[Data]
life = 1000
attack = 101
defence = 100
fall.defence_up = 40
liedown.time = 40
airjuggle = 15
sparkno = 2
guard.sparkno = 40
power = 3000
KO.echo = 0
IntPersistIndex = 55
FloatPersistIndex = 40


[Size]
xscale = 0.94
yscale = 0.93
ground.back = 20
ground.front = 20
air.back = 20
air.front = 20
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0

[Velocity]
walk.fwd  = 2.9
walk.back = -2.5
run.fwd  = 7
run.back = -6
jump.neu = 0,-9.2
jump.back = -3.4
jump.fwd = 3.4
runjump.back = -4,-8.5
runjump.fwd = 4,-8.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .44
stand.friction = .85
crouch.friction = .82

; Walk
[Statedef 20]
type = S
physics = S
sprpriority = 0
ctrl = 1

[State 20, 1]
type = VelSet
triggerall = Var(59) <= 0
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
triggerall = Var(59) <= 0
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 20, 1]
type = VelSet
Triggerall = var(59)>0
trigger1 = random<var(50) * 80
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
Triggerall = var(59)>0
trigger1 = random<var(50) * 10
x = const(velocity.walk.back.x)

[State 20, 1]
type = VelSet
trigger1 = animelem = 1
x = 0

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; JUMP_UP
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 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 = p2bodydist x  <= 500
trigger3 = var(59)>0
trigger3 = stateno = 216 && movehit && animtime = 0
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(59)=0
trigger2 = var(59)>0
Trigger2 = p2bodydist x > 500
sysvar(1) = -1



[State 40, 5]
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, 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

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

;---------------------------------------------------------------------------
; JUMP_UP (short)
[Statedef 2041]
type    = A
physics = A
velset = 0, -7.4
ctrl = 1

[State 2041, 2] ; Shadows
type = Afterimage
triggerall = Time = 0
trigger1 = var(8) = -2
trigger2 = var(8) = 2
time = 12
length = 9
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd=   0,  0,  0
PalMul=  1,1,1;.9, .9, .9
FrameGap = 4
Trans = Add1

[State 2041, -0.1] ;Holding up?
type = VelSet
trigger1 = Time = 0 && command = "holdup"
y = -9

[State 2041, 0.1]
type = VelSet
trigger1 = Time = 0 && Var(8) = 1
x = 4

[State 2041, 0.1b]
type = VelSet
trigger1 = Time = 0 && Var(8) = 2
x = 5

[State 2041, 0.2]
type = VelSet
trigger1 = Time = 0 && Var(8) = -1
x = -4

[State 2041, 0.2b]
type = VelSet
trigger1 = Time = 0 && Var(8) = -2
x = -5.2

[State 2041, 1.1]
type = ChangeAnim
trigger1 = Time = 0 && Vel X = 0 && command = "holdup"
value = 41

[State 2041, 2.1]
type = ChangeAnim
trigger1 = Time = 0 && Vel X > 0 && command = "holdup"
value = 42

[State 2041, 2.1]
type = ChangeAnim
trigger1 = Time = 0 && Vel X < 0 && command = "holdup"
value = 43

; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 52, NotAfterImage]
type = AfterImage
trigger1 = time = 0
time = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;========================================================
; Run_Fwd
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 700
sprpriority = 1

[State 100, PLAYSND]
type = Playsnd
trigger1 = time = 0
value = 100,0

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;[State 100, Shadows]
;type = Afterimage
;trigger1 = Time = 0
;time = 12
;length = 9
;PalBright   =   0,  0,  0
;PalContrast = 128,128,128
;PalAdd=   0,  0,  0
;PalMul=  1,1,1;.9, .9, .9
;FrameGap = 4
;Trans = Add1

[State 100, 1]
type = posset
trigger1 = time = 0
y = 0

[State 100, 2]
type = VelSet
trigger1 = Time = 0
x = 7

[State 100, 3]
type = VelAdd
trigger1 = time >= 8 && Vel X != 0
x = -.45

[State 100, 4]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 5]
type = ChangeState
trigger1 = time = 20
value = 52

; Run_Back
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 105, Playsnd]
type = Playsnd
trigger1 = time = 0
value = 100,0

[State 105, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoStandguard

[State 100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoCrouchguard

[State 100, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 12
length = 9
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd=   0,  0,  0
PalMul=  1,1,1;.9, .9, .9
FrameGap = 4
Trans = Add1

[State 105, 1]
type = posset
trigger1 = time = 0
y = 0

[State 105, 2]
type = VelSet
trigger1 = Time = 0
x = -5

[State 100, 3]
type = VelAdd
trigger1 = time >= 8
trigger1 = Vel X != 0
x = .35

[State 100, 4]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 5]
type = ChangeState
trigger1 = time = 20
value = 52

;---------------------------------------------------------
; Lose (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 170,0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = Normal ;Player
name = "dad"
ID = 171
stateno = 171
pos = 0,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 0
persistent = 1
sprpriority = -8

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

; Win
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = time = 0
value = 181+random%2


; Dad
[statedef 171]
type = s
movetype = i
physics = n
juggle = 0
ctrl = 0
anim = 171
sprpriority = 15

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 250


;---------------------------------------------------------------------------
; Win1
[Statedef 181]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 189,4


[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

; Win2
[Statedef 182]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 189,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 189,3

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;Intro
[Statedef 190]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190+random%2
velset = 0,0
spriority = 0
ctrl= 0

;Title
[State 0, Helper]
type = Helper
Triggerall = NumHelper(186) = 0
trigger1 = Time = 0
helpertype = normal ;player
name = "IndieIntro"
ID = 186
stateno = 186
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 191, ChangeState]
type = ChangeState
trigger1 = random%6 = 4
trigger1 = time = 0
value = 198

[State 191, ChangeState]
type = ChangeState
trigger1 = random%6 = 3
trigger1 = time = 0
value = 196

[State 191, ChangeState]
type = ChangeState
trigger1 = random%6 = 2
trigger1 = time = 0
value = 193

[State 191, ChangeState]
type = ChangeState
trigger1 = random%6 = 1
trigger1 = time = 0
value = 192


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 99,11
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 99,11


[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 190
value = 182,6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 190
value = 182,6


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 191
value = 189,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 191
value = 189,0

[State 191, ChangeState]
type = ChangeState
trigger1 = time = 177
value = 0


;Bike Intro
[statedef 192]
type = s
movetype = i
poweradd = 0
physics = n
juggle = 0
ctrl = 0
anim = 192
sprpriority = 15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 193,2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 193,2

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -50
y = 0

[state 192, velset]
type = velset
trigger1 = time = [0,20]
x = 2.5

[State 0, Helper]
type = Helper
trigger1 = time = 20
helpertype = Normal ;Player
name = "bike"
ID = 197
stateno = 197
pos = 0,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 0
persistent = 1

[state 192, velset]
type = velset
trigger1 = time = 20
x = 0

[State 0, ChangeAnim]
type = Changeanim
trigger1 = time = 20
value = 702

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 50
value = 0


;bike exit
[Statedef 197]
type = A
movetype = I
physics = N
ctrl = 0
anim = 198
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 11
value = 182,5

[state 192, velset]
type = veladd
trigger1 = time > 18
x = 0.1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 95








;Arab Slide Intro
[statedef 196]
type = s
movetype = i
poweradd = 0
physics = n
juggle = 0
ctrl = 0
anim = 172 ;(blank)
sprpriority = 0

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 182,4

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

[State 0, PosSet]
type = PosAdd
trigger1 = time = 0
x = -100
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 100
value = 20

[state 192, velset]
type = velset
trigger1 = time = [100,199]
x = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 200
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 200
value = 1
elem = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 270
value = 0

[State 0, Helper]
type = Helper
trigger1 = time = 50
helpertype = Normal ;Player
name = "arab"
ID = 199
stateno = 199
pos = -100,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 0
persistent = 1

;arab
[Statedef 199]
type = A
movetype = I
physics = N
ctrl = 0
anim = 193
velset = 0,0
sprpriority = 0

[state 192, velset]
type = velset
trigger1 = time = 1
x = 4.3

[state 192, veladd]
type = velset
trigger1 = time > 34
x = -0.3

[state 192, velset]
type = velset
trigger1 = vel x < 0.2
trigger1 = time > 40
x = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 277

;Lose Hat Intro
[statedef 193]
type = s
movetype = i
poweradd = 0
physics = n
juggle = 0
ctrl = 0
anim = 704
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
volumescale = 255
value = S182,7
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
volumescale = 255
value = S182,7

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[State 0, PosSet]
type = PosAdd
trigger1 = time = 0
x = -120
y = 0 

[state 192, velset]
type = velset
trigger1 = time = 0
x = 3

[state 192, velset]
type = velset
trigger1 = time = 40
x = 0

[State 0, Helper]
type = Helper
trigger1 = time = 39
helpertype = Normal ;Player
name = "hat"
ID = 705
stateno = 194
pos = -44,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 0
persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 110
value = 0

;hat
[Statedef 194]
type = A
movetype = I
physics = N
ctrl = 0
anim = 705
velset = 0,0
sprpriority = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 12






;Pilgrims Intro
[statedef 198]
type = s
movetype = i
poweradd = 0
physics = n
juggle = 0
ctrl = 0
anim = 2
sprpriority = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 2
elem = 4
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 193,4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 193,4


[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = Normal ;Player
name = "dad"
ID = 171
stateno = 171
pos = 9,-1
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 1
persistent = 1
sprpriority = -10

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 90
value = 0









;Taunt
[Statedef 195]
type = A
movetype = I
physics = N
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 182, 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 5 
value = 250


[State 195, ChangeState]
type = ChangeState
trigger1 = time = 103
value = 0
ctrl = 1


;-| Normal attack |-----------------------
; Standing light punch
[Statedef 200]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 200

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = var(1) = 1
value = 202
ctrl = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40+random%5 
animtype = Light
getpower = 40
guardflag = MA
hitflag = MAF
pausetime = 2,0
guard.pausetime = 4,0
sparkno = 1
guard.sparkno = 40
sparkxy = -15,-65
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 5
ground.hittime = 9
ground.velocity = -5
air.velocity = -5, -4
guard.ctrltime = 15
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing light punch alt
[Statedef 202]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 202

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40+random%5
animtype = Light
getpower = 40
guardflag = MA
hitflag = MAF
pausetime = 2,0
guard.pausetime = 4,0
sparkno = 1
guard.sparkno = 40
sparkxy = -15, -65
hitsound = S200,1
guardsound = S120,0
ground.type = High
ground.slidetime = 5
ground.hittime = 9
ground.velocity = -5
air.velocity = -5, -4
guard.ctrltime = 15
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; close Standing light punch
[Statedef 201]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 201

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40+random%5
animtype = Light
getpower = 40
guardflag = MA
hitflag = MAF
pausetime = 2,0
guard.pausetime = 4,0
sparkno = 1
guard.sparkno = 40
sparkxy = -15, -65
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 5
ground.hittime = 9
ground.velocity = -5
air.velocity = -5, -4
guard.ctrltime = 15
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; Stand medium punch
[Statedef 210]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 210

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = var(1) = 1
value = 213
ctrl = 0

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S1,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA  
damage = 80
animtype = Medium
getpower = 65
guardflag = MA
hitflag = MAF
pausetime = 3,0
guard.pausetime = 5,0
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-65
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 7
ground.velocity = -7
air.velocity = -7, -1
guard.ctrltime = 20
airguard.velocity = -3, -1.5
air.juggle = 16

[State 210, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Stand medium punch alt
[Statedef 213]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 213

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S1,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA  
damage = 80
animtype = Medium
getpower = 65
guardflag = MA
hitflag = MAF
pausetime = 3,0
guard.pausetime = 5,0
sparkno = 2
guard.sparkno = 40
sparkxy = -15,-65
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 7
ground.velocity = -7
air.velocity = -6, -4
guard.ctrltime = 20
airguard.velocity = -3, -1.5
air.juggle = 16

[State 210, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; Stand hard punch
[Statedef 223]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 223

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S1,2
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 120
animtype = Heavy
getpower = 120
guardflag = MA
hitflag = MAF
pausetime = 1,0
guard.pausetime = 3,0
sparkno = 3
guard.sparkno = 40
sparkxy = -15, -70
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 14
ground.velocity = 0
air.velocity = 0, 3
guard.ctrltime = 25
airguard.velocity = -3, -1.5
air.juggle = 16
fall = 1
fall.recovertime = 0

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; close Stand hard punch
[Statedef 222]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 222

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S1,2
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 110
animtype = Heavy
getpower = 80
guardflag = MA
hitflag = MAF
pausetime = 1,0
guard.pausetime = 4,0
sparkno = 3
guard.sparkno = 40
sparkxy = -15, -70
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 14
ground.velocity = -2,-5
air.velocity = -2, -5
guard.ctrltime = 25
airguard.velocity = -3, -1.5
air.juggle = 16
fall = 1
fall.recovertime = 56

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;uppercut
[Statedef 216]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 216

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S1,2
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 220, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
damage = 90
animtype = Heavy
getpower = 80
guardflag = MA
hitflag = MA
pausetime = 2,5
guard.pausetime = 3,0
sparkno = 3
guard.sparkno = 40
sparkxy = -15, -70
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 14
ground.hittime = 22
ground.velocity = -2.1,-9.1
air.velocity = -2.1,-9.1
guard.ctrltime = 25
airguard.velocity = -2.1,-9.1
air.juggle = 16
fall= 1
fall.recovertime = 35

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; kick
[Statedef 230]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 230

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage = 75 
animtype = Medium
getpower = 65
guardflag = MA
hitflag = MAF
pausetime = 3,0
guard.pausetime = 4,0
sparkno = 1
guard.sparkno = 40
sparkxy = -30,-57
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 7
ground.velocity = -7
air.velocity = -3.3, -4
guard.ctrltime = 34
airguard.velocity = -3, -1.5
air.juggle = 16

[State 210, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




; Stand medium kick
[Statedef 241]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 241

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA  
damage = 80
animtype = Medium
getpower = 65
guardflag = MA
hitflag = MA
pausetime = 3,0
guard.pausetime = 4,0
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-70
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 7
ground.velocity = -6
air.velocity = -3.3, -4
guard.ctrltime = 34
airguard.velocity = -3, -1.5
air.juggle = 16

[State 210, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





; Stand hard kick
[Statedef 240]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 240

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,2
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 120
animtype = Heavy
getpower = 80
guardflag = MA
hitflag = MA
pausetime = 2,0
guard.pausetime = 3,0
sparkno = 3
guard.sparkno = 40
sparkxy = -25, -75
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 25
ground.velocity = -4.5,-4.5
air.velocity = -3.3,-4.5
guard.ctrltime = 39
airguard.velocity = -3, -1.5
air.juggle = 16

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;slide kick
[Statedef 441]
type = C 
movetype = A  
physics = C 
ctrl = 0  
anim = 441

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S1,2
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 450, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 130,0
animtype = Heavy
getpower = 80
guardflag = L
hitflag = MAF
pausetime = 0,10
guard.pausetime = 3,2
sparkno = 3
guard.sparkno = 40
sparkxy = -15,0
hitsound = S200,1
guardsound = S40,0 
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5,-8.5
air.velocity = -5, -5
guard.ctrltime = 20
guard.velocity = -10
fall = 1
fall.recover = 0
air.juggle = 16

[State ]
type = VelSet
trigger1 = time < 17
x = 9
y = 0
persistent =  1

[State 0, VelAdd]
type = VelAdd
trigger1 = time%6
x = -0.13
y = 0
ignorehitpause = 1
persistent =  1

[State 0, VelSet]
type = VelSet
trigger1 = vel x < 0.4
x = 0
y = 0
ignorehitpause = 1
persistent =  1


[State 0, Helper]
type = Helper
trigger1 = time = 33
helpertype = Normal ;Player
name = "hat"
ID = 705
stateno = 194
pos = -44,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 0
persistent = 1

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1



; crouch punch
[Statedef 400]
type = C  
movetype = A  
physics = C  
velset = 0,0
ctrl = 0  
anim = 400

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = 200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 25+random%5
animtype = Light
getpower = 30
guardflag = MA
hitflag = MA
pausetime = 2,3
guard.pausetime = 1,2
sparkno = 1
guard.sparkno = 40
sparkxy = -15,-45
hitsound = S200,1
guardsound = S40,0 
ground.type = low
ground.slidetime = 5
ground.hittime = 9
ground.velocity = -3
air.velocity = -3.3, -4
guard.ctrltime = 20
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



; crouch kick
[Statedef 430]
type = C 
movetype = A  
physics = C  
velset = 0,0
ctrl = 0  
anim = 430

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 25+random%5
animtype = Light
getpower = 30
guardflag = MA
hitflag = MA
pausetime = 1,5
guard.pausetime = 1,2
sparkno = 1
guard.sparkno = 40
sparkxy = -20,0
hitsound = S200,1
guardsound = S40,0 
ground.type = low
ground.slidetime = 5
ground.hittime = 9
ground.velocity = -4
air.velocity = -3.3, -4
guard.ctrltime = 29
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



; Crouch medium kick
[Statedef 440]
type = C
movetype = A
physics = C
velset = 0,0
ctrl = 0  
anim = 440

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 3
value = S1,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 440, playsnd]
type = PlaySnd
trigger1 = animelem = 3
value = 210,0

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA  
damage = 65
animtype = Medium
getpower = 65
guardflag = L
hitflag = MA
pausetime = 2,10
guard.pausetime = 4,8
sparkno = 2
guard.sparkno = 40
sparkxy = -20,0
hitsound = S200,1
guardsound = S40,0 
ground.type = Low
ground.slidetime = 9
ground.hittime = 13
ground.velocity = -3
air.velocity = -3,0
guard.ctrltime = 15
air.juggle = 16
fall = 1
fall.recover = 0
air.fall = 0

[State 440, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1





; JUMP light punch
[Statedef 600]
type = A
movetype = A
physics = A
ctrl = 0  
anim = 600 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 60
animtype = Light
getpower = 30
guardflag = HA
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = 1
guard.sparkno = 40
sparkxy = -20, -60
hitsound = S200,1
guardsound = S40,0 
ground.type = Low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3,0
air.velocity = -3,0
guard.ctrltime = 15
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; JUMP medium punch
[Statedef 610]
type = A
movetype = A
physics = A
ctrl = 0  
anim = 610 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3 
attr = C, NA  
damage = 70
animtype = Medium
getpower = 65
guardflag = MA
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-60
hitsound = S200,1
guardsound = S40,0 
ground.type = Low
ground.slidetime = 9
ground.hittime = 13
ground.velocity = -3,0
air.velocity = -3,5
guard.ctrltime = 15
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1




; JUMP light kick
[Statedef 630]
type = A
movetype = A
physics = A 
ctrl = 0  
anim = 630 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 1 
attr = A, NA
damage = 60
animtype = Light
getpower = 25
guardflag = HA
hitflag = MAF
pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S200,1
guardsound = S40,0 
ground.type = Low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -5.5,0
air.velocity = -6,0
guard.ctrltime = 20
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; JUMP medium kick
[Statedef 640]
type = A
movetype = A
physics = A
ctrl = 0  
anim = 640

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = S1,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA  
damage = 75
animtype = Medium
getpower = 65
guardflag = HA
hitflag = MAF
pausetime = 3,6
guard.pausetime = 2,4
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S200,1
guardsound = S40,0 
ground.type = Low
ground.slidetime = 9
ground.hittime = 13
ground.velocity = -5
air.velocity = -6, -5
guard.ctrltime = 22
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; JUMP hard kick
[Statedef 650]
type = A
movetype = A
physics = A
ctrl = 0  
anim = 645 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 4
value = S1,1
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 75
animtype = Heavy
getpower = 65
guardflag = HA
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = 2
guard.sparkno = 40
sparkxy = -20,-50
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -6,0
air.velocity = -7,0
guard.ctrltime = 23
airguard.velocity = -3, -1.5
air.juggle = 16

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


; Whip
[Statedef 500]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 500

[State 210, playsnd]
type = PlaySnd
trigger1 = time = 0
value = 190,0+random%3
channel = 0

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 100,10
animtype = Light
getpower = 50,0
guardflag = MA
hitflag = MAFD
pausetime = 2,3
guard.pausetime = 1,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0, -70
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime = 9
ground.velocity = -1.5
air.velocity = -3.3, -4
guard.ctrltime = 29
airguard.velocity = -3, -1.5
air.juggle = 16

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = movehit = 1
anim = F3
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = movehit = 1
anim = F3
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = movehit = 1
anim = F3
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = movehit = 1
anim = F3
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = movehit = 1
anim = F3
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)
postype = left
sprpriority = 8


[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1










; Grab attempt
[Statedef 300]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 300

[State 700, 1]
type = HitDef
Triggerall = p2movetype!= H
Trigger1 = Time = 0
attr = S, NT          
hitflag = MA-          
priority = 1, Miss    
sparkno = -1          
p1sprpriority = 1     
p1facing = 1
p2facing = 1          
p1stateno = 301     
p2stateno = 303       
guard.dist = 0        
fall = 1   
forcestand = 1


[State 200, 2]
type = ChangeState
trigger1 = movehit
value = 301
ctrl = 0

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; Grab success
[Statedef 301]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 301
sprpriority = -5

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S300,0
volumescale = 255
channel = -1
freqmul = 1.0
loop = 0
abspan = 1

[State 0, Helper]
type = Helper
trigger1 = time = 25
helpertype = Normal ;Player
name = "arm"
ID = 302
stateno = 302
pos = 0,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = -1
pos = 5,0

[State 200, 2]
type = ChangeState
trigger1 = time = 140
trigger2 = NumHelper(302) = 0 && time >= 25
value = 0
ctrl = 1

; Grab (arm)
[Statedef 302]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 302
sprpriority = 9

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
attr = S, NA
damage = 32
animtype = light
getpower = 32
guardflag = MA
hitflag = MA
pausetime = 0,0
guard.pausetime = 0,0
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S200,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime = 30
ground.velocity = 0,0
air.velocity = 0,0
guard.ctrltime = 29
airguard.velocity =0,0
air.juggle = 16
forcestand = 1
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 32
animtype = light
getpower = 40
guardflag = MA
hitflag = MA
pausetime = 0,0
guard.pausetime = 0,0
sparkno = 3
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S200,1
guardsound = -1
ground.type = High
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -5,-3
air.velocity = -5,-3
guard.ctrltime = 29
airguard.velocity =0,0
air.juggle = 16
forcestand = 1
fall = 1
fall.recover = 0
;p2stateno = 303


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 99




; Grab p2state
[Statedef 303]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 5010
sprpriority = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 24

[State 303, 2]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1

; Floor Spikes
[Statedef 250]
type = S  
movetype = A  
physics = S  
velset = -8.9,0
ctrl = 0  
anim = 706

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [0,22]
value = SCA,AA,AP,AT
time = 1


[State 100, PLAYSND]
type = Playsnd
trigger1 = time = 0
value = S100,0

[State 0, Helper]
type = Helper
triggerall = BackEdgeDist >= 30 
Triggerall = NumHelper(174) = 0
trigger1 = time = 0
helpertype = Normal ;Player
name = "spikes"
ID = 174
stateno = 174
pos = 0,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 27
x = 0

[State 220, 2]
type = ChangeState
trigger1 = time = 36
value = 0
ctrl = 1


;spikes
[Statedef 174]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 174
sprpriority = 12

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 174
time = 1
forceair = 0

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


[State 100, PLAYSND]
type = Playsnd
trigger1 = animelem = 2
value = S250,0
volumescale = 255
abspan = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
attr = C, SA
damage = 190
animtype = Heavy
getpower = 300
guardflag = 
hitflag = MA
pausetime = 10,1
guard.pausetime = 10,1
sparkno = 3
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = trip
ground.slidetime = 2
ground.hittime  = 3
ground.velocity = 0,-9
air.velocity = 0, -9
guard.ctrltime = 5
guard.velocity = -10
air.juggle = 16
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.dist = 50


[State 200, 1]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
trigger5 = animelem = 10
attr = C, SA
damage = 10
animtype = Heavy
getpower = 5
guardflag = 
hitflag = MA
pausetime = 0,0
guard.pausetime = 0,0
sparkno = 3
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = low
ground.slidetime = 2
ground.hittime  = 3
ground.velocity = 0,0
air.velocity = 0,0
guard.ctrltime = 5
guard.velocity = -10
fall = 0
air.juggle = 16
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.dist = 50

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




; Spear Duck
[statedef 1050]
type = S
movetype = A
physics = S
anim = 1050
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S191,1
volumescale = 255

[State 0, Birb]
type = Helper
triggerall = numhelper(2051) = 0
trigger1 = time = 5
name = "SpearMasteHelper"
ID = 1051
stateno = 1051
pos = -360,130
postype = Left
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
ignoreHitPause = 1 
pausemovetime = 0
supermovetime = 0
sprpriority = 2

[State 998, 1]
type = Changestate
trigger1 = time = 50
value = 0
ctrl = 1


;spear throw
[statedef 1051]
type = S
movetype = A
physics = S
anim = 9999
ctrl = 0

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

[State 0, Helper]
type = Helper
triggerall = root,facing = 1
trigger1 = time = 20
helpertype = normal ;player
name = "Spear"
ID = 1052
stateno = 1052
pos = -100,-40
postype = left;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, Helper]
type = Helper
triggerall = root,facing = -1
trigger1 = time = 20
helpertype = normal ;player
name = "Spear"
ID = 1052
stateno = 1052
pos = 100,-30
postype = right;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100

;spear throw
[statedef 1052]
type = S
movetype = A
physics = S
anim = 1051
ctrl = 0
velset = 10.6,-1-random%2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S191,2
volumescale = 255

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1053
time = 1
forceair = 0

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

[State 0, Velset]
type = Velset
trigger1 = time > 0
x = 10.6

[State 0, VelAdd]
type = Veladd
trigger1 = time >16
x = -0.03
y = 0.66

[State 0, VelSet]
type = VelSet
trigger1 = pos y > 46
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = pos y > 46
y = 47

[State 210, 1]
type = HitDef
trigger1 = 1
attr = S, NA  
damage = 100
animtype = Medium
getpower = 140
guardflag = MA
hitflag = MA
pausetime = 4
guard.pausetime = 3
sparkno = 2
guard.sparkno = 40
sparkxy = -40,-20
hitsound = -1
guardsound = S40,0 
ground.type = High
ground.slidetime = 4
ground.hittime = 20
ground.velocity = -6
air.velocity = -3.3, -4
guard.ctrltime = 15
airguard.velocity = -3,-1.5
air.juggle = 16
fall = 0
persistent = 0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

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

[statedef 1053]
type = S
movetype = A
physics = S
anim = 9999
ctrl = 0
velset = 0,0

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10



;grail
[statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S182,1
volumescale = 255
channel = 0
loop = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1507
ID = 1507
pos = -55,0
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.3,0.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1507
ID = 1507
pos = -53,0
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.3,0.6
sprpriority = 20
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1001
ctrl = 1

;lifeup
[Statedef 1001]
type = S
ctrl = 0
anim = 1001
velset = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time% 2
value = 5

[State 1001, 3]
type = Changestate
triggerall = time > 8
trigger1 = Var(59) <= 0
trigger1 = command = "rlsx" &&command = "rlsa"
trigger2 = Var(59) <= 0
trigger2 = command != "holdx"
Trigger3 = var(59)>0
trigger3 = p2movetype = A
Trigger4 = var(59)>0
trigger4 = p2stateno = [10,105]
Trigger5 = var(59)>0
trigger5 = life >= 1000
value = 1002
ctrl = 0

;grail stop
[statedef 1002]
type = S
movetype = A
physics = S
anim = 1001
ctrl = 0
velset = 0,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1507


[State 0, PlaySnd]
type = StopSND
trigger1 = time = 0
channel = 0

[State 1002, 1]
type = Changestate
trigger1 = animtime =0
value = 0
ctrl = 1





;Staff of Ra
[statedef 1500]
type = S
movetype = A
physics = S
anim = 1500
ctrl = 0
velset = 0,0
poweradd = -500

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 189,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 189,1
channel = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1506
ID = 1506
pos = 30,0
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 211
supermovetime = 0
pausemovetime = 0
scale = 0.3,0.6
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1507
ID = 1507
pos = 30,0
postype = P1  ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 181
supermovetime = 0
pausemovetime = 0
scale = 0.3,0.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 1100, 1]
type = HitDef
trigger1 = Gametime%7 = 0
attr = S,SA
damage = 7,1
animtype = Medium
getpower = 0,0
givepower = 2,3
guardflag = MA
hitflag = MAFD
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S1, 0
guardsound = S40,0 
;guardsound = 
ground.type = Low
ground.slidetime = 14     
ground.hittime  = 14     
ground.velocity = -3  
guard.slidetime = 14
guard.velocity = -2
;guard.ctrltime 
air.type = High
air.velocity = -4,0
air.hittime = 20
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 1500
trigger1 = time = 30
value = 1501

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Var(59) <= 0
triggerall = anim != 1505 && anim != 1500
trigger1 = command = "fwd" || command = "up" || command = "holdfwd" || command = "holdup"
trigger1 = time%2
value = anim +1
ignorehitpause = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = var(59)>0
triggerall = time%2
trigger1 = anim = [1500,1501]
trigger1 = p2bodydist x >= 150
trigger2 = anim = 1503
trigger2 = p2bodydist x < 150
trigger3 = anim = [1500,1501]
trigger3 = p2bodydist y = [-125,-275]
value = 1502

[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = var(59)>0
triggerall = time%2
trigger1 = anim = 1502
trigger1 = p2bodydist x >= 250
trigger2 = anim = 1504
trigger2 = p2bodydist y < -125
value = 1503

[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = var(59)>0
triggerall = time%2
trigger1 = anim = 1503
trigger1 = p2bodydist y = [-125,-275]
trigger2 = anim = 1505
trigger2 = p2bodydist y > -125
value = 1504

[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = var(59)>0
triggerall = time%2
trigger1 = anim = 1504
trigger1 = p2bodydist y = [-125,-275]
value = 1505

[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = var(59)>0
triggerall = time%2
trigger1 = anim = 1504
trigger1 = p2bodydist y = [-125,-275]
value = 150


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1501 && anim != 1500
trigger1 = command = "back" || command = "down" || command = "holdback" || command = "holddown"
trigger1 = time%2
value = anim -1
ignorehitpause = 0
persistent = 1

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 0, VelSet]
type = VelSet
trigger1 = stateno = 1500
x = 0
y = 0

;[State 0, CtrlSet]
;type = CtrlSet
;trigger1 = time = 29
;value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 200
value = 1501
ctrl = 0

[statedef 1501]
type = S
movetype = I
physics = S
anim = 1508
ctrl = 0
velset = 0,0

[State 0, ChangeState]
type = Changestate 
trigger1 = animtime = 0
value = 0
ctrl = 1






;whip swing
[StateDef 1300]
type = A
movetype = I
physics = N
anim = 41
ctrl = 0
poweradd = 0
velset = -2,-12

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 2
value = 1310
ctrl = 0

[StateDef 1310]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1030,0
channel = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 42
value = 1

[State 0, PosSet]
type = PosSet
triggerall = time = 0
trigger1 = pos y > -72
y = -72

[State 0, PosAdd]
type = PosAdd  ;nova
trigger1 = animelem = 4
x = 20
y = 32

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 5;4
x = 37;57
y = 12;44

[State 0, PosAdd]
type = PosAdd  ;nova
trigger1 = animelem = 6
x = 22;79
y = 24;68

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 7
x = 44;123
y = 4;72
    ;
[State 0, PosAdd]
type = PosAdd  ;nova
trigger1 = animelem = 8
x = 27;150
y = 12;84

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 9
x = 33;183
y = -2;82

[State 0, PosAdd]
type = PosAdd  ;nova
trigger1 = animelem = 10
x = 11;194
y = 3;85

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 11
x = 9;203
y = -2;83

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 12
x = 34;237
y = 1;84

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 13
x = 34;271
y = 2;86

[State 0, PosAdd]
type = PosAdd  ;nova
trigger1 = animelem = 14
x = 35;306
y = -19;67

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 15
x = 29;335
y = -26;41

[State 0, PosAdd]
type = PosAdd  ;nova
trigger1 = animelem = 16
x = 22;357
y = -21;20

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 17
x = 9;366
y = -30;-10

[State 210, playsnd]
type = PlaySnd
trigger1 = movehit
value = S200,1
persistent = 0
channel = 4

[State 0, StopSnd]
type = StopSnd
trigger1 = movehit
channel = 0

[State 450, HitDef]
type = HitDef
trigger1 = time = 0
attr = A,SA
damage = 155,10
animtype = HARD
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5,10
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-20
;guard.sparkno = 8430
hitsound = S200,1
guardsound = S40,0 
ground.type = High
ground.velocity = -3, -6
guard.slidetime = 11
guard.hittime = 24
guard.velocity = -10
fall = 1
fall.recover = 0
air.type = Low
air.hittime = 5
air.velocity = -3,-6
envshake.time = 6
envshake.ampl = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger2 = movehit
trigger3 = FrontEdgeDist < 25
value = 1311
ctrl = 1

[StateDef 1311]
type = A
movetype = I
physics = N
velset = -3.8,0
anim = 702
ctrl = 0

[State 100, PLAYSND]
type = Playsnd
trigger1 = time = 0
value = S100,0

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 0

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

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



;start rolling
[StateDef 23001]
type = C  
movetype = I  
physics = C 
velset = 0,0
anim = 10
ctrl = 0
poweradd = -1000

[State 0, Helper]
type = Helper
triggerall = facing = 1
trigger1 = time = 0
helpertype = normal ;player
name = "Boulder"
ID = 23000
stateno = 23000
pos = -100,-40
postype = left;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.75
size.yscale = 0.75


[State 0, Helper]
type = Helper
triggerall = facing = -1
trigger1 = time = 0
helpertype = normal ;player
name = "Boulder"
ID = 23000
stateno = 23000
pos = 100,-30
postype = right;p2,front,back,left,right
facing = -1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.75
size.yscale = 0.75

;crouching
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0
value = 11

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

;stand up again
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 12
ctrl = 1


;rolling stone
[StateDef 23000]
type = S
movetype = A
physics = S
anim = 23000
ctrl = 0
sprpriority = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S23000,0
volumescale =255
channel = 10
freqmul = 1.0
loop = 0
pan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S23000,0
volumescale =255
channel = 11
freqmul = 1.0
loop = 0
pan = 0


[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 90000
freq = 100
ampl = -1
phase = 70

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT      ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 23002
time = 1
forceair = 0

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

[State 220, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
attr = S,HA
damage = 35,10
animtype = Heavy
getpower = 0,0
givepower = 30,60
guardflag = MA
hitflag = MA
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0, -70
hitsound = S300,0
guardsound = S300,0
ground.type = low
ground.slidetime = 4
ground.hittime = 25
ground.velocity = -1,0
air.velocity = -1,-0.5
guard.ctrltime = 2
airguard.velocity = -3, -1.5
air.juggle = 16
fall = 0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = movehit = 1
anim = F2
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)+20
postype = left
sprpriority = 8

[State #, VelSet]
type = VelSet
trigger1 = 1
x = 3.7


[State 0, DestroySelf]
type = ChangeState
trigger1 = FrontEdgeDist <= -305
trigger2 = BackEdgeDist <= -305
value = 23002


[StateDef 23002]
type = S
movetype = I
physics = S
anim = 9999
ctrl = 0
sprpriority = 20

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 2
freq = 40
ampl = -2
phase = 50

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S23000,1
volumescale = 255
channel = 10
freqmul = 1.0
loop = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S23000,1
volumescale = 255
channel = 11
freqmul = 1.0
loop = 0
abspan = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 45



; Whip Grab (Getoverhere)
[Statedef 232]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 232

[State 210, playsnd]
type = PlaySnd
trigger1 = time = 0
value = 190,0+random%3
channel = 0

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA  
damage = 80,0
animtype = Medium
getpower = 0,0
guardflag = MA
hitflag = MA
pausetime = 0,0
guard.pausetime = 10,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = S120,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0, 0
air.velocity = 3.3, 3
guard.ctrltime = 34
airguard.velocity =  0, 0
air.juggle = 16
p1stateno = 233
p2stateno = 234
forcestand = 1

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = moveguarded = 1
anim = F40
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 210, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


; pull whip
[Statedef 233]
type = S  
movetype = A  
physics = S  
velset = 0,0
ctrl = 0  
anim = 233

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = movehit = 1
anim = F3
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)
postype = left
sprpriority = 8

[State 0, TargetState]
type = TargetState
trigger1 = p2bodydist x < 25
trigger2 = time = 60
value = 235

[State 210, 2]
type = ChangeState
trigger1 = p2bodydist x < 25
trigger2 = animtime = 0
value = 0
ctrl = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
movetype = I        ;I,A,H

;get pulled
[Statedef 234]
type     = A
movetype = H
physics = N
velset   = 0,0

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

[State 998, Explod]
type = Explod
trigger1 = time = 0
anim = F3
pos = 0,const(size.mid.pos.y)
postype = p1
sprpriority = 8

[State 234, pull]
type = velset
trigger1 = time = 1
x = cond(p2dist x > 0,9,-9)
y = 0

[State 234, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 811, ????????????]
type = ChangeAnim
Trigger1 = time = 1
value = 5030

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x < 25
trigger2 = time = 60
x = 0
y = 0

;get pulled
[Statedef 235]
type     = S
movetype = H
physics = N
velset   = 0,0

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

[State 6000, StateType]
type = StateTypeSet
triggerall = !time
trigger1 = pos y < 0
Statetype = A

[State 234, 1]
type = SelfState
triggerall = alive = 0
trigger1 = vel x = 0
trigger2 = time = 60
value = 5050

[State 234, 1]
type = SelfState
triggerall = alive = 1
triggerall = statetype = A
trigger1 = vel x = 0
trigger1 = anim !=5300
trigger2 = time = 60
value = 5030

[State 234, 1]
type = Changeanim
triggerall = alive = 1
triggerall = statetype = S
trigger1 = vel x = 0
trigger1 = anim !=5300
trigger2 = time = 0
value = 5300

[State 234, 1]
type = SelfState
triggerall = alive = 1
triggerall = statetype = S
triggerall = anim = 5300
trigger1 = time = 25
trigger2 = animelem = 3
value = 0
ctrl = 1






;Draw gun
[statedef 1056]
type = S
movetype = A
physics = S
anim = 1056
ctrl = 0
velset = 0,0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 15
value = 1 

[State 1055, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(15) < 2
value = 1057
ctrl = 0

[State 1055, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(15) >= 2
trigger1 = var(16) >= 300
value = 1057
ctrl = 0
[State 1055, 1]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(15) >= 2
trigger1 = var(16) < 300
value = 1058
ctrl = 0



;Gun Success
[statedef 1057]
type = S
movetype = A
physics = S
anim = 1057
ctrl = 0
velset = 0,0

[State 210, playsnd]
type = PlaySnd
trigger1 = animelem = 3
value = S172,0
persistent = 0

[State 1000, 2]
type = Projectile
Triggerall = NumHelper(23000) = 0
trigger1 = Animelem = 3
ProjID = 10001
projanim = 10001
;projhitanim = 1002
;projremanim = 1002
;projcancelanim = 1002
velocity = 22,0
offset = 13,-75
projscale = 0.8,0.8
; HitDef
attr = S,SP
hitflag = MAFD       ;HLAFD+-
guardflag =         ;HLA
animtype = low
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 130,
pausetime = 4,10
;postype = P2
sparkno = 3
sparkxy = 0,0
guard.sparkno = -1;s9993
hitsound = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4,2
air.velocity = -4,2
fall = 1
air.fall = 1

[State 1000, 2]
type = Projectile
Triggerall = NumHelper(23000) = 1
trigger1 = Animelem = 3
ProjID = 10001
projanim = 10001
;projhitanim = 1002
;projremanim = 1002
;projcancelanim = 1002
velocity = 22,0
offset = 13,-75
projscale = 0.8,0.8
; HitDef
attr = S,SP
hitflag = MAFD       ;HLAFD+-
guardflag = MA        ;HLA
animtype = low
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 130,
pausetime = 4,10
;postype = P2
sparkno = 3
sparkxy = 0,0
guard.sparkno = -1;s9993
hitsound = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4,2
air.velocity = -4,2
fall = 1
air.fall = 1

[State 3000, 3]
type = Explod
trigger1 = Animelem = 3
anim = 10003
ID = 10003
pos = 13,-75
scale = 0.3,0.3
postype = p1
bindtime = 999
removetime = -2
sprpriority = 5
ownpal = 1
removeongethit = 1


[State 1055, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;Gun Fail
[statedef 1058]
type = S
movetype = I
physics = S
anim = 1058
ctrl = 0
velset = 0,0
sprpriority = 0

[State 1055, 1]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Indie Intro
[Statedef 186]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1860+roundno
velset = 0,0
sprpriority = -9

[State 0, AngleSet]
type = AngleSet
trigger1 = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [0,51]
scale = 0.2,0.2
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [52,56]
scale = 0.4,0.4
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = [57,64]
scale = 0.5,0.5
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 65
scale = 0.55,0.55

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

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
X = ScreenPos X = 150
Y = -70

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 179


[Statedef -2]


[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1050
trigger2 = stateno = 1000
trigger3 = stateno = 1500
trigger4 = stateno = 1300
trigger5 = stateno = 500
trigger6 = stateno = 232
trigger7 = stateno = 23001
trigger8 = stateno = 300
v = 15
value = 0

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "v15 = %d"
params = var(15)

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 16
range = 0,1000

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




