;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1000]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=1000
sprpriority=3

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=animelem=6
value=s7,2
[state samsara]
type=helper
trigger1=animelem=6
trigger1=var(58):=15-random%31||1
trigger1=var(59):=60-random%121||1
id=1001
stateno=1001
ownpal=1
pos=75+var(58),-100+var(59)
[state samsara]
type=helper
trigger1=animelem=6
trigger1=var(58):=15-random%31||1
trigger1=var(59):=60-random%121||1
id=1002
stateno=1001
ownpal=1
pos=75+var(58),-100+var(59)
[state samsara]
type=helper
trigger1=animelem=6
trigger1=var(58):=15-random%31||1
trigger1=var(59):=60-random%121||1
id=1002
stateno=1001
ownpal=1
pos=75+var(58),-100+var(59)
[state samsara]
type=helper
trigger1=root,palno=12
trigger1=animelem=6
trigger1=var(58):=25-random%51||1
trigger1=var(59):=70-random%141||1
id=1002
stateno=1001
ownpal=1
pos=75+var(58),-100+var(59)
[state samsara]
type=helper
trigger1=root,palno=12
trigger1=animelem=6
trigger1=var(58):=25-random%51||1
trigger1=var(59):=70-random%141||1
id=1002
stateno=1001
ownpal=1
pos=75+var(58),-100+var(59)
[state samsara]
type=explod
trigger1=!var(30)
trigger1=!time
persistent=0
anim=1005
postype=p1
pos=0,0
sprpriority=5
bindtime=-1
removeongethit=1
[state samsara]
type=explod
trigger1=var(30)
trigger1=!time
persistent=0
anim=1005
postype=p1
pos=0,0
sprpriority=5
bindtime=-1
removeongethit=1
trans=addalpha
alpha=70,256
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1001]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=changestate
trigger1=!time
trigger1=var(58):=random%11
trigger2=time=var(58)
value=stateno+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1002]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1001)
trigger1=!time||time=6||time=13||time=20
value=s8,2
volume=-100
[state samsara]
type=playsnd
trigger1=ishelper(1001)
trigger1=time=12
value=s8,9
volume=-100
[state samsara]
type=explod
trigger1=time=12
id=1015
anim=1015
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=time=[17,22]
id=10010
anim=10010
ownpal=1
sprpriority=5
random=10,30
vel=1+random%3,((random%31)-15)/10.000
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=projectile
trigger1=time=17
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
offset=20,0
velocity=((vel x)*(vel x>0))+4,vel y+(((random%51)-25)/10.000)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=time=17
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
offset=20,0
velocity=((vel x)*(vel x>0))+6,vel y+(((random%51)-25)/10.000)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=time=17
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
offset=20,0
velocity=((vel x)*(vel x>0))+8,vel y+(((random%51)-25)/10.000)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state ]
type=displaytoclipboard
trigger1=1
params=7,-7
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
[state samsara]
type=destroyself
trigger1=time=20+12*(root,palno=12)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1050]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=1000
sprpriority=3

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=animelem=6
value=s7,2
[state samsara]
type=helper
trigger1=animelem=6
id=1005
stateno=1005
ownpal=1
pos=75,-100
[state samsara]
type=helper
trigger1=root,palno=12
trigger1=animelem=6
trigger1=var(58):=15-random%31||1
trigger1=var(59):=60-random%121||1
id=1006
stateno=1005
ownpal=1
pos=75+var(58),-100+var(59)
[state samsara]
type=helper
trigger1=root,palno=12
trigger1=animelem=6
trigger1=var(58):=15-random%31||1
trigger1=var(59):=60-random%121||1
id=1006
stateno=1005
ownpal=1
pos=75+var(58),-100+var(59)
[state samsara]
type=explod
trigger1=!var(30)
trigger1=!time
persistent=0
anim=1005
postype=p1
pos=0,0
sprpriority=5
bindtime=-1
removeongethit=1
[state samsara]
type=explod
trigger1=var(30)
trigger1=!time
persistent=0
anim=1005
postype=p1
pos=0,0
sprpriority=5
bindtime=-1
removeongethit=1
trans=addalpha
alpha=70,256
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1005]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time||time=6||time=13||time=20
value=s8,2
volume=-100
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=12
value=s8,9
volume=-100
[state samsara]
type=explod
trigger1=time=12
id=1015
anim=1015
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=time=[17,22]
id=10010
anim=10010
ownpal=1
sprpriority=5
random=10,30
vel=1+random%3,((random%31)-15)/10.000
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=20,0
[state samsara]
type=destroyself
trigger1=time=20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1006]
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=changeanim
trigger1=!var(00)
value=1011
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=-1
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=sprpriority
trigger1=1
value=5
[state samsara]
type=velset
trigger1=1
x=7
[state samsara]
type=hitdef
trigger1=movecontact
trigger1=var(01):=1
trigger1=0
trigger2=!var(01)
attr=,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=19000
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=fvar(08)=[-.9,.9]
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=fvar(09)=[-.9,.9]
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=changestate
trigger1=var(0)=10
value=stateno+2
[state ]
type=displaytoclipboard
trigger1=1
params=7,-7
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1007]
velset=0,0
anim=1210
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time
value=s8,1
[state samsara]
type=explod
trigger1=time=[1,5]
id=10010
anim=10010
ownpal=1
sprpriority=4
random=10,10
vel=1-random%3,1-random%3
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=hitdef
trigger1=!ishelper(3000)
trigger1=!time
numhits=2
getpower=20
attr=,sp
animtype=up
damage=20,4
hitflag=maf
guardflag=m
hitsound=s1,1
guardsound=s2,1
pausetime=0,3
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
ground.type=high
ground.hittime=20
ground.slidetime=20
ground.velocity=-4.5,-4.8
air.juggle=2
air.velocity=-4.5,-4.8
fall=1
fall.recover=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=19000
[state samsara]
type=helper
trigger1=!ishelper(3000)&&!ishelper(9999)
trigger1=time=1
trigger1=var(58):=40-random%81||1
trigger1=var(59):=40-random%81||1
id=9999
stateno=stateno
ownpal=1
pos=0+var(58),0+var(59)
[state samsara]
type=helper
trigger1=!ishelper(3000)&&!ishelper(9999)
trigger1=time=1
trigger1=var(58):=40-random%81||1
trigger1=var(59):=40-random%81||1
id=9999
stateno=stateno
ownpal=1
pos=0+var(58),0+var(59)
[state samsara]
type=helper
trigger1=!ishelper(3000)&&!ishelper(9999)
trigger1=time=1
trigger1=var(58):=40-random%81||1
trigger1=var(59):=40-random%81||1
id=9999
stateno=stateno
ownpal=1
pos=0+var(58),0+var(59)
[state samsara]
type=helper
trigger1=root,palno=12
trigger1=!ishelper(3000)&&!ishelper(9999)
trigger1=time=1
trigger1=var(58):=70-random%141||1
trigger1=var(59):=70-random%141||1
id=9999
stateno=stateno
ownpal=1
pos=0+var(58),0+var(59)
[state samsara]
type=helper
trigger1=root,palno=12
trigger1=!ishelper(3000)&&!ishelper(9999)
trigger1=time=1
trigger1=var(58):=70-random%141||1
trigger1=var(59):=70-random%141||1
id=9999
stateno=stateno
ownpal=1
pos=0+var(58),0+var(59)
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1008]
velset=0,0
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time
value=s11008,0
volume=250
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=2
value=s11008,1
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
bindtime=-1
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=-120,-80
[state samsara]
type=destroyself
trigger1=time=22

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1009]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time||time=6||time=13||time=20
value=s8,2
volume=-100
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=12
value=s8,9
volume=-100
[state samsara]
type=explod
trigger1=time=12
id=1015
anim=1015
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=time=[17,22]
id=10010
anim=10010
ownpal=1
sprpriority=5
random=10,30
vel=1+random%3,((random%31)-15)/10.000
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=20,0
[state samsara]
type=destroyself
trigger1=time=20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1010]
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=changeanim
trigger1=!var(00)
value=1011
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=-1
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=sprpriority
trigger1=1
value=5
[state samsara]
type=velset
trigger1=1
x=7
y=7
[state samsara]
type=hitdef
trigger1=movecontact
trigger1=var(01):=1
trigger1=0
trigger2=!var(01)
attr=,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=19000
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=fvar(08)=[-.9,.9]
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=fvar(09)=[-.9,.9]
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=changestate
trigger1=var(0)=20
value=stateno+1
[state ]
type=displaytoclipboard
trigger1=1
params=7,-7
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1011]
velset=0,0
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time
value=s11008,0
volume=250
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=2
value=s11008,1
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
bindtime=-1
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=-120,10
[state samsara]
type=destroyself
trigger1=time=22

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1012]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time||time=6||time=13||time=20
value=s8,2
volume=-100
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=12
value=s8,9
volume=-100
[state samsara]
type=explod
trigger1=time=12
id=1015
anim=1015
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=time=[17,22]
id=10010
anim=10010
ownpal=1
sprpriority=5
random=10,30
vel=1+random%3,((random%31)-15)/10.000
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=20,0
[state samsara]
type=destroyself
trigger1=time=20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1013]
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=changeanim
trigger1=!var(00)
value=1011
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=-1
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=sprpriority
trigger1=1
value=5
[state samsara]
type=velset
trigger1=1
x=4
y=-2
[state samsara]
type=hitdef
trigger1=movecontact
trigger1=var(01):=1
trigger1=0
trigger2=!var(01)
attr=,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=19000
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=fvar(08)=[-.9,.9]
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=fvar(09)=[-.9,.9]
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=changestate
trigger1=var(0)=30
value=stateno+1
[state ]
type=displaytoclipboard
trigger1=1
params=7,-7
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1014]
velset=0,0
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time
value=s11008,0
volume=250
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=2
value=s11008,1
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
bindtime=-1
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=-120,-60
[state samsara]
type=destroyself
trigger1=time=22

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1015]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time||time=6||time=13||time=20
value=s8,2
volume=-100
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=12
value=s8,9
volume=-100
[state samsara]
type=explod
trigger1=time=12
id=1015
anim=1015
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=time=[17,22]
id=10010
anim=10010
ownpal=1
sprpriority=5
random=10,30
vel=1+random%3,((random%31)-15)/10.000
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=20,0
[state samsara]
type=destroyself
trigger1=time=20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1016]
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=changeanim
trigger1=!var(00)
value=1011
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=-1
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=sprpriority
trigger1=1
value=5
[state samsara]
type=velset
trigger1=1
x=8
y=4
[state samsara]
type=hitdef
trigger1=movecontact
trigger1=var(01):=1
trigger1=0
trigger2=!var(01)
attr=,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=19000
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=fvar(08)=[-.9,.9]
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=fvar(09)=[-.9,.9]
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=changestate
trigger1=var(0)=40
value=stateno+1
[state ]
type=displaytoclipboard
trigger1=1
params=7,-7
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1017]
velset=0,0
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time
value=s11008,0
volume=250
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=2
value=s11008,1
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
bindtime=-1
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=floor(p2dist x)-80,floor(p2dist y)-50
[state samsara]
type=destroyself
trigger1=time=22

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1018]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time||time=6||time=13||time=20
value=s8,2
volume=-100
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=12
value=s8,9
volume=-100
[state samsara]
type=explod
trigger1=time=12
id=1015
anim=1015
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=time=[17,22]
id=10010
anim=10010
ownpal=1
sprpriority=5
random=10,30
vel=1+random%3,((random%31)-15)/10.000
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=20,0
[state samsara]
type=destroyself
trigger1=time=20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1019]
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=changeanim
trigger1=!var(00)
value=1011
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=-1
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=sprpriority
trigger1=1
value=5
[state samsara]
type=velset
trigger1=1
x=8
[state samsara]
type=hitdef
trigger1=movecontact
trigger1=var(01):=1
trigger1=0
trigger2=!var(01)
attr=,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=19000
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=fvar(08)=[-.9,.9]
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=fvar(09)=[-.9,.9]
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=changestate
trigger1=var(0)=40
value=stateno+1
[state ]
type=displaytoclipboard
trigger1=1
params=7,-7
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1020]
velset=0,0
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time
value=s11008,0
volume=250
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=2
value=s11008,1
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
bindtime=-1
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=floor(p2dist x)+80,floor(p2dist y)-50
[state samsara]
type=destroyself
trigger1=time=22

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1021]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=!time||time=6||time=13||time=20
value=s8,2
volume=-100
[state samsara]
type=playsnd
trigger1=ishelper(1005)
trigger1=time=12
value=s8,9
volume=-100
[state samsara]
type=explod
trigger1=time=12
id=1015
anim=1015
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=!time
id=1020
anim=1020
ownpal=1
sprpriority=5
[state samsara]
type=explod
trigger1=time=[17,22]
id=10010
anim=10010
ownpal=1
sprpriority=5
random=10,30
vel=1+random%3,((random%31)-15)/10.000
scale=ifelse(gametime%2,.5,1),ifelse(gametime%2,.5,1)
[state samsara]
type=helper
trigger1=time=12
id=1005*(ishelper(1005))+1006*(ishelper(1006))
stateno=stateno+1
ownpal=1
pos=20,0
[state samsara]
type=destroyself
trigger1=time=20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1022]
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=changeanim
trigger1=!var(00)
value=1011
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=-1
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=sprpriority
trigger1=1
value=5
[state samsara]
type=velset
trigger1=1
x=-8
[state samsara]
type=hitdef
trigger1=movecontact
trigger1=var(01):=1
trigger1=0
trigger2=!var(01)
attr=,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=19000
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=!fvar(08)
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=!fvar(09)
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=projectile
trigger1=var(58):=0||1
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=1
trigger1=fvar(08):=vel x*(vel x>0)+(7-random%15)||1
trigger1=fvar(09):=vel y+(7-random%15)
trigger1=0
trigger2=var(58)
trigger2=fvar(08)=[-.9,.9]
trigger2=fvar(08):=1-2*(gametime%2=0)
trigger2=0
trigger3=var(58)
trigger3=fvar(09)=[-.9,.9]
trigger3=fvar(09):=1-2*(gametime%2=0)
trigger3=0
trigger4=var(58)
projanim=1010
projhitanim=1025
projremanim=40000
projremove=1
projremovetime=200
projpriority=2000000000
projsprpriority=5
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=fvar(08),fvar(09)
attr=s,sp
damage=30,3
animtype=hard
guardflag=m
hitflag=maf
priority=3,hit
pausetime=0,12
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-9
air.type=high
air.velocity=-3.6,-3.8
air.fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=-1*(root,palno<12)+19000*(root,palno=12)
p2getp1state=(root,palno=12)
[state samsara]
type=changestate
trigger1=var(0)=40
trigger2=movecontact||movereversed
value=stateno-15
[state ]
type=displaytoclipboard
trigger1=1
params=7,-7
text="`j%c--```P$RS3IM) зG, (@$XXXaTX--````%.s%%%%962dC6I"
[state samsara]
type=null
trigger1=var(0):=var(0)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1100]
type=a
movetype=a
physics=s
poweradd=100
velset=0,0
anim=1100
ctrl=0
sprpriority=4

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=null
trigger1=time=0
trigger1=var(52):=0||1
trigger1=var(53):=0||1
trigger1=0
trigger2=animelem=13,>=0&&animelem=15,<0
trigger2=numenemy>0
trigger2=fvar(36):=abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1)||1
trigger2=fvar(37):=enemy(0),pos y-pos y||1
trigger2=var(56):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.air.front),enemy(0),const(size.air.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.air.back),enemy(0),const(size.air.front)))||1
trigger2=var(57):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.front),enemy(0),const(size.ground.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.back),enemy(0),const(size.ground.front)))||1
trigger2=fvar(36)=[-1*abs(var(ifelse(enemy(0),statetype=a,56,57)))+147,abs(var(ifelse(enemy(0),statetype=a,56,57)))+175]
trigger2=fvar(37)=[-137,-68-1*(enemy(0),const(size.head.pos.y)*ifelse(enemy(0),statetype=c,.5,ifelse(enemy(0),statetype=l,.2,1)))]
trigger2=var(52):=1||1
trigger2=0
trigger3=animelem=13,>=0&&animelem=15,<0
trigger3=numenemy>0
trigger3=enemy(0),hitdefattr=acs,aa,ap,at
trigger3=var(52):=1||1
trigger3=0
trigger4=animelem=13,>=0&&animelem=15,<0
trigger4=numenemy=2
trigger4=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)=[147,175]
trigger4=(enemy(1),pos y-pos y)=[-137,-68-1*(enemy(1),const(size.head.pos.y)*ifelse(enemy(1),statetype=c,.5,ifelse(enemy(1),statetype=l,.2,1)))]
trigger4=fvar(36):=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)||1
trigger4=fvar(37):=enemy(1),pos y-pos y||1
trigger4=var(56):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.air.front),enemy(1),const(size.air.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.air.back),enemy(1),const(size.air.front)))||1
trigger4=var(57):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.front),enemy(1),const(size.ground.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.back),enemy(1),const(size.ground.front)))||1
trigger4=fvar(36)=[-1*abs(var(ifelse(enemy(1),statetype=a,56,57)))+147,abs(var(ifelse(enemy(1),statetype=a,56,57)))+175]
trigger4=fvar(37)=[-137,-68-1*(enemy(1),const(size.head.pos.y)*ifelse(enemy(1),statetype=c,.5,ifelse(enemy(1),statetype=l,.2,1)))]
trigger4=var(53):=1||1
trigger4=0
trigger5=animelem=13,>=0&&animelem=15,<0
trigger5=numenemy=2
trigger5=enemy(1),hitdefattr=acs,aa,ap,at
trigger5=var(53):=1||1
trigger5=0
[state samsara]
type=explod
trigger1=var(52)
anim=4040
id=4040
sprpriority=5
ownpal=1
pos=floor(abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1))-20,floor((enemy(0),pos y-pos y))-100
persistent=0
[state samsara]
type=explod
trigger1=var(53)
anim=4040
id=4040
sprpriority=5
ownpal=1
pos=floor(abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1))-20,floor((enemy(1),pos y-pos y))-100
persistent=0
[state samsara]
type=changestate
trigger1=var(52)=1||var(53)=1
value=1101
[state samsara]
type=playsnd
trigger1=animelem=8
value=s7,3
channel=4
[state samsara]
type=playsnd
trigger1=time=4
value=s8,4
[state samsara]
type=playsnd
trigger1=time=23
value=s8,4
[state samsara]
type=explod
triggerall=!var(30)
trigger1=!time
persistent=0
anim=1105
id=1100
sprpriority=5
bindtime=-1
removeongethit=1
[state samsara]
type=explod
triggerall=var(30)
trigger1=!time
persistent=0
anim=1105
id=1100
sprpriority=5
bindtime=-1
removeongethit=1
trans=addalpha
alpha=70,256
[state samsara]
type=helper
trigger1=animelem=8
stateno=1110
id=1110
pos=100,0
facing=1
ownpal=1
bindtime=-1
[state samsara]
type=explod
trigger1=time=4
persistent=0
anim=1110
ownpal=1
sprpriority=0
id=1100
[state samsara]
type=explod
trigger1=time=23
persistent=0
anim=1110
ownpal=1
pos=100,0
sprpriority=0
id=1100
[state samsara]
type=null
trigger1=time=0
trigger1=var(33):=0||1
trigger1=0
[state samsara]
type=changestate
trigger1=!animtime
ctrl=1
value=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1101]
type=a
movetype=a
physics=s
velset=0,0
anim=1125
ctrl=0
[state samsara]
type=selfstate
trigger1=(authorname="SAMSARA")=0||(name="Magaki")=0
value=52

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=targetdrop
trigger1=1
[state samsara]
type=null
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+8):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+12):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16):=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16)+1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+40):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+4):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+0):=1||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4):=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4)+1||1
trigger1=0
trigger2=var(52)=1
trigger2=var(var(var(4938572)+46932)+4)=enemy(0),id
trigger2=var(var(var(4938572)+46932)+3600):=0||1
trigger2=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger2=0
trigger3=var(52)=1
trigger3=var(var(var(4938572)+46936)+4)=enemy(0),id
trigger3=var(var(var(4938572)+46936)+3600):=0||1
trigger3=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger3=0
trigger4=var(52)=1
trigger4=var(var(var(4938572)+46940)+4)=enemy(0),id
trigger4=var(var(var(4938572)+46940)+3600):=0||1
trigger4=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger4=0
trigger5=var(52)=1
trigger5=var(var(var(4938572)+46944)+4)=enemy(0),id
trigger5=var(var(var(4938572)+46944)+3600):=0||1
trigger5=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger5=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger5=0
[state samsara]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
trigger1=var(58):=180||1
trigger1=var(59):=-120||1
trigger2=animelemtime(2)>=0&&animelemtime(3)<0
trigger2=var(58):=170||1
trigger2=var(59):=-135||1
trigger3=animelemtime(3)>=0&&animelemtime(4)<0
trigger3=var(58):=160||1
trigger3=var(59):=-145||1
trigger4=animelemtime(4)>=0&&animelemtime(5)<0
trigger4=var(58):=155||1
trigger4=var(59):=-155||1
trigger5=animelem=5
trigger5=var(58):=160||1
trigger5=var(59):=-60||1
pos=var(58),var(59)
[state samsara]
type=targetfacing
trigger1=time=0
value=-1
[state samsara]
type=targetstate
trigger1=time=0
value=1120
[state samsara]
type=null
trigger1=var(53)=1
trigger1=var(var(var(4938572)+46932)+4)=enemy(1),id
trigger1=var(var(var(4938572)+46932)+3600):=0||1
trigger1=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger1=0
trigger2=var(53)=1
trigger2=var(var(var(4938572)+46936)+4)=enemy(1),id
trigger2=var(var(var(4938572)+46936)+3600):=0||1
trigger2=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger2=0
trigger3=var(53)=1
trigger3=var(var(var(4938572)+46940)+4)=enemy(1),id
trigger3=var(var(var(4938572)+46940)+3600):=0||1
trigger3=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger3=0
trigger4=var(53)=1
trigger4=var(var(var(4938572)+46944)+4)=enemy(1),id
trigger4=var(var(var(4938572)+46944)+3600):=0||1
trigger4=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger4=0
[state samsara]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
trigger1=var(58):=180||1
trigger1=var(59):=-120||1
trigger2=animelemtime(2)>=0&&animelemtime(3)<0
trigger2=var(58):=170||1
trigger2=var(59):=-135||1
trigger3=animelemtime(3)>=0&&animelemtime(4)<0
trigger3=var(58):=160||1
trigger3=var(59):=-145||1
trigger4=animelemtime(4)>=0&&animelemtime(5)<0
trigger4=var(58):=155||1
trigger4=var(59):=-155||1
trigger5=animelem=5
trigger5=var(58):=160||1
trigger5=var(59):=-60||1
pos=var(58),var(59)
[state samsara]
type=targetfacing
trigger1=time=0
value=-1
[state samsara]
type=targetstate
trigger1=time=0
value=1120
[state samsara]
type=width
trigger1=!time
edge=180,0
[state samsara]
type=playsnd
trigger1=!time
value=s1,5
[state samsara]
type=playsnd
trigger1=animelem=5
value=s7,4
channel=4
[state samsara]
type=playsnd
trigger1=animelem=5
value=s0,3
[state samsara]
type=explod
triggerall=!var(30)
trigger1=!time
persistent=0
anim=1135
id=1110
sprpriority=5
bindtime=-1
[state samsara]
type=explod
triggerall=var(30)
trigger1=!time
persistent=0
anim=1135
id=1110
sprpriority=5
bindtime=-1
trans=addalpha
alpha=70,256
[state samsara]
type=helper
trigger1=!time
stateno=1111
id=1111
pos=100,0
facing=1
ownpal=1
bindtime=-1
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1110]
type=a
movetype=a
ctrl= 0
anim=1115
sprpriority=4

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=trans
trigger1=parent,var(30)
trans=addalpha
alpha=50,256
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=posset
trigger1=!time
y=0
[state samsara]
type=bindtoparent
trigger1=1
pos=100,0
[state samsara]
type=explod
triggerall=!parent,var(30)
trigger1=!time
persistent=0
anim=1120
sprpriority=5
bindtime=-1
id=1100
[state samsara]
type=explod
triggerall=parent,var(30)
trigger1=!time
persistent=0
anim=1120
sprpriority=5
bindtime=-1
id=1100
trans=addalpha
alpha=70,256
[state samsara]
type=explod
triggerall=parent,var(52)=0&&parent,var(53)=0
trigger1=time=20
persistent=0
anim=1150
pos=-100,0
sprpriority=1
id=1100
[state samsara]
type=explod
triggerall=parent,var(52)=0&&parent,var(53)=0
trigger1=time=39
persistent=0
anim=1150
sprpriority=1
id=1100
[state samsara]
type=removeexplod
trigger1=parent,anim=1125
trigger2=parent,stateno!=[1100,1101]
id=1100
[state samsara]
type=destroyself
trigger1=parent,anim=1125
trigger2=parent,stateno!=[1100,1101]
trigger3=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1111]
type=a
movetype=a
ctrl=0
anim=1130
sprpriority=4

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=trans
trigger1=parent,var(30)
trans=addalpha
alpha=50,256
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=posset
trigger1=!time
y=0
[state samsara]
type=bindtoparent
trigger1=1
pos=100,0
[state samsara]
type=explod
triggerall=!parent,var(30)
trigger1=!time
persistent=0
anim=1140
sprpriority=5
bindtime=-1
[state samsara]
type=explod
triggerall=!parent,var(30)
trigger1=!time
persistent=0
anim=1140
sprpriority=5
bindtime=-1
trans=addalpha
alpha=70,256
[state samsara]
type=explod
trigger1=!time
persistent=0
anim=1145
pos=-100,0
sprpriority=2
[state samsara]
type=explod
trigger1=!time
persistent=0
anim=1145
sprpriority=2
[state samsara]
type=explod
trigger1=!animtime
persistent=0
anim=1150
pos=-100,0
sprpriority=0
[state samsara]
type=explod
trigger1=!animtime
persistent=0
anim=1150
sprpriority=0
[state samsara]
type=helper
trigger1=!numhelper(1112)
stateno=1112
id=1112
pos=72,0
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1112]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=posset
trigger1=!time
y=0
[state samsara]
type=null
trigger1=helper(1),var(33)=1
trigger1=var(56):=1
trigger1=0
trigger2=var(56)=1
trigger2=var(57):=var(57)+1||1
trigger2=0
[state samsara]
type=helper
trigger1=var(56)=1
trigger1=var(57)=1||var(57)=11||var(57)=21||var(57)=31||var(57)=41
stateno=1113
id=1113
pos=60-10*(random%13),0
[state samsara]
type=destroyself
triggerall=!numhelper(1113)
trigger1=helper(1),stateno=1100||helper(1),stateno=1150
trigger2=helper(1),movetype=h
trigger3=time>212||var(57)>21+20*(root,palno=12)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1113]
anim=41113

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=!time
value=11113,0
volume=250
[state samsara]
type=playsnd
trigger1=!time
value=11113,0
volume=50
[state samsara]
type=playsnd
trigger1=time=8
value=8,12
volume=50
[state samsara]
type=explod
trigger1=!time
anim=10040
id=1415
sprpriority=5
pos=0,20
bindtime=-1
ownpal=1
scale=.75,1
[state samsara]
type=explod
trigger1=time=8
anim=10041
sprpriority=5
pos=-30,0
bindtime=-1
ownpal=1
scale=.75,.75
[state samsara]
type=explod
trigger1=time=8
anim=10041
sprpriority=5
pos=30,0
bindtime=-1
ownpal=1
facing=-1
scale=.75,.75
[state samsara]
type=explod
trigger1=time=[8,27]
id=10042
anim=10042
ownpal=1
sprpriority=5
random=100,20
vel=0,-1-random%5
scale=.5+.5*(gametime%2=0),.5+.5*(gametime%2=0)
[state samsara]
type=envshake
trigger1=time=8
time=15
ampl=-15
freq=95
phase=95
[state samsara]
type=assertspecial
trigger1=time=[8,27]
flag=unguardable
[state samsara]
type=projectile
trigger1=time=[8,27]
projanim=41113
projremove=0
projremovetime=1
projpriority=2000000000
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
attr=sca,aa,at,ap
hitflag=mafdhl
pausetime=0,0
damage=220,20
Ground.Velocity=0,-60
Air.Velocity=0,-45
Yaccel=1.4
fall=1
Fall.Recover=0
p2stateno=14200
[state samsara]
type=reversaldef
trigger1=time=[8,27]
reversal.attr=sca,aa,at,ap
pausetime=0,0
p2stateno=14200
[state samsara]
type=explod
trigger1=time=[8,27]
trigger1=movehit=1||root,projhittime(0)=1
anim=4040
id=4040
sprpriority=5
postype=p2
pos=-20,-100
persistent=0
[state samsara]
type=destroyself
trigger1=time=33

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1150]
type=a
movetype=a
physics=s
poweradd=100
velset=0,0
anim=1180
ctrl=0
sprpriority=4

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=null
trigger1=time=0
trigger1=var(52):=0||1
trigger1=var(53):=0||1
trigger1=0
trigger2=animelem=13,>=0&&animelem=15,<0
trigger2=numenemy>0
trigger2=fvar(36):=abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1)||1
trigger2=fvar(37):=enemy(0),pos y-pos y||1
trigger2=var(56):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.air.front),enemy(0),const(size.air.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.air.back),enemy(0),const(size.air.front)))||1
trigger2=var(57):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.front),enemy(0),const(size.ground.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.back),enemy(0),const(size.ground.front)))||1
trigger2=fvar(36)=[-1*abs(var(ifelse(enemy(0),statetype=a,56,57)))+229,abs(var(ifelse(enemy(0),statetype=a,56,57)))+257]
trigger2=fvar(37)=[-137,-68-1*(enemy(0),const(size.head.pos.y)*ifelse(enemy(0),statetype=c,.5,ifelse(enemy(0),statetype=l,.2,1)))]
trigger2=var(52):=1||1
trigger2=0
trigger3=animelem=13,>=0&&animelem=15,<0
trigger3=numenemy>0
trigger3=enemy(0),hitdefattr=acs,aa,ap,at
trigger3=var(52):=1||1
trigger3=0
trigger4=animelem=13,>=0&&animelem=15,<0
trigger4=numenemy=2
trigger4=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)=[229,257]
trigger4=(enemy(1),pos y-pos y)=[-137,-68-1*(enemy(1),const(size.head.pos.y)*ifelse(enemy(1),statetype=c,.5,ifelse(enemy(1),statetype=l,.2,1)))]
trigger4=fvar(36):=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)||1
trigger4=fvar(37):=enemy(1),pos y-pos y||1
trigger4=var(56):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.air.front),enemy(1),const(size.air.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.air.back),enemy(1),const(size.air.front)))||1
trigger4=var(57):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.front),enemy(1),const(size.ground.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.back),enemy(1),const(size.ground.front)))||1
trigger4=fvar(36)=[-1*abs(var(ifelse(enemy(1),statetype=a,56,57)))+229,abs(var(ifelse(enemy(1),statetype=a,56,57)))+257]
trigger4=fvar(37)=[-137,-68-1*(enemy(1),const(size.head.pos.y)*ifelse(enemy(1),statetype=c,.5,ifelse(enemy(1),statetype=l,.2,1)))]
trigger4=var(53):=1||1
trigger4=0
trigger5=animelem=13,>=0&&animelem=15,<0
trigger5=numenemy=2
trigger5=enemy(1),hitdefattr=acs,aa,ap,at
trigger5=var(53):=1||1
trigger5=0
[state samsara]
type=explod
trigger1=var(52)=1
anim=4040
id=4040
sprpriority=5
ownpal=1
pos=floor(abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1))-20,floor(enemy(0),pos y-pos y)-100
persistent=0
[state samsara]
type=explod
trigger1=var(53)=1
anim=4040
id=4040
sprpriority=5
ownpal=1
pos=floor(abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1))-20,floor(enemy(1),pos y-pos y)-100
persistent=0
[state samsara]
type=changestate
trigger1=var(52)=1||var(53)=1
value=1151
[state samsara]
type=playsnd
trigger1=animelem=8
value=s7,3
channel=4
[state samsara]
type=playsnd
trigger1=time=4
value=s8,4
[state samsara]
type=playsnd
trigger1=time=23
value=s8,4
[state samsara]
type=explod
triggerall=!var(30)
trigger1=!time
persistent=0
anim=1105
id=1100
sprpriority=5
bindtime=-1
removeongethit=1
[state samsara]
type=explod
triggerall=var(30)
trigger1=!time
persistent=0
anim=1105
id=1100
sprpriority=5
bindtime=-1
removeongethit=1
trans=addalpha
alpha=70,256
[state samsara]
type=helper
trigger1=animelem=8
stateno=1160
id=1160
pos=180,0
facing=1
ownpal=1
bindtime=-1
[state samsara]
type=explod
trigger1=time=4
persistent=0
anim=1110
ownpal=1
sprpriority=0
id=1100
[state samsara]
type=explod
trigger1=time=23
persistent=0
anim=1110
ownpal=1
pos=180,0
sprpriority=0
id=1100
[state samsara]
type=null
trigger1=time=0
trigger1=var(33):=0||1
trigger1=0
[state samsara]
type=changestate
trigger1=!animtime
ctrl=1
value=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1151]
type=a
movetype=a
physics=s
velset=0,0
anim=1125
ctrl=0
[state samsara]
type=selfstate
trigger1=(authorname="SAMSARA")=0||(name="Magaki")=0
value=52

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=targetdrop
trigger1=1
[state samsara]
type=null
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+8):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+12):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16):=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16)+1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+40):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+4):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+0):=1||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4):=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4)+1||1
trigger1=0
trigger2=var(52)=1
trigger2=var(var(var(4938572)+46932)+4)=enemy(0),id
trigger2=var(var(var(4938572)+46932)+3600):=0||1
trigger2=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger2=0
trigger3=var(52)=1
trigger3=var(var(var(4938572)+46936)+4)=enemy(0),id
trigger3=var(var(var(4938572)+46936)+3600):=0||1
trigger3=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger3=0
trigger4=var(52)=1
trigger4=var(var(var(4938572)+46940)+4)=enemy(0),id
trigger4=var(var(var(4938572)+46940)+3600):=0||1
trigger4=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger4=0
trigger5=var(52)=1
trigger5=var(var(var(4938572)+46944)+4)=enemy(0),id
trigger5=var(var(var(4938572)+46944)+3600):=0||1
trigger5=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger5=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger5=0
[state samsara]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
trigger1=var(58):=260||1
trigger1=var(59):=-120||1
trigger2=animelemtime(2)>=0&&animelemtime(3)<0
trigger2=var(58):=250||1
trigger2=var(59):=-135||1
trigger3=animelemtime(3)>=0&&animelemtime(4)<0
trigger3=var(58):=240||1
trigger3=var(59):=-145||1
trigger4=animelemtime(4)>=0&&animelemtime(5)<0
trigger4=var(58):=235||1
trigger4=var(59):=-155||1
trigger5=animelem=5
trigger5=var(58):=240||1
trigger5=var(59):=-60||1
pos=var(58),var(59)
[state samsara]
type=targetfacing
trigger1=time=0
value=-1
[state samsara]
type=targetstate
trigger1=time=0
value=1120
[state samsara]
type=null
trigger1=var(53)=1
trigger1=var(var(var(4938572)+46932)+4)=enemy(1),id
trigger1=var(var(var(4938572)+46932)+3600):=0||1
trigger1=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger1=0
trigger2=var(53)=1
trigger2=var(var(var(4938572)+46936)+4)=enemy(1),id
trigger2=var(var(var(4938572)+46936)+3600):=0||1
trigger2=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger2=0
trigger3=var(53)=1
trigger3=var(var(var(4938572)+46940)+4)=enemy(1),id
trigger3=var(var(var(4938572)+46940)+3600):=0||1
trigger3=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger3=0
trigger4=var(53)=1
trigger4=var(var(var(4938572)+46944)+4)=enemy(1),id
trigger4=var(var(var(4938572)+46944)+3600):=0||1
trigger4=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger4=0
[state samsara]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
trigger1=var(58):=260||1
trigger1=var(59):=-120||1
trigger2=animelemtime(2)>=0&&animelemtime(3)<0
trigger2=var(58):=250||1
trigger2=var(59):=-135||1
trigger3=animelemtime(3)>=0&&animelemtime(4)<0
trigger3=var(58):=240||1
trigger3=var(59):=-145||1
trigger4=animelemtime(4)>=0&&animelemtime(5)<0
trigger4=var(58):=235||1
trigger4=var(59):=-155||1
trigger5=animelem=5
trigger5=var(58):=240||1
trigger5=var(59):=-60||1
pos=var(58),var(59)
[state samsara]
type=targetfacing
trigger1=time=0
value=-1
[state samsara]
type=targetstate
trigger1=time=0
value=1120
[state samsara]
type=width
trigger1=!time
edge=260,0
[state samsara]
type=playsnd
trigger1=!time
value=s1,5
[state samsara]
type=playsnd
trigger1=animelem=5
value=s7,4
channel=4
[state samsara]
type=playsnd
trigger1=animelem=5
value=s0,3
[state samsara]
type=explod
triggerall=!var(30)
trigger1=!time
persistent=0
anim=1135
id=1110
sprpriority=5
bindtime=-1
[state samsara]
type=explod
triggerall=var(30)
trigger1=!time
persistent=0
anim=1135
id=1110
sprpriority=5
bindtime=-1
trans=addalpha
alpha=70,256
[state samsara]
type=helper
trigger1=!time
stateno=1161
id=1161
pos=180,0
facing=1
ownpal=1
bindtime=-1
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1160]
type=a
movetype=a
ctrl= 0
anim=1115
sprpriority=4

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=trans
trigger1=parent,var(30)
trans=addalpha
alpha=50,256
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=posset
trigger1=!time
y=0
[state samsara]
type=bindtoparent
trigger1=1
pos=180,0
[state samsara]
type=explod
triggerall=!parent,var(30)
trigger1=!time
persistent=0
anim=1120
sprpriority=5
bindtime=-1
id=1100
[state samsara]
type=explod
triggerall=parent,var(30)
trigger1=!time
persistent=0
anim=1120
sprpriority=5
bindtime=-1
id=1100
trans=addalpha
alpha=70,256
[state samsara]
type=explod
triggerall=!parent,numtarget
trigger1=time=20
persistent=0
anim=1150
pos=-180,0
sprpriority=1
id=1100
[state samsara]
type=explod
triggerall=!parent,numtarget
trigger1=time=39
persistent=0
anim=1150
sprpriority=1
id=1100
[state samsara]
type=removeexplod
trigger1=parent,anim=1125
trigger2=parent,stateno!=[1150,1151]
id=1100
[state samsara]
type=destroyself
trigger1=parent,anim=1125
trigger2=parent,stateno!=[1150,1151]
trigger3=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1161]
type=a
movetype=a
ctrl=0
anim=1130
sprpriority=4

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=trans
trigger1=parent,var(30)
trans=addalpha
alpha=50,256
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=posset
trigger1=!time
y=0
[state samsara]
type=bindtoparent
trigger1=1
pos=180,0
[state samsara]
type=explod
triggerall=!parent,var(30)
trigger1=!time
persistent=0
anim=1140
sprpriority=5
bindtime=-1
[state samsara]
type=explod
triggerall=!parent,var(30)
trigger1=!time
persistent=0
anim=1140
sprpriority=5
bindtime=-1
trans=addalpha
alpha=70,256
[state samsara]
type=explod
trigger1=!time
persistent=0
anim=1145
pos=-180,0
sprpriority=2
[state samsara]
type=explod
trigger1=!time
persistent=0
anim=1145
sprpriority=2
[state samsara]
type=explod
trigger1=!animtime
persistent=0
anim=1150
pos=-180,0
sprpriority=0
[state samsara]
type=explod
trigger1=!animtime
persistent=0
anim=1150
sprpriority=0
[state samsara]
type=helper
trigger1=!numhelper(1112)
stateno=1112
id=1112
pos=72,0
ownpal=1
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1200]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=1200
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=hitby
trigger1=animelemtime(1)>=0&&animelemtime(10)<=0
value=
[state samsara]
type=explod
trigger1=!var(30)
trigger1=!time
persistent=0
anim=1205
postype=p1
pos=0,0
sprpriority=2
bindtime=-1
removeongethit=1
[state samsara]
type=explod
trigger1=var(30)
trigger1=!time
persistent=0
anim=1205
postype=p1
pos=0,0
sprpriority=2
bindtime=-1
removeongethit=1
trans=addalpha
alpha=70,256
[state samsara]
type=playsnd
trigger1=animelemtime(5)=3
value=s7,1
channel=4
[state samsara]
type=helper
trigger1=var(58):=30-random%61||1
trigger1=var(59):=30-random%61
trigger1=0
trigger2=animelemtime(6)=1
id=1005
stateno=1007
ownpal=1
pos=20+var(58),-80+var(59)
[state samsara]
type=helper
trigger1=animelemtime(6)=2
id=9999
stateno=1007
ownpal=1
pos=60,-160
[state samsara]
type=helper
trigger1=animelemtime(6)=3
id=9999
stateno=1007
ownpal=1
pos=30,-20
[state samsara]
type=helper
trigger1=var(58):=30-random%61||1
trigger1=var(59):=30-random%61
trigger1=0
trigger2=animelemtime(7)=1
id=1005
stateno=1007
ownpal=1
pos=30+var(58),-130+var(59)
[state samsara]
type=helper
trigger1=animelemtime(7)=2
id=9999
stateno=1007
ownpal=1
pos=50,-55
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1250]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=1200
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=hitby
trigger1=animelemtime(1)>=0&&animelemtime(10)<=0
value=
[state samsara]
type=explod
trigger1=!var(30)
trigger1=!time
persistent=0
anim=1205
postype=p1
pos=0,0
sprpriority=2
bindtime=-1
removeongethit=1
[state samsara]
type=explod
trigger1=var(30)
trigger1=!time
persistent=0
anim=1205
postype=p1
pos=0,0
sprpriority=2
bindtime=-1
removeongethit=1
trans=addalpha
alpha=70,256
[state samsara]
type=playsnd
trigger1=animelemtime(5)=3
value=s7,1
channel=4
[state samsara]
type=helper
trigger1=var(58):=30-random%61||1
trigger1=var(59):=30-random%61
trigger1=0
trigger2=animelemtime(6)=2
id=1005
stateno=1007
ownpal=1
pos=30+var(58),-70+var(59)
[state samsara]
type=helper
trigger1=animelemtime(7)=1
id=9999
stateno=1007
ownpal=1
pos=60,-35
[state samsara]
type=helper
trigger1=var(58):=30-random%61||1
trigger1=var(59):=30-random%61
trigger1=0
trigger2=animelemtime(7)=3
id=1005
stateno=1007
ownpal=1
pos=70+var(58),-90+var(59)
[state samsara]
type=helper
trigger1=animelemtime(8)=2
id=9999
stateno=1007
ownpal=1
pos=105,-45
[state samsara]
type=helper
trigger1=var(58):=30-random%61||1
trigger1=var(59):=30-random%61
trigger1=0
trigger2=animelemtime(9)=1
id=1005
stateno=1007
ownpal=1
pos=160+var(58),-60+var(59)
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;---------------------------------------------------------------------------
; t@gXtBAX
; CNS x: 

[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1305
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1305
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,0
channel = 4

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,0
volume = -80

[State 1000, wp[o]
type = Helper
trigger1 = AnimElem = 6
name = "FS Helper1"
stateno = 1301
ID = 1301
helpertype = normal
pos = 30+00,-80-40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 1000, wp[o]
type = Helper
trigger1 = AnimElem = 6
name = "FS Helper1"
stateno = 1301
ID = 1302
helpertype = normal
pos = 30+40,-80-00
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 1000, wp[o]
type = Helper
trigger1 = AnimElem = 6
name = "FS Helper1"
stateno = 1301
ID = 1302
helpertype = normal
pos = 30+00,-80+40
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1301]
movetype=a
anim=1310
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=ishelper(1301)
trigger1=time=15
trigger2=ishelper(1301)
trigger2=time=63
value=s8,10
volume=-180
channel=5
[state samsara]
type=stopsnd
trigger1=movehit
channel=5
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=velset
trigger1=time>=20
x=ifelse(p2bodydist x<0,-3.5,3.5)
[state samsara]
type=velset
trigger1=time>=20
y=ifelse(p2bodydist y<50,-1,1)
[state samsara]
type=velset
trigger1=movehit
x=0
y=0
[state samsara]
type=hitdef
trigger1=animelem=17||animelem=23||animelem=29
attr=,sp
getpower=100
damage=140,10
animtype=up
guardflag=m
hitflag=ma
priority=3,hit
pausetime=2,10
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-4.2,-4.6
air.type=high
air.velocity=-4.2,-4.6
air.juggle=8
fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=103999
[state samsara]
type=reversaldef
trigger1=numenemy
trigger1=enemy,hitdefattr=sca,aa,at,ap
trigger2=numenemy=2
trigger2=enemy(1),hitdefattr=sca,aa,at,ap
reversal.attr=sca,aa,at,ap
getpower=100
damage=140,10
animtype=up
guardflag=m
hitflag=ma
priority=3,hit
pausetime=2,10
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-4.2,-4.6
air.type=high
air.velocity=-4.2,-4.6
air.juggle=8
fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=103999
[state samsara]
type=projectile
trigger1=time>15
projid=1316
projanim=1316
projremove=0
projpriority=10
projhitanim=-1
projremanim=-1
projsprpriority=8
projshadow=0,0,0
projremovetime=2
offset=0,0
velocity=0,0
attr=a,sp
animtype=hard
damage=0,0
hitflag=maf
guardflag=m
[state samsara]
type=changeanim
trigger1=movehit=1
value=1315
[state samsara]
type=destroySelf
trigger1=time=80
trigger2=anim=1315&&!animtime

;---------------------------------------------------------------------------
; t@gXtBAY
; CNS x: 

[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1305
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1305
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,0
channel = 4

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,0
volume = -80

[State 1000, wp[o]
type = Helper
trigger1 = AnimElem = 6
name = "FS Helper2"
stateno = 1311
ID = 1311
helpertype = normal
pos = 30+10,-80-50
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 1000, wp[o]
type = Helper
trigger1 = AnimElem = 6
name = "FS Helper2"
stateno = 1311
ID = 1312
helpertype = normal
pos = 30+40,-80-20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 1000, wp[o]
type = Helper
trigger1 = AnimElem = 6
name = "FS Helper2"
stateno = 1311
ID = 1312
helpertype = normal
pos = 30+40,-80+20
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
[State 1000, wp[o]
type = Helper
trigger1 = AnimElem = 6
name = "FS Helper2"
stateno = 1311
ID = 1312
helpertype = normal
pos = 30+10,-80+50
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1311]
movetype=a
anim=1310
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=ishelper(1311)
trigger1=time=15
trigger2=ishelper(1311)
trigger2=time=63||time=111||time=159||time=207||time=255
value=s8,10
volume=-180
channel=5
[state samsara]
type=stopsnd
trigger1=movehit
channel=5
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=velset
trigger1=time=20
x=-2.5+(random/250.0)
y=-10+(random/50.0)
[state samsara]
type=veladd
trigger1=time>=20
trigger1=vel x<10&&p2dist x>0
x=.25
[state samsara]
type=veladd
trigger1=time>=20
trigger1=vel x>-10&&p2dist x<0
x=-.25
[state samsara]
type=veladd
trigger1=time>=20
trigger1=vel y>-10
trigger1=numenemy
trigger1=pos y>(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=-.25
[state samsara]
type=veladd
trigger1=time>=20
trigger1=vel y<10
trigger1=numenemy
trigger1=pos y<(enemynear,pos y+enemynear,const(size.mid.pos.y))
y=.25
[state samsara]
type=velset
trigger1=movehit
x=0
y=0
[state samsara]
type=hitdef
trigger1=animelem=17||animelem=23||animelem=29
attr=,sp
getpower=100
damage=140,10
animtype=up
guardflag=m
hitflag=ma
priority=3,hit
pausetime=2,10
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-4.2,-4.6
air.type=high
air.velocity=-4.2,-4.6
air.juggle=8
fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=103999
[state samsara]
type=reversaldef
trigger1=numenemy
trigger1=enemy,hitdefattr=sca,aa,at,ap
trigger2=numenemy=2
trigger2=enemy(1),hitdefattr=sca,aa,at,ap
reversal.attr=sca,aa,at,ap
getpower=100
damage=140,10
animtype=up
guardflag=m
hitflag=ma
priority=3,hit
pausetime=2,10
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-4.2,-4.6
air.type=high
air.velocity=-4.2,-4.6
air.juggle=8
fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=103999
[state samsara]
type=projectile
trigger1=time>15
projid=1316
projanim=1316
projremove=0
projpriority=10
projhitanim=-1
projremanim=-1
projsprpriority=8
projshadow=0,0,0
projremovetime=2
offset=0,0
velocity=0,0
attr=a,sp
animtype=hard
damage=0,0
hitflag=maf
guardflag=m
[state samsara]
type=changeanim
trigger1=movehit=1
value=1315
[state samsara]
type=destroySelf
trigger1=time=255
trigger2=anim=1315&&!animtime

;---------------------------------------------------------------------------
; t@gXtBAA
; CNS x: 

[Statedef 1320]
type     = S
movetype = A
physics  = S
juggle   = 5
poweradd = 0
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1305
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1305
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = s7,0
channel = 4

[State 1000, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,0
volume = -80

[state samsara]
type=helper
trigger1=animelem=6
id=1321
stateno=1321
ownpal=1
pos=floor(p2dist x)+150,floor(p2dist y)
[state samsara]
type=helper
trigger1=animelem=6
id=1322
stateno=1321
ownpal=1
pos=floor(p2dist x)-150,floor(p2dist y)
[state samsara]
type=helper
trigger1=animelem=6
id=1322
stateno=1321
ownpal=1
pos=floor(p2dist x),floor(p2dist y)+150
[state samsara]
type=helper
trigger1=animelem=6
id=1322
stateno=1321
ownpal=1
pos=floor(p2dist x),floor(p2dist y)-150

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1321]
movetype=a
anim=1310
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=ishelper(1321)
trigger1=time=15
trigger2=ishelper(1321)
trigger2=time=63||time=111||time=159||time=207||time=255||time=303||time=351
value=s8,10
volume=-180
channel=5
[state samsara]
type=stopsnd
trigger1=movehit
channel=5
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=velset
trigger1=1
x=(p2bodydist X)/150
y=(p2bodydist Y+(enemynear,const(size.mid.pos.y)))/150
[state samsara]
type=velset
trigger1=movehit
x=0
y=0
[state samsara]
type=hitdef
trigger1=animelem=17||animelem=23||animelem=29
attr=,sp
getpower=100
damage=140,10
animtype=up
guardflag=m
hitflag=ma
priority=3,hit
pausetime=2,10
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-4.2,-4.6
air.type=high
air.velocity=-4.2,-4.6
air.juggle=8
fall=1
fall.recover=0
ground.cornerpush.veloff=0
[state samsara]
type=targetstate
trigger1=root,palno=12
trigger1=movehit=1
trigger1=numtarget
trigger1=target,stateno!=1000043
value=103999
[state samsara]
type=reversaldef
trigger1=numenemy
trigger1=enemy,hitdefattr=sca,aa,at,ap
trigger2=numenemy=2
trigger2=enemy(1),hitdefattr=sca,aa,at,ap
reversal.attr=sca,aa,at,ap
getpower=100
damage=140,10
animtype=up
guardflag=m
hitflag=ma
priority=3,hit
pausetime=2,10
sparkno=s4020
guard.sparkno=s4120
sparkxy=0,0
hitsound=s1,1
guardsound=s2,1
ground.type=high
ground.slidetime=21
ground.hittime=21
ground.velocity=-4.2,-4.6
air.type=high
air.velocity=-4.2,-4.6
air.juggle=8
fall=1
fall.recover=0
ground.cornerpush.veloff=0
p2stateno=103999
[state samsara]
type=projectile
trigger1=time>15
projid=1316
projanim=1316
projremove=0
projpriority=10
projhitanim=-1
projremanim=-1
projsprpriority=8
projshadow=0,0,0
projremovetime=2
offset=0,0
velocity=0,0
attr=a,sp
animtype=hard
damage=0,0
hitflag=maf
guardflag=m
[state samsara]
type=changeanim
trigger1=movehit=1
value=1315
[state samsara]
type=destroySelf
trigger1=time=351
trigger2=anim=1315&&!animtime

;--------------------------------------------------------------------------
;TEFAz[X

[Statedef 1400]
type    = S
movetype= I
physics = S
anim = 1400
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s7,8

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,6

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401

;--------------------------------------------------------------------------
;TEFAz[X@n

[Statedef 1401]
type    = A
movetype= I
physics = S
anim = 1410
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = S

[State 310, 2]
type = Posset
trigger1 = Time = 0
x = -100

[State 310, 2]
type = Posset
trigger1 = Time = 0
y = 0

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = s4,0

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;TEFAz[Y

[Statedef 1410]
type    = S
movetype= I
physics = S
anim = 1400
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s7,8

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,6

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1411

;--------------------------------------------------------------------------
;TEFAz[Y@n

[Statedef 1411]
type    = A
movetype= I
physics = S
anim = 1410
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = S

[State 310, 2]
type = Posset
trigger1 = Time = 0
x = 100

[State 310, 2]
type = Posset
trigger1 = Time = 0
y = 0

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = s4,0

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;TEFAz[A

[Statedef 1420]
type    = S
movetype= I
physics = S
anim = 1400
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s7,8

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,6

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1421

;--------------------------------------------------------------------------
;TEFAz[A@n

[Statedef 1421]
type    = A
movetype= I
physics = S
anim = 1410
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = S

[State 310, 2]
type = Posset
trigger1 = Time = 0
x = 0

[State 310, 2]
type = Posset
trigger1 = Time = 0
y = 0

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = s4,0

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;TEFAz[B

[Statedef 1430]
type    = S
movetype= I
physics = S
anim = 1400
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s7,8

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = s8,6

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) = 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1

[State 1100, GtFNg\]
type = Explod
triggerall = Var(30) > 0
trigger1 = time = 0
persistent = 0
anim = 1405
postype = P1
pos = 0,0
sprpriority = 5
bindtime = -1
removeongethit = 1
trans = addalpha
alpha = 70,256

[State 1400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1431

;--------------------------------------------------------------------------
;TEFAz[B@n

[Statedef 1431]
type    = A
movetype= I
physics = S
anim = 1410
ctrl = 0
velset = 0,0
sprpriority = 1
[state samsara]
type=hitby
trigger1=1
value=
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 9
statetype = S

[State 310, 2]
type = Posadd
trigger1 = time = 0
x = Ceil(P2BodyDist X)+100

[State 310, 2]
type = Posset
trigger1 = Time = 0
y = 0

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = s4,0

[State 1400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
