzy State
[Statedef 2150]
type = U
physics = S
movetype = H
anim = 5300
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 2
add = 100,0,100
mul = 120,20,124
sinadd = 85,110,55,1
invertall = 0
color = 0

[State 5300, PosAdd]
type = PosAdd
trigger1 = pos y < 0
y = 10

[State 5300, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 5300, SelfState]
type = SelfState
trigger1 = Time = 45
value = 5110

[State 2200, CtrlSet]
type = SelfState
trigger1 = Time = 45
trigger1 = statetype = A
value = 5110
ctrl = 1

;------------------------------------------------------
[StateDef 403]
type    = A
MoveType = H
physics = N
ctrl = 0
VelSet = 0,0

[State 303, Frozed]
type = PalFX
triggerall = time = 0
trigger1 = !AnimExist(7990)
trigger1 = pos y >= 0
trigger2 = !AnimExist(7990)
trigger2 = pos y < 0
time = 60
add = 0,64,128
mul = 512,512,512
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 303, 1]
type = PowerAdd
trigger1 = Time = 0
value = -500

[State 303, frozen]
type = ChangeState
trigger1 = pos y < 0
value = 405

[State 5300, PosAdd]
type = PosAdd
trigger1 = pos y < 0
y = 10

[State 5300, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0  

[State 303, 2]
type = ChangeAnim
triggerall = AnimExist(7990)
trigger1 = (time = 0) && (pos y >= 0)    
value = 7990

[State 303, 3]
type = ChangeAnim2
triggerall = !AnimExist(7990)
trigger1 = (time = 0) && (pos y >= 0)
value = 5000

[State 5300, SelfState]
type = SelfState
trigger1 = Time = 60
value = 5110

[State 2200, CtrlSet]
type = SelfState
trigger1 = Time = 60
trigger1 = statetype = A
value = 5110
ctrl = 1

;----------------------------------------------------
; P2 Frozen
[StateDef 405]
type    = A
MoveType = H
physics = N
ctrl = 0
VelSet = 0,0

[State 303, Frozed]
type = PalFX
triggerall = time = 0
trigger1 = !AnimExist(7990)
trigger1 = pos y >= 0
trigger2 = !AnimExist(7990)
trigger2 = pos y < 0
time = 60
add = 0,64,128
mul = 512,512,512
sinadd = 0,0,0,1
invertall = 0
color = 256

[State 5300, PosAdd]
type = PosAdd
trigger1 = pos y < 0
y = 10

[State 5300, PosSet]
type = PosSet
trigger1 = pos y > 0
y = 0

[State 305, 2]
type = ChangeAnim
trigger1 = (time = 0) && (AnimExist(7991))
value = 7991

[State 305, 3]
type = ChangeAnim2
trigger1 = (time = 0) && (!AnimExist(7991))
value = 5030

[State 5300, SelfState]
type = SelfState
trigger1 = Time = 60
value = 5110

[State 2200, CtrlSet]
type = SelfState
trigger1 = Time = 60
trigger1 = statetype = A
value = 5110
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State 0, VarSet]
type = VarAdd
trigger1 = var(5) > 0
v = 5    
value = -1
[State 0, VarSet]
type = VarAdd
trigger1 = var(6) > 0
v = 6    
value = -1
[State 0, VarSet]
type = VarAdd
trigger1 = var(7) > 0
v = 7    
value = -1
[State 0, VarSet]
type = VarAdd
triggerall = NumHelper(1040) = 0
trigger1 = var(8) > 0
v = 8   
value = -1
[State 0, VarSet]
type = VarAdd
triggerall = NumHelper(3005) = 0
trigger1 = var(9) > 0
v = 9  
value = -1
[State 0, VarSet]
type = VarAdd
triggerall = NumHelper(3015) = 0
trigger1 = var(10) > 0
v = 10
value = -1
[State 0, VarSet]
type = VarAdd
trigger1 = var(12) > 0
v = 12
value = -1
[State 0, VarSet]
type = VarAdd
triggerall = NumHelper(1060) = 0
trigger1 = var(13) > 0
v = 13
value = -1
[State 0, VarSet]
type = VarAdd
triggerall = NumHelper(1070) = 0
trigger1 = var(14) > 0
v = 14
value = -1


[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "This Character was made by Camren Springer and edited by HelloMyNameIsAAA, and just don't spriteswap or paletteswap or some crap.. He'll be watching  ~Camren Springer"

[State 0, PowerAdd]
type = PowerSet
trigger1 = power < 250
trigger1 = roundstate < 2
value = 250
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = palno = [1,11]
triggerall = NumHelper(50000) = 0
trigger1 = 1
helpertype = normal
name = "Explods Master Controller"
ID = 50000
stateno = 50000
pos = 0,-500
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
