;States 500 - 1499
;Reserved for Normal Attacks.
;Examples, Light Punch, Heavy Kick, Command Normals such as Ken's, "-> + Medium Kick"

[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
velset = 0,0                    
ctrl = 0                                                           
sprpriority = 2   

[State 0, PressF]
type = Helper
triggerall = numhelper(203) = 0 
triggerall = stateno = 200
trigger1 = time = 1
Trigger1 = random <=  100
name = "PressFSegalow"
ID = 203
stateno = 203
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 0 

[State 0, Aimbot]
type = Helper
triggerall = numhelper(201) = 0 
triggerall = time = 1
trigger1 = alive = 1
name = "Aimbot omgwtf bbq"
ID = 201
stateno = 201
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 0
size.yscale = 0
ignoreHitPause = 0 

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

[Statedef 201]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 201
velset = 0,0
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S200,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999

[State 0, Damage Boost]
type = Attackmulset
trigger1 = 1
value = root, FVar(10)
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = ;HLA
animtype = medium       ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 150,150
pausetime = 0,0
sparkno = -1
guard.sparkno = 40
hitsound = S200,1
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 30
air.hittime = 30
ground.velocity = 0.3,0
air.velocity = 0.3,0
fall = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 201
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
getpower = 250,250
givepower = 100,100

[State 0, HitSpark]
type = Explod
trigger1 = movehit = 1
trigger1 = 1
anim = 6020+random%4
ID = 6020
pos = -15,10+Ceil(EnemyNear,Const(size.head.pos.y)) 
postype = p2  ;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 = 0.4,0.4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
triggerall = numhelper(202) = 0
trigger1 = movehit = 1
helpertype = normal ;player
name = "CriticalHit"
ID = 202
stateno = 202
pos = -15,-30+floor(Enemy,Const(Size.Head.Pos.Y))
postype = p2    ;p2,front,back,left,right
facing = 0
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.1 
size.yscale = 0.1
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60
trigger2 = movereversed
trigger2 = ishelper


[Statedef 202]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 202
velset = 0,-0.5
sprpriority = 3

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999

[State 0, Trans]
type = Trans
trigger1 = time >= 31
trigger1 = time%2 = 0
trans = add
alpha = 256-13,256

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 57

[Statedef 203]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -1

[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 203
ID = 203
pos = 0+random%300,0
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 = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
volumescale = 100
value = S203,2
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
volumescale = 20
value = S203,2
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
volumescale = 100
value = S200,1
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Trans]
type = Trans
trigger1 = time >= 124
trigger1 = time%2 = 0
trans = add
alpha = 256-13,256

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 152

[Statedef 210]
type    = S                      
movetype= A                      
physics = S                      
velset = 0,0                    
ctrl = 0                                                           
sprpriority = 2   
poweradd = -500

[State 0, Jarate]
type = Helper
triggerall = numhelper(211) = 0 
triggerall = time = 1
trigger1 = alive = 1
name = "Jarate"
ID = 211
stateno = 211
pos = 5,-81
postype = p1
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
ignoreHitPause = 0 

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

[Statedef 211]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 210
sprpriority = -1

[State 0, 1]
type = HitOverride
trigger1 = 1
time = 99999
attr = SCA,AA,AP,AT
slot = 0
stateno = 212

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -35*time

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 20
y = 1.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 1
x = 0
y = 0.1

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S, NP
damage   = 0,2                                                                    
guardflag =
hitflag = MA
sparkno = 1
pausetime = 0,0
guardsound = S3,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
ground.velocity = 0,-9
guard.ctrltime = 17
air.juggle = 3
air.fall = 0
fall.recover = 0

[State 0, JarateExplosion]
type = Helper
triggerall = movehit = 1 
triggerall = 1
trigger1 = alive = 1
name = "JarateExplosion"
ID = 212
stateno = 212
pos = 0,0
postype = p2
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
ignoreHitPause = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = pos y > 0
trigger2 = movehit = 1
trigger3 = time = 180;Failsafe in case of a glitch

[Statedef 212]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 211
sprpriority = -1

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = [1,9]
time = 1
add = 80,80,-200   
mul = 153,100,60  
sinadd = 0,0,0,0
invertall = 0
color = 0

[State 211, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        
hitflag = MAFD    
guardflag =        
animtype = medium       
air.animtype = medium
damage = 0
pausetime = 0,0
sparkno = -1
guardsound = 6,0
guard.sparkno = 0
sparkxy = 0,0
hitsound = S210,3
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 5
air.hittime = 5
ground.velocity = 0,0
air.velocity = 0,0
givepower = 50,50
palfx.time = 240
Palfx.add  = 80,80,-200   
palfx.mul = 153,100,60                                               
Palfx.color  = 0                                             
Palfx.invertall = 1 

[State 0, Damage Amp]
type = Helper
triggerall = NumHelper(211) = 0
trigger1 = movehit = 1
name = "Damage Amp"
ID = 213
stateno = 213
pos = -15,10+Ceil(EnemyNear,Const(size.head.pos.y)) 
postype = p2
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
ignoreHitPause = 0

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

[StateDef 213]
Type = S
MoveType = A
Physics = N
anim = 212
Ctrl = 0
VelSet = 0,0
sprpriority = -7

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 60
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 240

[Statedef 220]
type    = S                      
movetype= A                      
physics = S                      
velset = 0,0                    
ctrl = 0                                                           
sprpriority = 2   
poweradd = -1000

[State 0, Visitor]
type = Helper
triggerall = numhelper(221) < 2 
triggerall = time = 1
trigger1 = alive = 1
name = "100000thVisitor"
ID = 221
stateno = 221
pos = 50+random%100,0-random%200
postype = p1
facing = 1
ownpal = 1
ignoreHitPause = 0 

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

[Statedef 221]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 220
sprpriority = 1

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = pos y >= 0
flag = noshadow

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

[State 0, VelAdd]
type = VelAdd
triggerall = random  <= 500
trigger1 = 1 
x = 4
y = 0 

[State 0, VelAdd]
type = VelAdd
triggerall = random  <= 500
trigger1 = 1
x = 0 
y = 0.3

[State 0, VelAdd]
type = VelAdd
triggerall = random  <= 500
trigger1 = 1 
x = -4
y = 0

[State 0, VelAdd]
type = VelAdd
triggerall = random <= 500
trigger1 = 1
x = 0 
y = -0.3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S220,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S220,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 140
volumescale = 100
value = S220,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 140
volumescale = 100
value = S220,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 280
volumescale = 100
value = S220,0
channel = -1
volumescale = 80
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 280
volumescale = 100
value = S220,0
channel = -1
volumescale = 80
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Damage Boost]
type = Attackmulset
trigger1 = 1
value = root, FVar(10)
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
triggerall = time = [1,450]
trigger1 = time%2 = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA
animtype = medium       ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 5,1
pausetime = 0,0
sparkno = -1
guard.sparkno = 40
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 2
air.hittime = 2
ground.velocity = 0.3,0
air.velocity = 0.3,0
fall = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 221
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
getpower = 0,0
givepower = 2,1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 450
trigger2 = (root,stateno = 183)
trigger3 = (root,stateno = 184)
trigger4 = (root,stateno = 185)
trigger5 = (root,stateno = 7777)

[Statedef 230]
type = S
physics = S
movetype = A
ctrl = 0
velset = 0
juggle = 0

[State -2] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = 1
value = ,AT,NT,ST,HT
time = 1

[State 1000, Poweradd]
type = Poweradd
trigger1 = time = 0
value = -1000

[State 3020,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = 100
sound = S230,1
pos = 0,-50
movetime = 0
darken = 1
unhittable = 1

[State 0, Van]
type = Helper
triggerall = numhelper(231) = 0 
triggerall = time = 0
trigger1 = alive = 1
name = "Van"
ID = 231
stateno = 231
pos = -300,0
postype = back
facing = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ignoreHitPause = 0 

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

[Statedef 231]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
anim = 230

[State -2] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger1 = random <= 500
volumescale = 100
value = S230,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, VelSet]
type = VelSet
trigger1 = anim = 230
trigger1 = 1
x = 20

[State 0, Damage Boost]
type = Attackmulset
trigger1 = 1
value = root, FVar(10)
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = anim = 230
trigger1 = time = 1
attr = S, HP                     ;Attribute: Standing, Normal Attack
damage = 350, 0                   ;Damage that move inflicts, guard damage
animtype = Hard                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag =                    ;Flags on how move is to be guarded against
hitflag = MAFP               ;Flags of conditions that move can hit
pausetime = 5, 5                ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
sparkxy = 0,0
hitsound = S10000,2
guardsound = -1                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 30            ;Time opponent is in hit state
ground.velocity = -8,-15             ;Velocity at which opponent is pushed
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -8,-15           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 38                 ;Time before opponent regains control in air
fall = 0
fall.recover = 0
givepower = 180,0
getpower = 0,0

[State whatever]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, ]
type = DestroySelf
trigger1 = time >= 300
trigger2 = (root,stateno = 7777)
ignorehitpause = 1


[Statedef 300]
type = S
physics = S
ctrl = 0
juggle = 0

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

[State 0, Explod]
type = Explod
trigger1 = time=0
anim = 657
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 = 30
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
ownpal = 1


[State 0, Nope.Avi]
type = Helper
triggerall = numhelper(301) = 0 
triggerall = time = 0
trigger1 = alive = 1
name = "Nope.avi"
ID = 301
stateno = 301
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ignoreHitPause = 0 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
volumescale = 20
value = 300,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

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

[Statedef 305]
type = S
physics = S
ctrl = 0
juggle = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 300,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Nope.Avi]
type = Helper
triggerall = numhelper(301) = 0 
triggerall = time = 0
trigger1 = alive = 1
name = "Nope.avi"
ID = 301
stateno = 301
pos = 0,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ignoreHitPause = 0 

[State 0, Explod]
type = Explod
trigger1 = time=1
anim = 657
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 80
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
pausemovetime = 0
scale = 1,1
sprpriority = 10
ontop = 0
ownpal = 1

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

[Statedef 301]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
anim = 301

[State -2] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, ]
type = DestroySelf
trigger1 = time = 120

[Statedef 240]
type    = S                      
movetype= A                      
physics = S                      
velset = 0,0                    
ctrl = 0                                                           
sprpriority = 2   
poweradd = -500

[State 0, GreatWall]
type = Helper
triggerall = numhelper(241) = 0 
triggerall = time = 1
trigger1 = alive = 1
name = "Wall"
ID = 241
stateno = 241
pos = -30,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
ignoreHitPause = 0 

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

[Statedef 241]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 240
sprpriority = -1

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 8
y = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 35,35 

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
volumescale = 100
value = 240,0
channel = -1
volumescale = 100
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
volumescale = 100
value = 240,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
volumescale = 100
value = 240,0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Trans]
type = Trans
trigger1 = time >= 61
trans = add
alpha = 256 - time,256

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 80

[Statedef 250]
type    = S                      
movetype= A                      
physics = S                      
velset = 0,0                    
ctrl = 0                                                           
sprpriority = 2   
poweradd = -1000

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 340
movetime = 1
pausebg = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 241
ID = 2503241
pos = -64,60
postype = right 
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 99999999
supermovetime = 99999999
scale = 0.4,0.4
sprpriority = 9
ontop = 0
ownpal = 1
removeongethit = 0

[State 0, NoSound]
type = Helper
triggerall = numhelper(253) = 0 
triggerall = time = 0
trigger1 = alive = 1
name = "NoSound"
ID = 253
stateno = 253
pos = 0,0
postype = left
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
ignoreHitPause = 0 
pausemovetime = 999999999999
supermovetime = 999999999999

[State 0, OneEternityLater]
type = Helper
triggerall = numhelper(252) = 0 
triggerall = time = 0
trigger1 = alive = 1
name = "OneEternityLater"
ID = 252
stateno = 252
pos = 0,0
postype = left
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
ignoreHitPause = 0 
pausemovetime = 999999999999
supermovetime = 999999999999

[State 0, FullScreen]
type = Helper
triggerall = numhelper(251) = 0 
triggerall = time = 20
trigger1 = alive = 1
name = "FullScreen"
ID = 251
stateno = 251
pos = 0,0
postype = left
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1
ignoreHitPause = 0 
pausemovetime = 999999999999
supermovetime = 999999999999

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 80
value = 0
ctrl = 1	


[Statedef 252]
type = S
physics = N
ctrl = 0
juggle = 0
anim = 251


[State -2] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, Explod]
type = Explod
trigger1 = time = 201
anim = 242
ID = 242
pos = 160,125
postype = left  
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 140
pausemovetime = 140
scale = 0.8,0.8
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 201
value = S250,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 201
value = S250,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 201
value = S250,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 340

[Statedef 253]
type = S
physics = N
ctrl = 0
juggle = 0
anim = 251

[State -2] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
ignorehitpause = 1

[State 0, StopSnd]
type = StopSnd
triggerall = time = [1,200]
trigger1 = 1
channel = -1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 346

[Statedef 251]
type = S
physics = N
movetype= A
ctrl = 0
juggle = 0
anim = 252

[State 0] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, Damage Boost]
type = Attackmulset
trigger1 = 1
value = root, FVar(10)
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = [1,59]
trigger1 = time%2 = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA 
animtype = medium       ;light,medium,hard,back,up,diagup
air.animtype = medium
damage = 7+random%5,1
pausetime = 0,0
sparkno = -1
guard.sparkno = 40
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 2
air.hittime = 2
ground.velocity = 0,0
air.velocity = 0,0
fall = 0
fall.yvelocity = 0
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 251
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
getpower = 0,0
givepower = 2,5

[State 0, Helper]
type = Helper
trigger1 = time = 59
helpertype = normal ;player
name = "Cooldown"
ID = 254
stateno = 254
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

[State 0] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

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

[Statedef 254]
type = S
physics = N
ctrl = 0
juggle = 0
anim = 212

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

[StateDef 260]
Type = S
MoveType = A
Physics = N
Ctrl = 0

[State 0, Poweradd]
type = Poweradd
trigger1 = time = 0
value = -1000

[State 0,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 70
anim = 100
sound = S260,1
pos = 0,-50
movetime = 0
darken = 1
unhittable = 1

[State 0, UnusualActivation]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "UnusualActivation"
ID = 262
pos = 0,0
postype = p1
facing = 1
stateno = 262
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 280
ID = 260
pos = 160,190
postype = LEFT
facing = 1
vfacing = 1
bindtime = -1
removetime = 70
pausemovetime = 99999999
supermovetime = 99999999
scale = 0.5,0.5
sprpriority = -4
ontop = 0
ownpal = 1
removeongethit = 0

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

[StateDef 261]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 260+random%20
VelSet = 0,10
sprpriority = 5

[State 9500, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA,AA,AP,AT 
slot = 0
stateno = 263

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

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -15*time

[State 0, Damage Boost]
type = Attackmulset
trigger1 = 1
value = root, FVar(10)
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        
hitflag = MAF       
guardflag = MA        
animtype = hard          
air.animtype = hard
damage = 85,10
pausetime = 0,0
sparkno = 281+random%5
guard.sparkno = 281+random%5
sparkxy = 0,0
hitsound = S260,0
guardsound = S2,0
ground.type = High      
ground.slidetime = 0
ground.hittime = 10
air.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
fall = 0
fall.yvelocity = 0
fall.recover = 0
fall.recovertime = 0
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
givepower = 20,50
getpower = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
trigger2 = movehit = 1
trigger3 = moveguarded = 1
trigger4 = time = 60
trigger5 = (root,stateno = 183)
trigger6 = (root,stateno = 184)
trigger7 = (root,stateno = 185)
value = 263
ctrl = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = (root,stateno = 7777)
 

[StateDef 263]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 281+random%5
VelSet = 0,0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S260,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = -2
trigger2 = time = 60
trigger3 = (root,stateno = 183)
trigger4 = (root,stateno = 184)
trigger5 = (root,stateno = 185)
trigger6 = (root,stateno = 7777)

[Statedef 262]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
anim = 301

[State 0, Spawn]
type = Helper
triggerall = numhelper(262) = 1
triggerall = time > 2
triggerall = time < 250
trigger1 = time%20 = 0
trigger1 = alive = 1
name = "UnusualSpawn"
ID = 261
stateno = 261
pos = -50+random%350,-300
postype = left
facing = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ignoreHitPause = 1

[State -2] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, ]
type = DestroySelf
trigger1 = time = 250
trigger2 = (root,stateno = 183)
trigger3 = (root,stateno = 184)
trigger4 = (root,stateno = 185)
trigger5 = (root,stateno = 7777)



[StateDef 270, Call tryhard medic]
Type = S
MoveType = A
Physics = N
Ctrl = 0

[State 0,SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 70
anim = 100
sound = S3000,0
pos = 0,-50
movetime = 70
poweradd= -1500
darken = 1
unhittable = 1


[State 0, Medic]
type = Helper
triggerall = time = 40
trigger1 = alive
name = "Medic Tryhard"
ID = 271
stateno = 2710
pos = -75-random%350,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ignoreHitPause = 1
supermovetime	= 255
pausemovetime	= 255

[State 0, ChangeState]
type = ChangeState 
trigger1 = time > 130
value = 0
ctrl = 1
supermovetime	= 255
pausemovetime	= 255

[StateDef 2710, Medic appear]
Type = A
MoveType = A
Physics = N
Ctrl = 0
anim = 300
sprpriority = -1		

[State 0, VarSet]
type = VarSet
trigger1 = time=1
v = 10    ;fv = 10
value = 150

[State 0, VarSet]
type = VarSet
trigger1 = time=1
v = 11    ;fv = 10
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = S263,random%3
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time=6
value =271
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 



[StateDef 271, Medic]
Type = A
MoveType = A
Physics = N
Ctrl = 0
anim = 300
sprpriority = -1

[State 0, PalFX]
type = PalFX
trigger1 = root,var(40)>0; && teamside=1
time = 1
add = 128,0,0
mul = 256,0,0
sinadd = 60,0,0,10
invertall = 0
color = 256

[State 0, PalFX]
type = null;PalFX
trigger1 = root,var(40)>0 && teamside=2
time = 1
add = 0,0,128
mul = 0,0,256
sinadd = 0,0,60,10
invertall = 0
color = 256

[State 0, PlaySnd]
type = PlaySnd
trigger1 = var(10)<100 && var(11)=0
value = S264,random%3
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = var(10)<100 && var(11)=0
v = 40    ;fv = 
value = 180
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = var(10)<100 && var(11)=0
v = 11    ;fv = 10
value = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = root,var(40)>0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time<50
value = 20-random%40

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>49
value = -20

[State 0, Turn]
type = Turn
trigger1 = facing!=root,facing
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = root,pos y-60

[State 0, PosAdd]
type = PosAdd
trigger1 = (root,pos x-pos x)>40*root,facing
x = 5*facing
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = (root,pos x-pos x)<25*root,facing
x = -5*facing
y = 0

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 0.99

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 272
time = 1000
forceair = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = root,life<1
value = 273
ctrl = 0
;persistent = 




[StateDef 272, Medic Hit]
Type = A
MoveType = H
Physics = N
Ctrl = 0
anim = 300
sprpriority = -1

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

[State 0, VelAdd]
type = VelAdd
trigger1 = time=1
x = GetHitVar(xvel)
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time=1
value = ifelse(var(10)<1,273,271)
ctrl = 0
;persistent = 


[StateDef 273, Medic Die]
Type = A
MoveType = H
Physics = N
Ctrl = 0
anim = 300
sprpriority = -1

[State 0, VelAdd]
type = VelAdd
trigger1 = time=1
x = -0.5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.02

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = time

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S265,random%4
volumescale = 100
channel = 2
freqmul = 1.0
loop = 0
pan = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time=70
channel = 2

[State -2, Explod]
type = Explod
trigger1 = time=70
anim = 656
ID = 301
postype = left 
facing = 1
vfacing = 1
bindtime = -1
pos = 5,195
vel = 0,0
accel = 0,0
random = 0,0
removetime = 330
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time>70
;ignorehitpause = 
;persistent = 


[StateDef 280]
Type = S
MoveType = A
Physics = N
Ctrl = 0

[State 0, Poweradd]
type = Poweradd
trigger1 = time = 0
value = -1000

[State 0,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 60
anim = 100
sound = S280,0
pos = 0,-50
movetime = 0
darken = 1
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S280,0
volumescale = 100
channel = 12
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, DuckActivation]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "DuckActivation"
ID = 282
pos = 0,0
postype = p1
facing = 1
stateno = 282
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

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

[StateDef 281]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 290
VelSet = 14,0
sprpriority = 5

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = 99999
attr = SCA,AA,AP,AT
slot = 0
stateno = 283

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
y = -17

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 65

[State 0, Damage Boost]
type = Attackmulset
trigger1 = 1
value = root, FVar(10)
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        
hitflag = MAF       
guardflag = MA        
animtype = hard          
air.animtype = hard
damage = 22,5
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High      
ground.slidetime = 0
ground.hittime = 10
air.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
fall = 0
fall.yvelocity = 0
fall.recover = 0
fall.recovertime = 0
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
givepower = 15,40
getpower = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 6
value = 2801
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
trigger2 = moveguarded = 1
trigger3 = (root,stateno = 183)
trigger4 = (root,stateno = 184)
trigger5 = (root,stateno = 185)
trigger6 = (root,stateno = 7777)
value = 283
ctrl = 0

[State 0, ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -300
trigger2 = BackEdgeDist <= -300
trigger2 = (root,stateno = 183)
trigger3 = (root,stateno = 184)
trigger4 = (root,stateno = 185)
trigger5 = (root,stateno = 7777)

[StateDef 2801]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 290
VelSet = 14,0
sprpriority = 5

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = 99999
attr = SCA,AA,AP,AT
slot = 0
stateno = 283

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
y = 17

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = -65

[State 0, Damage Boost]
type = Attackmulset
trigger1 = 1
value = root, FVar(10)
ignorehitpause = 1

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA        
hitflag = MAF       
guardflag = MA        
animtype = Medium       
animtype = Medium    
damage = 22,5
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High      
ground.slidetime = 0
ground.hittime = 10
guard.hittime = 5
air.hittime = 10
airguard.hittime = 5
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
fall = 0
fall.yvelocity = 0
fall.recover = 0
fall.recovertime = 0
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0
givepower = 14,40
getpower = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 6
value = 281
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
trigger2 = moveguarded = 1
trigger3 = (root,stateno = 183)
trigger4 = (root,stateno = 184)
trigger5 = (root,stateno = 185)
trigger6 = (root,stateno = 7777)
value = 283
ctrl = 0

[State 0, ]
type = DestroySelf
trigger1 = FrontEdgeDist <= -300
trigger2 = BackEdgeDist <= -300
trigger2 = (root,stateno = 183)
trigger3 = (root,stateno = 184)
trigger4 = (root,stateno = 185)
trigger5 = (root,stateno = 7777)


[Statedef 282]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
anim = 301

[State 0, Spawn]
type = Helper
triggerall = numhelper(282) = 1
triggerall = time > 2
triggerall = time < 420
trigger1 = time%30 = 0
trigger1 = alive = 1
name = "DuckSpawn"
ID = 281
stateno = 281
pos = -40,-40
postype = back
facing = 1
ownpal = 1
size.xscale = 0.1
size.yscale = 0.1
ignoreHitPause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = numhelper(282) = 1
trigger1 = time = 1 
value = S280,1
volumescale = 100
channel = 17
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
triggerall = numhelper(282) = 1
trigger1 = time = 1 
value = S280,1
volumescale = 100
channel = 18
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
triggerall = numhelper(282) = 1
trigger1 = time = 1 
value = S280,1
volumescale = 100
channel = 19
freqmul = 1.0
loop = 0
pan = 0
abspan = 1


[State -2] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 9999999999999

[State 0, ]
type = DestroySelf
trigger1 = time = 420
trigger2 = (root,stateno = 183)
trigger3 = (root,stateno = 184)
trigger4 = (root,stateno = 185)
trigger5 = (root,stateno = 7777)

[StateDef 283]
Type = S
MoveType = A
Physics = N
Ctrl = 0
anim = 301
VelSet = 0,0
sprpriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S280,2
volumescale = 100
channel = 20
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S280,2
volumescale = 100
channel = 21
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S280,2
volumescale = 100
channel = 22
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = F1
ID = 283
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 = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 1
trigger1 = Random <= 100
helpertype = normal ;player
name =  "BonusDucks"
ID = 284
stateno = 284
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 60
trigger2 = (root,stateno = 183)
trigger3 = (root,stateno = 184)
trigger4 = (root,stateno = 185)
trigger5 = (root,stateno = 7777)


[Statedef 284]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
anim = 301

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 99999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S280,3
volumescale = 100
channel = 23
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S280,3
volumescale = 100
channel = 24
freqmul = 1.0
loop = 0
pan = 0
abspan = 1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 10
trigger2 = (root,stateno = 183)
trigger3 = (root,stateno = 184)
trigger4 = (root,stateno = 185)
trigger5 = (root,stateno = 7777)


[Statedef 290]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
poweradd = -1000

[State 3020,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = 100
sound = S200,6
pos = 0,-50
movetime = 0
darken = 1
unhittable = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 1
value = 310

[State 735, 2]
type=AfterImage
trigger1= time = 1
time = 60
trans = add
PalContrast = 255,200,255
PalBright = 0,0,0

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 5
y = 0

[State 0, HitDef]
type = HitDef
trigger1 = time = 1
attr = S,NA,SA,HA     ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag =       ;HLA         ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 0,0
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 0
air.hittime = 1
ground.velocity = 0,0
air.velocity = 0,0
p1stateno = 291
p2stateno = 292
fall = 1
fall.yvelocity = 0
fall.recover = 150
fall.recovertime = 150
fall.damage = 0
down.bounce = 0
id = 621
chainID = -1
nochainID = -1
hitonce = 1
kill = 0
guard.kill = 0
fall.kill = 0
numhits = 0
palfx.time = 0
envshake.time = 0
fall.envshake.time = 0

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

[Statedef 291]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
sprpriority = -9

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0,249]
flag = noBG
flag2 = noFG
flag3 = invisible

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 290,0
volume = 100
channel = 16
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 312
ID = 312
pos = 120,400
postype = left
facing = 1
vfacing = 1
bindtime = 0
vel = 0,-2
accel = 0,0
random = 0,0
removetime = 240
pausemovetime = 0
scale = 2.2,2.2
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 240
value = -375
ID = -1
kill = 1
absolute = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 240
value = 200,1
volume = 100
channel = 10
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 240
value = 200,1
volume = 100
channel = 11
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 240
value = 200,1
volume = 100
channel = 12
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 240
value = 200,1
volume = 100
channel = 13
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 240
value = 200,1
volume = 100
channel = 14
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, Explod]
type = Explod
trigger1 = time = 240
anim = 313
ID = 313
pos = 160,125
postype = left  
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 10
scale = 1.5,1.5
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 249
helpertype = normal ;player
name = "CriticalHit"
ID = 202
stateno = 202
pos = -15,-30+floor(Enemy,Const(Size.Head.Pos.Y))
postype = p1    ;p2,front,back,left,right
facing = 0
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
size.xscale = 0.1 
size.yscale = 0.1
persistent = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 249
x = 150
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 250
value = 293
ctrl = 10

[Statedef 293]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 0
ctrl = 1

[Statedef 292]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 9

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 311

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 239

[State 0, PosSet]
type = PosSet
trigger1 = time = [0,240]
x = 0
y = -90

[State 0, PosSet]
type = PosSet
trigger1 = time = 241
x = 0
y = 0

[State 0, ChangeState]
type = SelfState
trigger1 = time = 250
value = ifelse(life>0,5120,5150)
ctrl = 0

[Statedef 7777]
type = S
physics = N
movetype = A
ctrl = 0
juggle = 0
poweradd = -3000

[State 3020,SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 60
anim = 100
sound = S7777,5
pos = 0,-50
movetime = 0
darken = 1
unhittable = 1

[State 0, TheEnd]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "TheEnd"
ID = 7778
pos = 0,0
postype = p1
facing = 1
stateno = 7778
ownpal = 1
size.xscale = 2
size.yscale = 2
ignorehitpause = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 1
channel = -1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 1
value = 1000

[State 0, ChangeAnim]
type = ChangeState
trigger1 = time = 3
value = 0
ctrl = 1

[Statedef 7778]
type = S
physics = N
movetype = I
anim = 13001
ctrl = 0
juggle = 0

[State 0, Explod]
type = Explod
trigger1 = time = 10
anim = 7777
ID = 7778
pos = 160,50
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 360
pausemovetime = 0
scale = 1,1
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S7777,4
volumescale = 100
channel = 25
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S7777,4
volumescale = 100
channel = 26
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 70
value = S7777,3
volumescale = 100
channel = 25
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 70
value = S7777,3
volumescale = 100
channel = 26
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 130
value = S7777,2
volumescale = 100
channel = 25
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 130
value = S7777,2
volumescale = 100
channel = 26
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 190
value = S7777,1
volumescale = 100
channel = 25
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 190
value = S7777,1
volumescale = 100
channel = 26
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 250
value = S7777,0
volumescale = 100
channel = 25
freqmul = 1.0
loop = 0
pan = 0
abspan = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 250
value = S7777,0
volumescale = 100
channel = 26
freqmul = 1.0
loop = 0
pan = 0
abspan = 1

[State 0, TheEnd]
type = Helper
trigger1 = Time = 360
helpertype = normal
name = "TheEnd"
ID = 8888
pos = 0,0
postype = p1
facing = 1
stateno = 8888
ownpal = 1
size.xscale = 2
size.yscale = 2
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = roundstate = 3
trigger2 = NumHelper(8888) = 1
value = 7779
ctrl = 0

[Statedef 8888]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 8000
sprpriority = 9

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = -1

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokosnd
flag2 = nokoslow
flag3 = nomusic

[State 0, 1]
type = HitOverride
trigger1 = time = 0
time = 99999
attr = SCA,AA,AP,AT
slot = 0
stateno = 283

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

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = (pos x = 160)
y = (pos y = 120)

[State 0, Explod]
type = Explod
trigger1 = time = 0 
anim = 8997
ID = 8997
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 = 299
pausemovetime = 0
scale = 2,2
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8888,0
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, HitDef]
type = HitDef
trigger1 = 1
attr = S, NP
damage = 9001                                                            
guardflag =
hitflag = MAFD
sparkno = -1
pausetime = 0,0
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.animtype = Back
air.velocity = 0,0
ground.velocity = 0,0
guard.ctrltime = 0
air.juggle = 3
air.fall = 0
fall.recover = 0
getpower = 0,0
givepower = 0,0

[State 0, Black Screen]
type = Explod
Triggerall = roundstate = 3
trigger1 = time = 299
anim = 8001
ID = 8001
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 = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
ontop = 0

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


[Statedef 7779]
type = S
physics = N
movetype = I
anim = 13001
ctrl = 0
juggle = 0

[State -2, Explod]
type = RemoveExplod
trigger1 = roundstate = 3
ID = 7778

[State 0, StopSnd]
type = StopSnd
trigger1 = 1
channel = 25

[State 0, StopSnd]
type = StopSnd
trigger1 = 1
channel = 26

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 2


[Statedef 7780]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 0
sprpriority = -9

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

[State 0, ChangeState]
type = ChangeState
trigger1 = NumHelper(8888) = 0
trigger1 = roundstate = 2
value = 0
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = NumHelper(8888) = 0
trigger1 = roundstate = 3
value = 8899
ctrl = 0

[Statedef 8889]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 0
sprpriority = -9

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

[State 0, ChangeState]
type = ChangeState
trigger1 = NumHelper(8888) = 0
value = 0
ctrl = 1

[Statedef 8899]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 0
sprpriority = -9

[State 0, StopSnd]
type = StopSnd
trigger1 = 1
channel = -1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 1

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

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

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




















