[Data]
life = 1500
attack = 100
defence = 150
power = 5000
fall.defence_up = 50
liedown.time = 1
airjuggle = 0
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 12
ground.front = 12
air.back = 12
air.front = 12
height = 30
attack.dist = 50
proj.attack.dist = 50
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 80
draw.offset = 0,0

[Velocity]
walk.fwd  = 0
walk.back = 0
run.fwd  = 2.4,0
run.back = -2.4,-4
jump.neu = 0,-10
jump.back = -3
jump.fwd = 3
runjump.back = 0,-4
runjump.fwd = 0,-4
airjump.neu = 0,-4
airjump.back = -4
airjump.fwd = -4
air.gethit.groundrecover = 0,0
air.gethit.airrecover.mul = 0,0
air.gethit.airrecover.add = 0,0
air.gethit.airrecover.back = 0
air.gethit.airrecover.fwd = 0
air.gethit.airrecover.up = 0
air.gethit.airrecover.down = 0

[Movement]
airjump.num = 0
airjump.height = 0
yaccel = 0.5
stand.friction = .85
crouch.friction = .82
stand.friction.threshold = 2
crouch.friction.threshold = .05
air.gethit.groundlevel = 25
air.gethit.groundrecover.ground.threshold = -20 
air.gethit.groundrecover.groundlevel = 10
air.gethit.airrecover.threshold = -1
air.gethit.airrecover.yaccel = .35
air.gethit.trip.groundlevel = 15
down.bounce.offset = 0, 20
down.bounce.yaccel = .4
down.bounce.groundlevel = 12
down.friction.threshold = .05

[Quotes]
victory1 = "F"

[StateDef 200]
type = S
physics = S

[State 200] ;Does nothing.
type = null
trigger1 = gametime = 0

[Statedef -2]

;--------------------------------------------------
 ;Super Armor Coding by Brergrsart

;This puts you to whatever death state you want. Make sure the state takes you to 5150 after you "die" to actually die.
[State 0, SelfState]
type = SelfState
trigger1 = life <= 0 && stateno != 7150
trigger1 = stateno != [5000,5210]
value =  5050;The state you go into before you die. You can also go straight to 5150 too if you want.
ctrl = 0

;This spawns the super armor helper. If this helper is triggered via a move, move this controller there.
;Or, if you want this helper to be on a timer, keep this controller here, and a trigger that checks if a var (Which is turned into a nonzero value from the state that "spawns" this helper) is > 0. Then have a varadd in -2 that counts down the var until it hits 0, so the helper stops spawning
[State 0, Helper]
type = Helper
trigger1 = numhelper(1006) = 0 ;You don't want more than one of these.
helpertype = normal ;player
name = "Super Armor"
ID = 1006
stateno = 1006 
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

;This where you start taking the damage set by the helper in state 1007.
[State 0, LifeAdd]
type = LifeAdd
trigger1 = numhelper(1006)
trigger1 = fvar(12) > 0
value = -floor(fvar(12))
ignorehitpause = 1

;Right after you take the damage, you IMMEDIATELY subtract the damage from fvar(10) by itself. If you want, this can also be a varset that sets it to 0. I never tried it myself, but it should work too.
[State 0, VarAdd]
type = VarAdd
trigger1 = 1
fv = 12
value = -floor(fvar(12))
ignorehitpause=  1

;This makes you invincible while the helper is out, but as the great prophets of Yu-Gi-Oh! Arc-V say: BUT YOU'LL STILL TAKE THE DAMAGE!
[State 0, NotHitBy]
type = NotHitBy
trigger1 = numhelper(1006)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

;This prevent Mathrus from being pushed like a volleyball
[State 0, PlayerPush]
type=PlayerPush
trigger1=1 
value = 0 ;0 means that P1 will pass through P2, default is 1) 

;Holy shit sound spam

[State -2, Laugh]
type = Helper
triggerall = roundstate > 1
Triggerall = time%3 + (random%20) = 0
Trigger1 = NumHelper(999) = 0
name = "Laugh"
ID = 999
stateno = 999
pos = 0,0
postype = back
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 1

[State -2, Scream]
type = Helper
triggerall = roundstate > 1
Triggerall = time%3 + (random%20) = 0
Trigger1 = NumHelper(1999) = 0
name = "Scream"
ID = 1999
stateno = 1999
pos = 0,10
postype = back
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 1

[State -2, Alert]
type = Helper
Triggerall = 1
triggerall = roundstate > 1
Trigger1 = NumHelper(2999) = 0
name = "Alert"
ID = 2999
stateno = 2999
pos = 0,-10
postype = back
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 1

[State -2, Nuclear Alert]
type = Helper
Triggerall = 1
triggerall = roundstate > 1
Trigger1 = NumHelper(3999) = 0
name = "NuclearAlert"
ID = 3999
stateno = 3999
pos = 0,-20
postype = back
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 1

[State -2, Beam]
type = Explod
triggerall = alive = 1
triggerall = stateno = 280
trigger1 = time = 1
anim = 281
ID = 281
pos = 53,-46
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 223
pausemovetime = 0
scale = 1.2,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State -2, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
ID = 281
anim = 281
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State -2, Beam]
type = Explod
trigger1 = stateno = 280
trigger1 = time = 225
anim = 282
ID = 282
pos = 53,-46
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.2,1
sprpriority = 12
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State -2, PlaySnd]
type = PlaySnd
trigger1 = stateno = 280
trigger1 = time = 10
value = S280,1
volumescale = 100
channel = 12
freqmul = 1.0
loop = 0
pan = 0

[State -2, StopSnd]
type = StopSnd
trigger1 = stateno = 5050
channel = 12

[State -2, Explod]
type = Explod
triggerall = alive = 1
triggerall = stateno = 20000
trigger1 = time = 1
anim = 6425
ID = 6425
pos = 0,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 300
pausemovetime = 0
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State -2, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
ID = 6425
anim = 6425
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State -2, PlaySnd]
type = PlaySnd
trigger1 = stateno = 280
trigger1 = time = 10
value = S280,1
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State -2, StopSnd]
type = StopSnd
trigger1 = stateno = 5050
channel = 12

[State -2, Virus]
type = Helper
Triggerall = time%3 + (random%20) = 0
triggerall = roundstate > 1
Trigger1 = NumHelper(4999) = 0
name = "Virus"
ID = 4999
stateno = 4999
pos = 0,-30
postype = back
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 1

[State 0, BGPalFX]
type = BGPalFX
triggerall = palno = [1,11]
trigger1 = 1
time = 999999999999
add = 0,0,0
mul = 130,0,0

[State 0, AllPalFX]
type = AllPalFX
triggerall = palno = 12
trigger1 = 1
time = 999999999999
add = 0,0,0
mul = 130,0,0

[State 0, AllPalFX]
type = AllPalFX
triggerall = NumExplod(12005) = 1
triggerall = palno = 12
trigger1 = 1
time = 999999999999
add = 0,0,0
mul = 256,256,256

[State 0, AllPalFX]
type = AllPalFX
triggerall = NumExplod(12006) = 1
triggerall = palno = 12
trigger1 = 1
time = 999999999999
add = 0,0,0
mul = 256,256,256

[State 0, AllPalFX]
type = AllPalFX
triggerall = NumExplod(9700) = 1
triggerall = palno = 12
trigger1 = 1
time = 999999999999
add = 0,0,0
mul = 256,256,256


[State 0, Balls1] 
type = Explod
Trigger1 = time%1 + (random%3) = 0
anim = 50001
sprpriority = 7
postype = left
VEL = 1+ Var(8),-7
random = 250,180
pos = 150,150
bindtime = 1
supermove = 1
under = 1
ownpal = 1
scale = 1,1
ignorehitpause = 0
removetime = -2

[State 0, Balls2] 
type = Explod
Trigger1 = time%1 + (random%3) = 0
anim = 50001
sprpriority = 7
postype = left
VEL = -0.3+ Var(8),-7
random = 250,180
pos = 150,150
bindtime = 1
supermove = 1
under = 1
ownpal = 1
scale = 0.8,0.8
ignorehitpause = 0
removetime = -2

[State 0, Explod] 
type = Explod
Trigger1 = time%1 + (random%3) = 0
anim = 50001
sprpriority = 7
postype = left
VEL = -0.3+ Var(8),-7
random = 250,180
pos = 150,150
bindtime = 1
supermove = 1
under = 1
ownpal = 1
scale = 0.4,0.4
ignorehitpause = 0
removetime = -2

[State -2, Regen]
type = lifeadd
triggerall = alive = 1
trigger1 = (GameTime%3) = 0
ignorehitpause = 0
value = 2

[State -2, PowerAdd]
type = poweradd
triggerall = alive = 1
triggerall = StateNo != 270
triggerall = StateNo != 280
triggerall = StateNo != 290
triggerall = StateNo != 292
triggerall = RoundState = 2
trigger1 = (GameTime%6) = 0
ignorehitpause = 0
value = 100

[State Halo1]
type = Explod
trigger1 = time = 1
Triggerall = NumExplod(40000) = 0
anim = 40000
ID = 40000
sprpriority = -3
Removetime = -1
bindtime = -1
scale = 0.3,0.3
postype = p1
pos = -2,-35
ownpal= 1
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 0, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
trigger2 = Stateno = 181
ID = 40000
anim = 40000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1


[State Halo2]
type = Explod
trigger1 = time = 1
Triggerall = NumExplod(40001) = 0
anim = 40001
ID = 40001
sprpriority= -3
Removetime = -1
bindtime = -1
scale = 0.3,0.3
postype = p1
pos = -2,-35
ownpal= 1
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 0, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
trigger2 = Stateno = 181
ID = 40001
anim = 40001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1


[State Wings]
type = Explod
trigger1 = time = 1
Triggerall = numexplod(50000) = 0
anim = 50000
ID = 50000
sprpriority = -2
postype = p1
pos = -8,-30
scale = 0.6,0.6
bindtime = -1
removetime = -1
ignorehitpause = 0
pausemovetime = 0
supermovetime = 0
ownpal = 1

[State 0, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
trigger2 = Stateno = 181
ID = 50000
anim = 50000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State Ground]
type = Explod
trigger1 = time = 1
Triggerall = NumExplod(60000) = 0
anim = 60000
ID = 60000
sprpriority= -3
Removetime = -1
bindtime = -1
scale = 1.5,1.4
postype = p1
pos = 5,0
ownpal= 1
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 0, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
ID = 60000
anim = 60000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State Halo]
type = Explod
trigger1 = time = 1
Triggerall = NumExplod(12001) = 0
trigger1= StateNo = 181
trigger2 = StateNo = 182
anim = 12001
ID = 12001
sprpriority = -3
Removetime = -1
bindtime = -1
scale = 0.3,0.3
postype = p1
pos = -2,-35
ownpal= 1
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 0, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
ID = 12001
anim = 12001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State Halo2]
type = Explod
trigger1 = time = 1
Triggerall = NumExplod(12002) = 0
trigger1= StateNo = 181
trigger2 = StateNo = 182
anim = 12002
ID = 12002
sprpriority = -3
Removetime = -1
bindtime = -1
scale = 0.3,0.3
postype = p1
pos = -2,-35
ownpal= 1
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 0, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
ID = 12002
anim = 12002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State Wings]
type = Explod
trigger1 = time = 1
Triggerall = numexplod(12003) = 0
trigger1= StateNo = 181
trigger2 = StateNo = 182
anim = 12003
ID = 12003
sprpriority = -2
postype = p1
pos = -8,-30
scale = 0.6,0.6
bindtime = -1
removetime = -1
ignorehitpause = 0
pausemovetime = 0
supermovetime = 0
ownpal = 1

[State 0, Dissapears]
type = ModifyExplod
trigger1 = alive = 0
trigger1 = time = 1
ID = 12003
anim = 12003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, Boom]
type = Explod
triggerall = stateno = 181
trigger1 = time = 580
anim = 8971
ID = 8971
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.4,1.4
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1

[State -2, Charging Sound]
type = Helper
Triggerall = time = 1
triggerall = StateNo = 181
Trigger1 = NumHelper (5999) = 0
name = "Charging Sound"
ID = 5999
stateno = 5999
pos = 0,-40
postype = back
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 1

[State 0, Kabeem]
type = Helper
triggerall = stateno = 181
triggerall = time = 580
Trigger1 = NumHelper (6999) = 0
helpertype = normal 
name = "Kabeem"
ID = 6999
stateno = 6999
pos = 0,-50
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 0, Black Screen]
type = Explod
triggerall = stateno = 181
trigger1 = time = 635
anim = 12005
ID = 12005
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.2,1.2
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
ontop = 1

[State 0, BSOD]
type = Explod
triggerall = stateno = 181
trigger1 = time = 715
anim = 12006
ID = 12006
pos = 160,120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.5,0.5
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
ontop = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = stateno = 181
trigger1 = time >= 635
ignorehitpause = 1
flag = NoBarDisplay
flag2 = noBG
flag3 = NoMusic

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = stateno = 181
trigger1 = time >= 635
ignorehitpause = 1
flag = NoFG

[State -2, StopSound]
type = StopSnd
triggerall = stateno = 181
trigger1 = time >= 635
ignorehitpause = 1
channel = -1

[State 0, Boom]
type = Explod
triggerall = stateno = 182
trigger1 = time = 580
anim = 8971
ID = 8971
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.4,1.4
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1

[State -2, Charging Sound]
type = Helper
Triggerall = time = 1
triggerall = StateNo = 182
Trigger1 = NumHelper (5999) = 0
name = "Charging Sound"
ID = 5999
stateno = 5999
pos = 0,-40
postype = back
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 1

[State 0, Kabeem]
type = Helper
triggerall = stateno = 182
triggerall = time = 580
Trigger1 = NumHelper (6999) = 0
helpertype = normal 
name = "Kabeem"
ID = 6999
stateno = 6999
pos = 0,-50
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, Black Screen]
type = Explod
triggerall = stateno = 182
trigger1 = time = 635
anim = 12005
ID = 12005
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.2,1.2
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
ontop = 1

[State 0, Earth]
type = Explod
triggerall = stateno = 182
trigger1 = time = 715
anim = 9700
ID = 9700
pos = 160,120
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.40,0.46
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
ontop = 1

[State 0, BlackScreen]
type = Explod
triggerall = stateno = 182
trigger1 = time = 1059
anim = 12005
ID = 12005
pos = 160,120
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 1.2,1.2
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
ontop = 1

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = stateno = 182
trigger1 = time >= 635
ignorehitpause = 1
flag = NoBarDisplay
flag2 = noBG
flag3 = NoMusic

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = stateno = 182
trigger1 = time >= 635
ignorehitpause = 1
flag = NoFG

[State -2, StopSound]
type = StopSnd
triggerall = stateno = 182
trigger1 = time >= 635
ignorehitpause = 1
channel = -1

[State -2, Defeated]
type = ChangeState
triggerall = !alive
triggerall = Stateno = [5000,5120] 
trigger1 = time = 1
value = 5150
ctrl = 0
anim = 5150

[State 0, Freeze]
type = PosFreeze
trigger1 = Stateno = 5150
value = 1

[State -2, StopSnd]
type = StopSnd
trigger1 = alive <=0
channel = 28

[State -2, Dissapears]
type = ModifyExplod
trigger1 = alive <=0
anim = 256
ID = 5555
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.00001,0.00001
sprpriority = -8
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

;Background
[State 0, Explod]
type = Explod
triggerall = palno = 12
triggerall = NumExplod(8888) = 0
trigger1 = time = 0
anim = 8888
ID = 8888
pos = 160,125
postype = left  
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemovetime = 99999
supermovetime = 99999
scale = 0.76,0.76
sprpriority = -9
ontop = 0
ownpal = 1
removeongethit = 0

;Song
[State -2, PlaySnd]
type = PlaySnd
trigger1 = palno = 12
value = S8888,0
volumescale = 100
channel = 20
lowpriority = 1
freqmul = 1.0
loop = 1
pan = 0
[State -2, PlaySnd]
type = PlaySnd
trigger1 = palno = 12
value = S8888,0
volumescale = 100
channel = 21
lowpriority = 1
freqmul = 1.0
loop = 1
pan = 0
[State -2, PlaySnd]
type = PlaySnd
trigger1 = palno = 12
value = S8888,0
volumescale = 100
channel = 22
lowpriority = 1
freqmul = 1.0
loop = 1
pan = 0
[State -2, PlaySnd]
type = PlaySnd
trigger1 = palno = 12
value = S8888,0
volumescale = 100
channel = 23
lowpriority = 1
freqmul = 1.0
loop = 1
pan = 0
[State -2, PlaySnd]
type = PlaySnd
trigger1 = palno = 12
value = S8888,0
volumescale = 100
channel = 24
lowpriority = 1
freqmul = 1.0
loop = 1
pan = 0
[State -2, PlaySnd]
type = PlaySnd
trigger1 = palno = 12
value = S8888,0
volumescale = 100
channel = 25
lowpriority = 1
freqmul = 1.0
loop = 1
pan = 0

;StopTheBGM
[State -2, NoMusic]
type = Helper
triggerall = NumHelper(70000) = 0
triggerall = palno = 12
trigger1 = 1
helpertype = normal
name = "NoMusic"
ID = 70000
stateno = 70000
pos = 0,-1000
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999999
pausemovetime = 9999999999
ignorehitpause = 1

[Statedef 70000]
type = S
movetype = I
physics = N
anim = 6999
velset = 0,0
sprpriority = -9

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

[State NoMusicFailSafe]
type = AssertSpecial
trigger1 = 1 
flag = nomusic
flag2 = noBG
flag3 = noFG


[Statedef -3]

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


[Statedef 999]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 999
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 1
value = S999,0+random%6
volume = 100
channel = 1
freqmul = 1.0
loop = 0
abspan = 1

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

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 700


[Statedef 1999]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1999
sprpriority = -2

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

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 1
value = S1999,0+random%7
volume = 100
channel = 1
freqmul = 1.0
loop = 0
abspan = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 300


[Statedef 2999]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 2999
sprpriority = -2

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

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 1
value = S2999,0
volume = 100
channel = 2
freqmul = 1.0
loop = 0
abspan = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 125

[State 0, DestroySelf]
type = DestroySelf
trigger1 = !alive


[Statedef 3999]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 3999
sprpriority = -2

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

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 1
value = S3999,0
volume = 100
channel = 3
freqmul = 1.0
loop = 0
abspan = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 1400

[Statedef 4999]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 4999
sprpriority = -2

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

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 1
value = S4999,0+random%4
volume = 100
channel = 4
freqmul = 1.0
loop = 0
abspan = 1

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



[Statedef 5999]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 5999
sprpriority = -2

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

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 1
value = 181,0
volume = 100
channel = 5
freqmul = 1.0
loop = 0
abspan = 1


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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 580

[Statedef 6999]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 6999
sprpriority = -2

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

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 1
value = 181,1
volume = 100
channel = 6
freqmul = 1.0
loop = 0
abspan = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 200


[Statedef 210]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 0,0
anim = 210
sprpriority = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S210,1
volumescale = 100
channel = 16
freqmul = 1.0
loop = 0
pan = 0

[State 0, Forward]
type = VelSet
trigger1 = time = [1,3]
x = 30
y = 0

[State 0, Forward]
type = VelSet
trigger1 = time = [4,6]
x = 0
y = 0

[State 0, Backward]
type = VelSet
trigger1 = time = [7,9]
x = -30
y = 0

[State 0, Backward]
type = VelSet
trigger1 = time = 10
x = 0
y = 0

[State 210, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD     ;HLAFD+-
guardflag = MA         ;HLA
animtype = light         ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 300,30
pausetime = 0,5
sparkno = 2
guardsound = 6,0
guard.sparkno = 2
sparkxy = 0,0
hitsound = S210,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 20
air.hittime = 20
ground.velocity = -7,-10
air.velocity = -7,-10
givepower = 50,20
getpower = 100,0
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 0
ctrl = 1

[Statedef 215]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 215
sprpriority = -2

[State 0, Bite]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Bite"
ID = 216
stateno = 216
pos = 83,-10
postype = p1   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.4
size.yscale = 0.7

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 0
ctrl = 1

[Statedef 216]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 216
sprpriority = 1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 223

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1 
value = S215,0
volumescale = 100
channel = 10
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = !(root,alive)
channel = 10

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard      ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = 100,10
pausetime = 0,10
sparkno = 3
sparkxy = -20,-30
hitsound = S215,1
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 20
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 50,10
getpower = 0,25
fall = 0

[State 0, Trans]
type = Trans
trigger1 = time = [16,18]
trans = add;none, add, addalpha, add1, sub
alpha = 256-50,256

[State 0, DestroySelf]
type = DestroySelf
trigger1 = !(root,alive)
trigger2 = time = 19


[Statedef 220]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 6
value = 0
ctrl = 1

[State 0, MissileUp]
type = Explod
trigger1 = time = 1
anim = 221
ID = 221
pos = -9,-54
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-15
accel = 0,0
random = 0,0
removetime = 60
pausemovetime = 0
scale = 1.3,1.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Pew]
type = PlaySnd
trigger1 = time = 1
value = S220,0
volumescale = 55
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 

[State 0, Missile]
type = Helper
trigger1 = time = 5
helpertype = normal ;player
name = "Missile"
ID = 222
stateno = 222
pos = 0,-1000
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[Statedef 222]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,15
anim = 222
sprpriority = 1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 223

[State 0, 1]
type = HitBy
trigger1 = 1
time = -1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 222, HitDef]
type = HitDef
trigger1 = time = 5
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium       ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 90,10
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
hitsound = 1,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 4
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 20,0
getpower = 10,0
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y > 0
trigger2 = movehit = 1
trigger3 = time > 1000;Failsafe in case of a glitch
trigger4 = moveguarded
value = 223
ctrl = 0 

[Statedef 223]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 9500
sprpriority = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime > -2
trigger2 = time = 1000

[State 222, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 220,1
volumescale = 100
channel = 30

[Statedef 225]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 225
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S225,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 

[State 0, PosSet]
type = PosSet
triggerall = time = 1
trigger1 = numenemy = 2
trigger1 = var(1) := ifelse(enemy(1), alive, enemy(1), id, 0)
trigger1 = 0
trigger2 = var(0) := ifelse(enemy(0), alive, enemy(0), id, 0)
trigger2 = 0
trigger3 = var(0) && var(1)
trigger3 = var(0) := ifelse( abs( playerID( var(0) ), pos x - pos x ) > abs( playerID( var(1) ), pos x - pos x ), var(1), var(0) )
trigger4 = !var(0) && var(1)
trigger4 = var(0) := var(1)
trigger5 = 1
x = playerID(var(0)), pos x
y = -250

[State 0, VelMul]
type = VelSet
trigger1 = time = [0,9]
trigger2 = pos y >= 0
x = 0
y = 25

[State 0, VelMul]
type = VelSet
trigger1 = time = 10
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 10
y = 0

[State 231, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard    ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 150,40
pausetime = 0,0
sparkxy = 0,0
hitsound = 5,2
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 2
ground.hittime = 15
air.hittime = 20
ground.velocity = 0,15
air.velocity = 0,15
givepower = 0,30
getpower = 100,0
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 226
ctrl = 0

[Statedef 226]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 226
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S210,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 227
ID = 227
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 231, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MFD    ;HLAFD+-
guardflag =      ;HLA
animtype = hard    ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 30,0
pausetime = 0,0
sparkxy = 0,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 2
ground.hittime = 25
air.hittime = 20
ground.velocity = 3,-8
air.velocity = 3,-8
givepower = 0,5
getpower = 10,0
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 25
value = 0
ctrl = 1


[Statedef 230]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 0,0
anim = 230
sprpriority = 1

[State 230, ChangeState]
type = ChangeState
trigger1 = time = 2
value = 0
ctrl = 1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Bullet"
ID = 231
stateno = 231
pos = 20,-21-random%16
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.1
size.yscale = 1.1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S230,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
trigger2 = time > 1000;Failsafe in case of a glitch
trigger3 = moveguarded
value = 231
ctrl = 0 

[Statedef 231]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 25,0
anim = 231
sprpriority = 1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

[State 0, 1]
type = HitBy
trigger1 = 1
time = -1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 231, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag = MA         ;HLA
animtype = light      ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 25,6
pausetime = 0,3
sparkxy = 2,0
hitsound = 1,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 2
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 10,0
getpower = 5,0
fall = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S230,1
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = time > 1000;Failsafe in case of a glitch
trigger3 = moveguarded

[Statedef 232]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 12004

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 1

[Statedef 235]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 235

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Fire"
ID = 236
stateno = 236
pos = 42,1
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.5
size.yscale = 1.5

[State 235, ChangeState]
type = ChangeState
trigger1 = time = 2
value = 0
ctrl = 1

[Statedef 236]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 3,0
sprpriority = 1
anim = 236

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S235,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S235,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S235,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S235,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, HitDef]
type = HitDef
trigger1= time = [1,60]
trigger1 = time%1 = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF    ;HLAFD+-
guardflag = MA         ;HLA
animtype = light      ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 8,4
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 2
air.hittime = 20
ground.velocity = 0.1,0
air.velocity = 0.1,0
givepower = 2,4
getpower = 5,2
fall = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 237
ctrl = 0

[Statedef 237]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 3,0
sprpriority = 1
anim = 237

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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

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



[Statedef 240]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 240
poweradd = -1000
sprpriority = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 75
value = 0
ctrl = 1

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Vertical Beams"
ID = 241
stateno = 241
pos = 85,15
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

[State 0, Helper]
type = Helper
trigger1 = time = 6
helpertype = normal ;player
name = "Vertical Beams"
ID = 241
stateno = 241
pos = 125,15
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

[State 0, Helper]
type = Helper
trigger1 = time = 11
helpertype = normal ;player
name = "Vertical Beams"
ID = 241
stateno = 241
pos = 165,15
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

[State 0, Helper]
type = Helper
trigger1 = time = 16
helpertype = normal ;player
name = "Vertical Beams"
ID = 241
stateno = 241
pos = 205,15
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

[State 0, Helper]
type = Helper
trigger1 = time = 21
helpertype = normal ;player
name = "Vertical Beams"
ID = 241
stateno = 241
pos = 245,15
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S240,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S240,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 11
value = S240,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 16
value = S240,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 21
value = S240,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[Statedef 241]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 241
velset = 0,0
sprpriority = -1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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


[State 231, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag = MA         ;HLA
animtype = light      ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 180,40
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
hitsound = 1,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 30
air.hittime = 20
ground.velocity = -2,-5
air.velocity = -2,-5
givepower = 30,100
getpower = 75,20
fall = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30

[Statedef 245]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 245
velset = 0,0
poweradd = -1000
sprpriority = 2

[State 0, Helper]
type = Helper
triggerall = numhelper(246) = 0
trigger1 = time = 1
helpertype = normal ;player
name = "Incomprehensible"
ID = 246
stateno = 246
pos = -160,120
postype = right   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.7
size.yscale = 0.7

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

[Statedef 246]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 0,0
anim = 247
sprpriority = 8

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 246
ID = 236
pos = -160,120
postype = right ;p2,front,back,left,right
facing = 1 
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.7,0.7
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = ModifyExplod
trigger1 = !(root,alive)
anim = 246
ID = 236
pos = 0,0
postype = right ;p2,front,back,left,right
facing = 1 
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
pausemovetime = 0
scale = 0.000000000000001,0.00000000000001
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S245,0
volumescale = 100
channel = 15
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 52
value = S245,1
volumescale = 100
channel = 15
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = !(root,alive)
channel = 15

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag =        ;HLA
animtype = hard      ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = 666,
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 20
air.hittime = 20
ground.velocity = 0,0
air.velocity = -0,0
givepower = 10,0
getpower = 0,0
fall = 0

[State DestroySelf]
type = DestroySelf
trigger1 = !(root,alive)
trigger2 = animtime = 0
ignorehitpause = 1

[Statedef 250]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 250
poweradd = -1000
sprpriority = 1

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

[State 0, Helper]
type = Helper
trigger1 = time = 1
helpertype = normal ;player
name = "Explosion"
ID = 251
stateno = 251
pos =  50+random%250,-82-random%100
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.8
size.yscale = 0.8


[Statedef 251]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 0,0
anim = 251
sprpriority = -2

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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

[State 250, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
animtype = heavy     ;light,medium,hard,back,up,diagup
air.animtype = heavy
damage = 600,0
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
hitsound = 1,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 30
ground.velocity = 0,0
air.velocity = 0,0
givepower = 200,0
getpower = 100,0
fall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S250,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 255]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 255
poweradd = -1000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S255,0
volumescale = 100
channel = 28
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 256
ID = 5555
pos = 50,-42
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.1,0.5
sprpriority = -5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 55
helpertype = normal ;player
name = "BFG"
ID = 257
stateno = 256
pos = 41,-50
postype = p1    
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1
size.yscale = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 56
value = 0
ctrl = 1

[Statedef 256]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 5,0
anim = 257
sprpriority = -1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 257

[State 0, 1]
type = HitBy
trigger1 = 1
time = -1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag =         ;HLA
animtype = hard     ;light,medium,hard,back,up,diagup
air.animtype = hard
damage = 500,0
pausetime = 0,3
sparkno = S258
sparkxy = -20,0
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 2
air.hittime = 30
ground.velocity = -2,0
air.velocity = -2,0
givepower = 25,0
getpower = 100,0
fall = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 257
ctrl = 0 

[State 0, ChangeState]
type = ChangeState
trigger1 = time > 200
value = 258
ctrl = 0 

[Statedef 257]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 0,0
anim = 9000
sprpriority = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 1
x = 25
y = -100
;ignorehitpause = 
;persistent = 

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 257

[State 0, 1]
type = NotHitBy
trigger1 = 1
time = -1
value = SCA, NP, SP, HP
ignorehitpause = 1

[State 231, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag =         ;HLA
animtype = medium    ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 200,0
pausetime = 0,3
sparkno = -1
sparkxy = -10,20+random%30
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 10
air.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
givepower = 10,0
getpower = 20,0
fall = 0

[State 998, Explod]
type = Explod
triggerall = numenemy>0
triggerall = enemy(0),alive
trigger1 = movehit = 1
anim = 258
pos = enemy(0),screenpos X, enemy(0),screenpos Y + enemy(0),const(size.mid.pos.y)
postype = left

[State 998, Explod]
type = Explod
triggerall = numenemy>1
triggerall = enemy(1),alive
trigger1 = movehit = 1
anim = 258
pos = enemy(1),screenpos X, enemy(1),screenpos Y + enemy(1),const(size.mid.pos.y)
postype = left

[State 998, Explod]
type = Explod
triggerall = numenemy>2
triggerall = enemy(2),alive
trigger1 = movehit = 1
anim = 258
pos = enemy(2),screenpos X, enemy(2),screenpos Y + enemy(2),const(size.mid.pos.y)
postype = left

[State 998, Explod]
type = Explod
triggerall = numenemy>3
triggerall = enemy(3),alive
trigger1 = movehit = 1
anim = 258
pos = enemy(3),screenpos X, enemy(3),screenpos Y + enemy(3),const(size.mid.pos.y)
postype = left

[State 998, Explod]
type = Explod
triggerall = numenemy>4
triggerall = enemy(4),alive
trigger1 = movehit = 1
anim = 258
pos = enemy(4),screenpos X, enemy(4),screenpos Y + enemy(4),const(size.mid.pos.y)
postype = left


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

[Statedef 258]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 5,0
anim = 12004
sprpriority = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 1

[Statedef 260]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
poweradd = -1000
anim = 260
sprpriority = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 6
value = 0
ctrl = 1

[State 0, MissileUp]
type = Explod
trigger1 = time = 1
anim = 261
ID = 261
pos = -9,-120
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-10
accel = 0,0
random = 0,0
removetime = 60
pausemovetime = 0
scale = 1.3,1.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Pew]
type = PlaySnd
trigger1 = time = 1
value = S220,0
volumescale = 55
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1 

[State 0, Missile]
type = Helper
trigger1 = time = 4
helpertype = normal ;player
name = "FatMan"
ID = 261
stateno = 261
pos = 0,-1000
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 1.3
size.yscale = 1.3

[Statedef 261]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 0,10
anim = 262
sprpriority = 1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 263

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

[State 261, HitDef]
type = HitDef
trigger1 = time = 5
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium       ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 700,100
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
hitsound = 1,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 4
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 200,20
getpower = 80,0
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y > 0
trigger2 = movehit = 1
trigger3 = time > 1000;Failsafe in case of a glitch
trigger4 = moveguarded
value = 263
ctrl = 0 

[Statedef 263]
type    = S
movetype= A
physics = N
ctrl = 1
velset = 0,0
anim = 264
sprpriority = 1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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

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

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 263
ID = 263
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S260,0
volumescale = 80
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime > -2
trigger2 = time = 1000


[State 222, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 220,1
volumescale = 100
channel = 30

[Statedef 265]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 0
poweradd = -2000
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S265,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 30
movetime = 1
pausebg = 1
ignorehitpause = 1

[State 0, UnusualActivation]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "Error Activation"
ID = 266
pos = 0,0
postype = p1
facing = 1
stateno = 266
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 0
ctrl = 1

[Statedef 266]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
anim = 6999

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

[State -2] 
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP, AT
time = 99999999999

[State 0, ErrorSpawn]
type = Helper
triggerall = numhelper(266) = 1
triggerall = time > 1
triggerall = time < 300
trigger1 = time%4 = 0
trigger1 = alive = 1
name = "Error"
ID = 267
stateno = 267
pos = -250+random%500, 25-random%200
postype = left
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
ignoreHitPause = 1

[State 0, ]
type = DestroySelf
trigger1 = time = 300

[StateDef 267]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 10000+random%6
VelSet = 0,0
sprpriority = 7

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

[State -2] 
type = NotHitBy
trigger1 = 1
value = SCA, AA, AP, AT
time = 99999999999

[State 265, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
animtype = heavy     ;light,medium,hard,back,up,diagup
air.animtype = heavy
damage = 400,0
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = 1,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 20
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
givepower = 100,0
getpower = 0,0
fall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S265,1
volumescale = 100
channel = 19
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 270]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 270
poweradd = -2000
sprpriority = -1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 390
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S270,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 30
movetime = 1
pausebg = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = time = [1,360]
trigger1 = time%4 = 0
helpertype = normal ;player
name = "Explosion"
ID = 271
stateno = 271
pos =  -250+random%500, 25-random%200
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.8
size.yscale = 0.8

[Statedef 271]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 251
sprpriority = -2

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA, AA, AP, AT
slot = 0
stateno = 232

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

[State 271, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD    ;HLAFD+-
animtype = heavy     ;light,medium,hard,back,up,diagup
air.animtype = heavy
damage = 500,0
pausetime = 0,3
sparkno = -1
guard.sparkno = -1
hitsound = 1,0
guardsound = 1,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 30
ground.velocity = 0,0
air.velocity = 0,0
givepower = 150,0
getpower = 0,0
fall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S250,0
volumescale = 100
channel = 16
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 280]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 280
poweradd = -2000
sprpriority = -1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 350
value = 0
ctrl = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S280,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 60
movetime = 1
pausebg = 1
ignorehitpause = 1

[State 280, Beam]
type = Projectile
trigger1 = time = [10,220]
trigger1 = gametime%2 = 1
projanim= stateno+3
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 60
offset = 28,-26
velocity = 20,0
attr = S, HA
animtype  = Back
damage    = 9000,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -30,-17
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 2
ground.hittime  = 2
guard.hittime  = 2
guard.ctrltime = 2
ground.velocity = -2,0
air.velocity = -2,0
guard.velocity = -5
airguard.velocity = -0.1,-3
fall = 1
fall.recover = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,0)
fall.recovertime = 1
ignorehitpause=1
getpower = 0,0
givepower = 0,0

[Statedef 290]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 290
poweradd = -3000
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S290,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 40
movetime = 1
pausebg = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 292
ctrl = 0

[Statedef 292]
type    = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 292
poweradd = -3000
sprpriority = -1


[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 291
ID = 291
pos = -160,120
postype = right ;p2,front,back,left,right
facing = 1 
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 300
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S290,1
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,350] 
flag = noFG

[State in Ultimate OHKO]
Type = ReversalDef
Trigger1 = 1
Reversal.Attr = SCA,AA,AT,AP
PauseTime = 0,10
P2StateNo  = 666666

[State 0, ChangeAnim]
Type = ChangeAnim
Trigger1 = time = 340
Value = Anim + 1
Elem = AnimElemNo(0)


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 350
value = 0
ctrl = 1



[Statedef 666666]

[State 0]
Type = SelfState
Trigger1 = Name = "Mathrus"
Value = 0
IgnoreHitPause = 1
Persistent = 256

[State 1]
Type = Projectile
Trigger1 = IsHelper
Trigger1 = PrevStateNo != [666666,666667]
Trigger1 = Ctrl = 0
ProjAnim = Anim
ProjRemoveTime = 1
ProjEdgeBound = 1000000000
ProjStageBound = 1000000000
ProjHeightBound = -1000000000,1000000000
ProjScale = 0.00,0.00
PosType = P1
Offset = 0,0
Attr = C,NA
HitFlag = MAFD
SparkNo = -1
NumHits = 0
P1StateNo = PrevStateNo
IgnoreHitPause = 1

;Helper Inclusive // Alternatively, DestroySelf
[State 2]
Type = DestroySelf
Trigger1 = IsHelper
IgnoreHitPause = 1
Persistent = 256

[State 3]
Type=Null
Trigger1=0
[State 4]
Type=Null
Trigger1=0
[State 5]
Type=Null
Trigger1=0
[State 6]
Type=Null
Trigger1=0
[State 7]
Type=Null
Trigger1=0
[State 8]
Type=Null
Trigger1=0
[State 9]
Type=Null
Trigger1=0
[State 10]
Type=Null
Trigger1=0
[State 11]
Type=Null
Trigger1=0
[State 12]
Type=Null
Trigger1=0
[State 13]
Type=Null
Trigger1=0
[State 14]
Type=Null
Trigger1=0
[State 15]
Type=Null
Trigger1=0
[State 16]
Type=Null
Trigger1=0
[State 17]
Type=Null
Trigger1=0
[State 18]
Type=Null
Trigger1=0
[State 19]
Type=Null
Trigger1=0
[State 20]
Type=Null
Trigger1=0
[State 21]
Type=Null
Trigger1=0
[State 22]
Type=Null
Trigger1=0
[State 23]
Type=Null
Trigger1=0
[State 24]
Type=Null
Trigger1=0
[State 25]
Type=Null
Trigger1=0
[State 26]
Type=Null
Trigger1=0
[State 27]
Type=Null
Trigger1=0
[State 28]
Type=Null
Trigger1=0
[State 29]
Type=Null
Trigger1=0
[State 30]
Type=Null
Trigger1=0
[State 31]
Type=Null
Trigger1=0
[State 32]
Type=Null
Trigger1=0
[State 33]
Type=Null
Trigger1=0
[State 34]
Type=Null
Trigger1=0
[State 35]
Type=Null
Trigger1=0
[State 36]
Type=Null
Trigger1=0
[State 37]
Type=Null
Trigger1=0
[State 38]
Type=Null
Trigger1=0
[State 39]
Type=Null
Trigger1=0
[State 40]
Type=Null
Trigger1=0
[State 41]
Type=Null
Trigger1=0
[State 42]
Type=Null
Trigger1=0
[State 43]
Type=Null
Trigger1=0
[State 44]
Type=Null
Trigger1=0
[State 45]
Type=Null
Trigger1=0
[State 46]
Type=Null
Trigger1=0
[State 47]
Type=Null
Trigger1=0
[State 48]
Type=Null
Trigger1=0
[State 49]
Type=Null
Trigger1=0
[State 50]
Type=Null
Trigger1=0
[State 51]
Type=Null
Trigger1=0
[State 52]
Type=Null
Trigger1=0
[State 53]
Type=Null
Trigger1=0
[State 54]
Type=Null
Trigger1=0
[State 55]
Type=Null
Trigger1=0
[State 56]
Type=Null
Trigger1=0
[State 57]
Type=Null
Trigger1=0
[State 58]
Type=Null
Trigger1=0
[State 59]
Type=Null
Trigger1=0
[State 60]
Type=Null
Trigger1=0
[State 61]
Type=Null
Trigger1=0
[State 62]
Type=Null
Trigger1=0
[State 63]
Type=Null
Trigger1=0
[State 64]
Type=Null
Trigger1=0
[State 65]
Type=Null
Trigger1=0
[State 66]
Type=Null
Trigger1=0
[State 67]
Type=Null
Trigger1=0
[State 68]
Type=Null
Trigger1=0
[State 69]
Type=Null
Trigger1=0
[State 70]
Type=Null
Trigger1=0
[State 71]
Type=Null
Trigger1=0
[State 72]
Type=Null
Trigger1=0
[State 73]
Type=Null
Trigger1=0
[State 74]
Type=Null
Trigger1=0
[State 75]
Type=Null
Trigger1=0
[State 76]
Type=Null
Trigger1=0
[State 77]
Type=Null
Trigger1=0
[State 78]
Type=Null
Trigger1=0
[State 79]
Type=Null
Trigger1=0
[State 80]
Type=Null
Trigger1=0
[State 81]
Type=Null
Trigger1=0
[State 82]
Type=Null
Trigger1=0
[State 83]
Type=Null
Trigger1=0
[State 84]
Type=Null
Trigger1=0
[State 85]
Type=Null
Trigger1=0
[State 86]
Type=Null
Trigger1=0
[State 87]
Type=Null
Trigger1=0
[State 88]
Type=Null
Trigger1=0
[State 89]
Type=Null
Trigger1=0
[State 90]
Type=Null
Trigger1=0
[State 91]
Type=Null
Trigger1=0
[State 92]
Type=Null
Trigger1=0
[State 93]
Type=Null
Trigger1=0
[State 94]
Type=Null
Trigger1=0
[State 95]
Type=Null
Trigger1=0
[State 96]
Type=Null
Trigger1=0
[State 97]
Type=Null
Trigger1=0
[State 98]
Type=Null
Trigger1=0
[State 99]
Type=Null
Trigger1=0
[State 100]
Type=Null
Trigger1=0
[State 101]
Type=Null
Trigger1=0
[State 102]
Type=Null
Trigger1=0
[State 103]
Type=Null
Trigger1=0
[State 104]
Type=Null
Trigger1=0
[State 105]
Type=Null
Trigger1=0
[State 106]
Type=Null
Trigger1=0
[State 107]
Type=Null
Trigger1=0
[State 108]
Type=Null
Trigger1=0
[State 109]
Type=Null
Trigger1=0
[State 110]
Type=Null
Trigger1=0
[State 111]
Type=Null
Trigger1=0
[State 112]
Type=Null
Trigger1=0
[State 113]
Type=Null
Trigger1=0
[State 114]
Type=Null
Trigger1=0
[State 115]
Type=Null
Trigger1=0
[State 116]
Type=Null
Trigger1=0
[State 117]
Type=Null
Trigger1=0
[State 118]
Type=Null
Trigger1=0
[State 119]
Type=Null
Trigger1=0
[State 120]
Type=Null
Trigger1=0
[State 121]
Type=Null
Trigger1=0
[State 122]
Type=Null
Trigger1=0
[State 123]
Type=Null
Trigger1=0
[State 124]
Type=Null
Trigger1=0
[State 125]
Type=Null
Trigger1=0
[State 126]
Type=Null
Trigger1=0
[State 127]
Type=Null
Trigger1=0
[State 128]
Type=Null
Trigger1=0
[State 129]
Type=Null
Trigger1=0
[State 130]
Type=Null
Trigger1=0
[State 131]
Type=Null
Trigger1=0
[State 132]
Type=Null
Trigger1=0
[State 133]
Type=Null
Trigger1=0
[State 134]
Type=Null
Trigger1=0
[State 135]
Type=Null
Trigger1=0
[State 136]
Type=Null
Trigger1=0
[State 137]
Type=Null
Trigger1=0
[State 138]
Type=Null
Trigger1=0
[State 139]
Type=Null
Trigger1=0
[State 140]
Type=Null
Trigger1=0
[State 141]
Type=Null
Trigger1=0
[State 142]
Type=Null
Trigger1=0
[State 143]
Type=Null
Trigger1=0
[State 144]
Type=Null
Trigger1=0
[State 145]
Type=Null
Trigger1=0
[State 146]
Type=Null
Trigger1=0
[State 147]
Type=Null
Trigger1=0
[State 148]
Type=Null
Trigger1=0
[State 149]
Type=Null
Trigger1=0
[State 150]
Type=Null
Trigger1=0
[State 151]
Type=Null
Trigger1=0
[State 152]
Type=Null
Trigger1=0
[State 153]
Type=Null
Trigger1=0
[State 154]
Type=Null
Trigger1=0
[State 155]
Type=Null
Trigger1=0
[State 156]
Type=Null
Trigger1=0
[State 157]
Type=Null
Trigger1=0
[State 158]
Type=Null
Trigger1=0
[State 159]
Type=Null
Trigger1=0
[State 160]
Type=Null
Trigger1=0
[State 161]
Type=Null
Trigger1=0
[State 162]
Type=Null
Trigger1=0
[State 163]
Type=Null
Trigger1=0
[State 164]
Type=Null
Trigger1=0
[State 165]
Type=Null
Trigger1=0
[State 166]
Type=Null
Trigger1=0
[State 167]
Type=Null
Trigger1=0
[State 168]
Type=Null
Trigger1=0
[State 169]
Type=Null
Trigger1=0
[State 170]
Type=Null
Trigger1=0
[State 171]
Type=Null
Trigger1=0
[State 172]
Type=Null
Trigger1=0
[State 173]
Type=Null
Trigger1=0
[State 174]
Type=Null
Trigger1=0
[State 175]
Type=Null
Trigger1=0
[State 176]
Type=Null
Trigger1=0
[State 177]
Type=Null
Trigger1=0
[State 178]
Type=Null
Trigger1=0
[State 179]
Type=Null
Trigger1=0
[State 180]
Type=Null
Trigger1=0
[State 181]
Type=Null
Trigger1=0
[State 182]
Type=Null
Trigger1=0
[State 183]
Type=Null
Trigger1=0
[State 184]
Type=Null
Trigger1=0
[State 185]
Type=Null
Trigger1=0
[State 186]
Type=Null
Trigger1=0
[State 187]
Type=Null
Trigger1=0
[State 188]
Type=Null
Trigger1=0
[State 189]
Type=Null
Trigger1=0
[State 190]
Type=Null
Trigger1=0
[State 191]
Type=Null
Trigger1=0
[State 192]
Type=Null
Trigger1=0
[State 193]
Type=Null
Trigger1=0
[State 194]
Type=Null
Trigger1=0
[State 195]
Type=Null
Trigger1=0
[State 196]
Type=Null
Trigger1=0
[State 197]
Type=Null
Trigger1=0
[State 198]
Type=Null
Trigger1=0
[State 199]
Type=Null
Trigger1=0
[State 200]
Type=Null
Trigger1=0
[State 201]
Type=Null
Trigger1=0
[State 202]
Type=Null
Trigger1=0
[State 203]
Type=Null
Trigger1=0
[State 204]
Type=Null
Trigger1=0
[State 205]
Type=Null
Trigger1=0
[State 206]
Type=Null
Trigger1=0
[State 207]
Type=Null
Trigger1=0
[State 208]
Type=Null
Trigger1=0
[State 209]
Type=Null
Trigger1=0
[State 210]
Type=Null
Trigger1=0
[State 211]
Type=Null
Trigger1=0
[State 212]
Type=Null
Trigger1=0
[State 213]
Type=Null
Trigger1=0
[State 214]
Type=Null
Trigger1=0
[State 215]
Type=Null
Trigger1=0
[State 216]
Type=Null
Trigger1=0
[State 217]
Type=Null
Trigger1=0
[State 218]
Type=Null
Trigger1=0
[State 219]
Type=Null
Trigger1=0
[State 220]
Type=Null
Trigger1=0
[State 221]
Type=Null
Trigger1=0
[State 222]
Type=Null
Trigger1=0
[State 223]
Type=Null
Trigger1=0
[State 224]
Type=Null
Trigger1=0
[State 225]
Type=Null
Trigger1=0
[State 226]
Type=Null
Trigger1=0
[State 227]
Type=Null
Trigger1=0
[State 228]
Type=Null
Trigger1=0
[State 229]
Type=Null
Trigger1=0
[State 230]
Type=Null
Trigger1=0
[State 231]
Type=Null
Trigger1=0
[State 232]
Type=Null
Trigger1=0
[State 233]
Type=Null
Trigger1=0
[State 234]
Type=Null
Trigger1=0
[State 235]
Type=Null
Trigger1=0
[State 236]
Type=Null
Trigger1=0
[State 237]
Type=Null
Trigger1=0
[State 238]
Type=Null
Trigger1=0
[State 239]
Type=Null
Trigger1=0
[State 240]
Type=Null
Trigger1=0
[State 241]
Type=Null
Trigger1=0
[State 242]
Type=Null
Trigger1=0
[State 243]
Type=Null
Trigger1=0
[State 244]
Type=Null
Trigger1=0
[State 245]
Type=Null
Trigger1=0
[State 246]
Type=Null
Trigger1=0
[State 247]
Type=Null
Trigger1=0
[State 248]
Type=Null
Trigger1=0
[State 249]
Type=Null
Trigger1=0
[State 250]
Type=Null
Trigger1=0
[State 251]
Type=Null
Trigger1=0
[State 252]
Type=Null
Trigger1=0
[State 253]
Type=Null
Trigger1=0
[State 254]
Type=Null
Trigger1=0
[State 255]
Type=Null
Trigger1=0
[State 256]
Type=Null
Trigger1=0
[State 257]
Type=Null
Trigger1=0
[State 258]
Type=Null
Trigger1=0
[State 259]
Type=Null
Trigger1=0
[State 260]
Type=Null
Trigger1=0
[State 261]
Type=Null
Trigger1=0
[State 262]
Type=Null
Trigger1=0
[State 263]
Type=Null
Trigger1=0
[State 264]
Type=Null
Trigger1=0
[State 265]
Type=Null
Trigger1=0
[State 266]
Type=Null
Trigger1=0
[State 267]
Type=Null
Trigger1=0
[State 268]
Type=Null
Trigger1=0
[State 269]
Type=Null
Trigger1=0
[State 270]
Type=Null
Trigger1=0
[State 271]
Type=Null
Trigger1=0
[State 272]
Type=Null
Trigger1=0
[State 273]
Type=Null
Trigger1=0
[State 274]
Type=Null
Trigger1=0
[State 275]
Type=Null
Trigger1=0
[State 276]
Type=Null
Trigger1=0
[State 277]
Type=Null
Trigger1=0
[State 278]
Type=Null
Trigger1=0
[State 279]
Type=Null
Trigger1=0
[State 280]
Type=Null
Trigger1=0
[State 281]
Type=Null
Trigger1=0
[State 282]
Type=Null
Trigger1=0
[State 283]
Type=Null
Trigger1=0
[State 284]
Type=Null
Trigger1=0
[State 285]
Type=Null
Trigger1=0
[State 286]
Type=Null
Trigger1=0
[State 287]
Type=Null
Trigger1=0
[State 288]
Type=Null
Trigger1=0
[State 289]
Type=Null
Trigger1=0
[State 290]
Type=Null
Trigger1=0
[State 291]
Type=Null
Trigger1=0
[State 292]
Type=Null
Trigger1=0
[State 293]
Type=Null
Trigger1=0
[State 294]
Type=Null
Trigger1=0
[State 295]
Type=Null
Trigger1=0
[State 296]
Type=Null
Trigger1=0
[State 297]
Type=Null
Trigger1=0
[State 298]
Type=Null
Trigger1=0
[State 299]
Type=Null
Trigger1=0
[State 300]
Type=Null
Trigger1=0
[State 301]
Type=Null
Trigger1=0
[State 302]
Type=Null
Trigger1=0
[State 303]
Type=Null
Trigger1=0
[State 304]
Type=Null
Trigger1=0
[State 305]
Type=Null
Trigger1=0
[State 306]
Type=Null
Trigger1=0
[State 307]
Type=Null
Trigger1=0
[State 308]
Type=Null
Trigger1=0
[State 309]
Type=Null
Trigger1=0
[State 310]
Type=Null
Trigger1=0
[State 311]
Type=Null
Trigger1=0
[State 312]
Type=Null
Trigger1=0
[State 313]
Type=Null
Trigger1=0
[State 314]
Type=Null
Trigger1=0
[State 315]
Type=Null
Trigger1=0
[State 316]
Type=Null
Trigger1=0
[State 317]
Type=Null
Trigger1=0
[State 318]
Type=Null
Trigger1=0
[State 319]
Type=Null
Trigger1=0
[State 320]
Type=Null
Trigger1=0
[State 321]
Type=Null
Trigger1=0
[State 322]
Type=Null
Trigger1=0
[State 323]
Type=Null
Trigger1=0
[State 324]
Type=Null
Trigger1=0
[State 325]
Type=Null
Trigger1=0
[State 326]
Type=Null
Trigger1=0
[State 327]
Type=Null
Trigger1=0
[State 328]
Type=Null
Trigger1=0
[State 329]
Type=Null
Trigger1=0
[State 330]
Type=Null
Trigger1=0
[State 331]
Type=Null
Trigger1=0
[State 332]
Type=Null
Trigger1=0
[State 333]
Type=Null
Trigger1=0
[State 334]
Type=Null
Trigger1=0
[State 335]
Type=Null
Trigger1=0
[State 336]
Type=Null
Trigger1=0
[State 337]
Type=Null
Trigger1=0
[State 338]
Type=Null
Trigger1=0
[State 339]
Type=Null
Trigger1=0
[State 340]
Type=Null
Trigger1=0
[State 341]
Type=Null
Trigger1=0
[State 342]
Type=Null
Trigger1=0
[State 343]
Type=Null
Trigger1=0
[State 344]
Type=Null
Trigger1=0
[State 345]
Type=Null
Trigger1=0
[State 346]
Type=Null
Trigger1=0
[State 347]
Type=Null
Trigger1=0
[State 348]
Type=Null
Trigger1=0
[State 349]
Type=Null
Trigger1=0
[State 350]
Type=Null
Trigger1=0
[State 351]
Type=Null
Trigger1=0
[State 352]
Type=Null
Trigger1=0
[State 353]
Type=Null
Trigger1=0
[State 354]
Type=Null
Trigger1=0
[State 355]
Type=Null
Trigger1=0
[State 356]
Type=Null
Trigger1=0
[State 357]
Type=Null
Trigger1=0
[State 358]
Type=Null
Trigger1=0
[State 359]
Type=Null
Trigger1=0
[State 360]
Type=Null
Trigger1=0
[State 361]
Type=Null
Trigger1=0
[State 362]
Type=Null
Trigger1=0
[State 363]
Type=Null
Trigger1=0
[State 364]
Type=Null
Trigger1=0
[State 365]
Type=Null
Trigger1=0
[State 366]
Type=Null
Trigger1=0
[State 367]
Type=Null
Trigger1=0
[State 368]
Type=Null
Trigger1=0
[State 369]
Type=Null
Trigger1=0
[State 370]
Type=Null
Trigger1=0
[State 371]
Type=Null
Trigger1=0
[State 372]
Type=Null
Trigger1=0
[State 373]
Type=Null
Trigger1=0
[State 374]
Type=Null
Trigger1=0
[State 375]
Type=Null
Trigger1=0
[State 376]
Type=Null
Trigger1=0
[State 377]
Type=Null
Trigger1=0
[State 378]
Type=Null
Trigger1=0
[State 379]
Type=Null
Trigger1=0
[State 380]
Type=Null
Trigger1=0
[State 381]
Type=Null
Trigger1=0
[State 382]
Type=Null
Trigger1=0
[State 383]
Type=Null
Trigger1=0
[State 384]
Type=Null
Trigger1=0
[State 385]
Type=Null
Trigger1=0
[State 386]
Type=Null
Trigger1=0
[State 387]
Type=Null
Trigger1=0
[State 388]
Type=Null
Trigger1=0
[State 389]
Type=Null
Trigger1=0
[State 390]
Type=Null
Trigger1=0
[State 391]
Type=Null
Trigger1=0
[State 392]
Type=Null
Trigger1=0
[State 393]
Type=Null
Trigger1=0
[State 394]
Type=Null
Trigger1=0
[State 395]
Type=Null
Trigger1=0
[State 396]
Type=Null
Trigger1=0
[State 397]
Type=Null
Trigger1=0
[State 398]
Type=Null
Trigger1=0
[State 399]
Type=Null
Trigger1=0
[State 400]
Type=Null
Trigger1=0
[State 401]
Type=Null
Trigger1=0
[State 402]
Type=Null
Trigger1=0
[State 403]
Type=Null
Trigger1=0
[State 404]
Type=Null
Trigger1=0
[State 405]
Type=Null
Trigger1=0
[State 406]
Type=Null
Trigger1=0
[State 407]
Type=Null
Trigger1=0
[State 408]
Type=Null
Trigger1=0
[State 409]
Type=Null
Trigger1=0
[State 410]
Type=Null
Trigger1=0
[State 411]
Type=Null
Trigger1=0
[State 412]
Type=Null
Trigger1=0
[State 413]
Type=Null
Trigger1=0
[State 414]
Type=Null
Trigger1=0
[State 415]
Type=Null
Trigger1=0
[State 416]
Type=Null
Trigger1=0
[State 417]
Type=Null
Trigger1=0
[State 418]
Type=Null
Trigger1=0
[State 419]
Type=Null
Trigger1=0
[State 420]
Type=Null
Trigger1=0
[State 421]
Type=Null
Trigger1=0
[State 422]
Type=Null
Trigger1=0
[State 423]
Type=Null
Trigger1=0
[State 424]
Type=Null
Trigger1=0
[State 425]
Type=Null
Trigger1=0
[State 426]
Type=Null
Trigger1=0
[State 427]
Type=Null
Trigger1=0
[State 428]
Type=Null
Trigger1=0
[State 429]
Type=Null
Trigger1=0
[State 430]
Type=Null
Trigger1=0
[State 431]
Type=Null
Trigger1=0
[State 432]
Type=Null
Trigger1=0
[State 433]
Type=Null
Trigger1=0
[State 434]
Type=Null
Trigger1=0
[State 435]
Type=Null
Trigger1=0
[State 436]
Type=Null
Trigger1=0
[State 437]
Type=Null
Trigger1=0
[State 438]
Type=Null
Trigger1=0
[State 439]
Type=Null
Trigger1=0
[State 440]
Type=Null
Trigger1=0
[State 441]
Type=Null
Trigger1=0
[State 442]
Type=Null
Trigger1=0
[State 443]
Type=Null
Trigger1=0
[State 444]
Type=Null
Trigger1=0
[State 445]
Type=Null
Trigger1=0
[State 446]
Type=Null
Trigger1=0
[State 447]
Type=Null
Trigger1=0
[State 448]
Type=Null
Trigger1=0
[State 449]
Type=Null
Trigger1=0
[State 450]
Type=Null
Trigger1=0
[State 451]
Type=Null
Trigger1=0
[State 452]
Type=Null
Trigger1=0
[State 453]
Type=Null
Trigger1=0
[State 454]
Type=Null
Trigger1=0
[State 455]
Type=Null
Trigger1=0
[State 456]
Type=Null
Trigger1=0
[State 457]
Type=Null
Trigger1=0
[State 458]
Type=Null
Trigger1=0
[State 459]
Type=Null
Trigger1=0
[State 460]
Type=Null
Trigger1=0
[State 461]
Type=Null
Trigger1=0
[State 462]
Type=Null
Trigger1=0
[State 463]
Type=Null
Trigger1=0
[State 464]
Type=Null
Trigger1=0
[State 465]
Type=Null
Trigger1=0
[State 466]
Type=Null
Trigger1=0
[State 467]
Type=Null
Trigger1=0
[State 468]
Type=Null
Trigger1=0
[State 469]
Type=Null
Trigger1=0
[State 470]
Type=Null
Trigger1=0
[State 471]
Type=Null
Trigger1=0
[State 472]
Type=Null
Trigger1=0
[State 473]
Type=Null
Trigger1=0
[State 474]
Type=Null
Trigger1=0
[State 475]
Type=Null
Trigger1=0
[State 476]
Type=Null
Trigger1=0
[State 477]
Type=Null
Trigger1=0
[State 478]
Type=Null
Trigger1=0
[State 479]
Type=Null
Trigger1=0
[State 480]
Type=Null
Trigger1=0
[State 481]
Type=Null
Trigger1=0
[State 482]
Type=Null
Trigger1=0
[State 483]
Type=Null
Trigger1=0
[State 484]
Type=Null
Trigger1=0
[State 485]
Type=Null
Trigger1=0
[State 486]
Type=Null
Trigger1=0
[State 487]
Type=Null
Trigger1=0
[State 488]
Type=Null
Trigger1=0
[State 489]
Type=Null
Trigger1=0
[State 490]
Type=Null
Trigger1=0
[State 491]
Type=Null
Trigger1=0
[State 492]
Type=Null
Trigger1=0
[State 493]
Type=Null
Trigger1=0
[State 494]
Type=Null
Trigger1=0
[State 495]
Type=Null
Trigger1=0
[State 496]
Type=Null
Trigger1=0
[State 497]
Type=Null
Trigger1=0
[State 498]
Type=Null
Trigger1=0
[State 499]
Type=Null
Trigger1=0
[State 500]
Type=Null
Trigger1=0
[State 501]
Type=Null
Trigger1=0
[State 502]
Type=Null
Trigger1=0
[State 503]
Type=Null
Trigger1=0
[State 504]
Type=Null
Trigger1=0
[State 505]
Type=Null
Trigger1=0
[State 506]
Type=Null
Trigger1=0
[State 507]
Type=Null
Trigger1=0
[State 508]
Type=Null
Trigger1=0
[State 509]
Type=Null
Trigger1=0
[State 510]
Type=Null
Trigger1=0
[State 511]
Type=Null
Trigger1=0
[State 512]
Type=Null
Trigger1=0
[State 513]
Type=Null
Trigger1=0
[State 514]
Type=Null
Trigger1=0
[State 515]
Type=Null
Trigger1=0
[State 516]
Type=Null
Trigger1=0
[State 517]
Type=Null
Trigger1=0
[State 518]
Type=Null
Trigger1=0
[State 519]
Type=Null
Trigger1=0
[State 520]
Type=Null
Trigger1=0
[State 521]
Type=Null
Trigger1=0
[State 522]
Type=Null
Trigger1=0
[State 523]
Type=Null
Trigger1=0
[State 524]
Type=Null
Trigger1=0
[State 525]
Type=Null
Trigger1=0
[State 526]
Type=Null
Trigger1=0
[State 527]
Type=Null
Trigger1=0
[State 528]
Type=Null
Trigger1=0
[State 529]
Type=Null
Trigger1=0
[State 530]
Type=Null
Trigger1=0
[State 531]
Type=Null
Trigger1=0
[State 532]
Type=Null
Trigger1=0
[State 533]
Type=Null
Trigger1=0
[State 534]
Type=Null
Trigger1=0
[State 535]
Type=Null
Trigger1=0
[State 536]
Type=Null
Trigger1=0
[State 537]
Type=Null
Trigger1=0
[State 538]
Type=Null
Trigger1=0
[State 539]
Type=Null
Trigger1=0
[State 540]
Type=Null
Trigger1=0
[State 541]
Type=Null
Trigger1=0
[State 542]
Type=Null
Trigger1=0
[State 543]
Type=Null
Trigger1=0
[State 544]
Type=Null
Trigger1=0
[State 545]
Type=Null
Trigger1=0
[State 546]
Type=Null
Trigger1=0
[State 547]
Type=Null
Trigger1=0
[State 548]
Type=Null
Trigger1=0
[State 549]
Type=Null
Trigger1=0
[State 550]
Type=Null
Trigger1=0
[State 551]
Type=Null
Trigger1=0
[State 552]
Type=Null
Trigger1=0
[State 553]
Type=Null
Trigger1=0
[State 554]
Type=Null
Trigger1=0
[State 555]
Type=Null
Trigger1=0
[State 556]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
Persistent = 256
[State 557]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
Persistent = 256
[State 558]
Type = Null
Trigger1 = 1
IgnoreHitPause = 1
Persistent = 256
[State 559]
Type = ChangeState
Trigger1 = 1
Value = Cond(Alive, StateNo, 666667)
IgnoreHitPause = 1
Persistent = 256

[Statedef 666667]
Type = S
Ctrl = 1
MoveType = I

[State 0]
Type = Pause
Trigger1 = IsHelper = 0
Trigger1 = Alive = 0
Trigger1 = RoundState = 2
Time = 1
MoveTime = 0
IgnoreHitPause = 1

[State 1]
Type = SuperPause
Trigger1 = IsHelper = 0
Trigger1 = Alive = 0
Trigger1 = RoundState = 2
Time = 1
MoveTime = 0
Anim = -1
Darken = 0
IgnoreHitPause = 1
