============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB     ;Shadow of the bat        BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================

;---------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;Shadow of the bat (Start)
 ;------------------
;Bat attack (Start)
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 10223
ctrl = 0
sprpriority = 2

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "Darkseid"
trigger2 = p4name = "Darkseid"
value = 293
ctrl = 0


[State 3001]
type = PlaySnd
trigger1 = Time = 15
value = 9, 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 44,18
volume = 100

[State 0, PlaySnd1]
type = PlaySnd
trigger1 = time=3
value = 9,11
volume = 100




[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay

[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = facing = 1
trigger1 = AnimElem = 1
anim = 10000
ID = 10000
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = facing = -1
trigger1 = AnimElem = 1
anim = 10001
ID = 10001
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1




[State 3000, superportrait]
type = Explod
trigger1 = (palno = 1 || palno = 2)
trigger1 = AnimElem = 1
anim = 10005
ID = 10005
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 3 || palno = 6 || palno = 9 || palno = 12)
trigger1 = AnimElem = 1
anim = 10556
ID = 10556
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 4)
trigger1 = AnimElem = 1
anim = 10554
ID = 10554
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = (palno = 5)
trigger1 = AnimElem = 1
anim = 10553
ID = 10553
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 7)
trigger1 = AnimElem = 1
anim = 10555
ID = 10555
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 10)
trigger1 = AnimElem = 1
anim = 10550
ID = 10550
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 8)
trigger1 = AnimElem = 1
anim = 10551
ID = 10551
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 11)
trigger1 = AnimElem = 1
anim = 10552
ID = 10552
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
anim = 99999
ID = 99999
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
ID = 52000
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1


[State 3050, Width]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 45,0

[State 3050, Super A]
type = SuperPause
trigger1 = Time = 1
pos = -10, -57
anim = -1
poweradd = -1000
sound = s10,1

;-------------------
[State 3050, 10]
type = Explod
trigger1 = time = 10
anim = 32711
pos = 0,0
postype = back
supermove = 1
facing = 1
bindtime = 275
sprpriority = -2
removetime = 275
scale = 1.1,1.1
ID = 32711
removeongethit = 1
pausemovetime = 9999999
ownpal = 1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3



[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3050, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && Time < 0
value2 = C, NA
time = 1

[State 3001]
type = PlaySnd
trigger1 = Time = 5
trigger1 = Time = 25
trigger1 = Time = 40
value = 44, 6


[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 20
name = "The Bats"
ID = 2005
pos = -650, -800
postype = p1
stateno = 2005
ownpal = 1


[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 5
name = "The Bats"
ID = 2005
pos = -650, -750
postype = p1
stateno = 2005
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7

[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 10
name = "The Bats"
ID = 2005
pos = -650, -700
postype = p1
stateno = 2005
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 15
name = "The Bats"
ID = 2005
pos = -650, -650
postype = p1
stateno = 2005
ownpal = 1

[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 20
name = "The Bats"
ID = 2005
pos = -650, -650
postype = p1
stateno = 2005
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 25
name = "The Bats"
ID = 2005
pos = -650, -700
postype = p1
stateno = 2005
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 30
name = "The Bats"
ID = 2005
pos = -650, -750
postype = p1
stateno = 2005
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8

[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 45
name = "The Bats"
ID = 2005
pos = -650, -800
postype = p1
stateno = 2005
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7



[State 3050, SpawnBatarang]
type = Helper
trigger1 = Time = 50
name = "The Bats"
ID = 2005
pos = -650, -650
postype = p1
stateno = 2005
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 1000, 7]
type = ChangeState
trigger1 = Time = 280
value = 0
ctrl = 1


;====================================================================
;trapp
[statedef 111133]
type = S
movetype = A
physics = N
ctrl = 0
anim = 11113
velset = 7,0
sprpriority = 2

[State 0, 3]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 0, 4]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 0, 5]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 0, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[state 0, hit]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
damage = 0
hitflag= MAFP
hitsound   = S800,0
sparkno = -1
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -2
air.animtype = Back
air.velocity = -2.5,-5
p2stateno = 111144

[State 0, Bola tie]
type = RemoveExplod
trigger1 = movehit = 1
trigger2 = time = 85
id= 1005

[State 0, Bola tie]
type = Explod
triggerall = !NumExplod(4016)
trigger1 = movehit = 1
anim = 11114
pos = -60, -70
postype = p2
sprpriority = 2
removeongethit = 1
bindtime = 999
removetime = 85
ownpal = 1

[state 0, destroy]
type = Destroyself
trigger1 = movecontact = 1

[state 0, destroy]
type = Destroyself
trigger1 = time = 85

;====================================================================
;---------------------------------------------------------------------------
[Statedef 111144]
type    = S
movetype= H
physics = N
velset = 0,0


[State 8560, Change]
type = ChangeAnim2
trigger1 = time = 0
value = 21114

[State 7680, 6]
type = SelfState
trigger1 = Time = 150
ctrl = 1
value = 5070



;====================================================================
; The Bats
[StateDef 2005]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 2005
sprpriority = 5

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 52001
ignorehitpause = 1



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

[State 11133, InitVelSet]
type = VelSet
trigger1 = Var(20) = 0 && time = 0
x = 3

[State 11133, ProjHitOverride1]
type = NotHitBy
trigger1 = 1
value = SCA, AP

[State 11133, HeatSeeker 1]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 550
triggerall = roundstate <= 2
trigger1 = P2Dist X > 0
trigger1 = Vel X < 11
;ignorehitpause = 1
x = 0.7

[State 11133, HeatSeeker 2]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 550
triggerall = roundstate <= 2
trigger1 = P2Dist X < 0
trigger1 = Vel X > -11
;ignorehitpause = 1
x = -0.7

[State 11133, HeatSeeker 3]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 550
triggerall = roundstate <= 2
triggerall = Vel Y < 10
trigger1 = P2Dist Y > 70 && P2StateType != C
trigger2 = P2Dist Y > 30 && P2StateType = C
;ignorehitpause = 1
y = 0.5

[State 11133, HeatSeeker 4]
type = VelAdd
triggerall = Var(20) <= 5 && Time < 550
triggerall = roundstate <= 2
triggerall = Vel Y > -10
trigger1 = P2Dist Y < 70 && P2StateType != C
trigger2 = P2Dist Y < 30 && P2StateType = C
;ignorehitpause = 1
y = -0.5

[State 11133, HitDef]
type = HitDef
Trigger1 = !movecontact && Var(21) <= 0
;trigger2 = time = 0
attr = S, HP
hitflag = MAF
guardflag = MA
priority = 5, Hit
sprpriority = 2
guard.dist = 0
damage = 5, 2
getpower = 0
kill = 1
hitsound   = s2,2
guardsound = s3,0
guard.sparkno = s910
pausetime = 4,12
sparkno = S900
sparkxy = -10,0
p2stateno = 8460

[State 11133, HitCounterInc]
type = VarAdd
trigger1 = MoveContact
v = 20
value = 1

[State 11133, Timer Init]
type = VarSet
trigger1 = MoveContact
v = 21
value = 20

[State 3001]
type = PlaySnd
trigger1 = Time = 0
value = 44, 6

[State 11133, Timer Inc.]
type = VarAdd
trigger1 = 1
v = 21
value = -1

[State 11133, Turn]
type = Turn
trigger1 = Vel X <= 0

[State 11133, Destroy]
type = DestroySelf
triggerall = Var(20) > 5 || RoundState > 2
trigger1 = screenpos x > 360
trigger2 = screenpos x < -40
trigger3 = screenpos y < -30
trigger4 = screenpos y > 260


[State 99]
type = DestroySelf
trigger1 = root, stateno !=2000



[State 11133, Loop]
type = ChangeState
trigger1 = Var(20) <= 5 && MoveContact
value = 2005

[State 11133, ExitStageLeft]
type = VelAdd
trigger1 = Var(20) > 5
trigger2 = RoundState > 2
x = 0.7

[State 11133, End if evaded]
type = VarSet
trigger1 = time = 130
v = 20
value = 6

[Statedef 52001]
type    = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 52001
sprpriority = 2


[State 7212]
type = DestroySelf
trigger1 = time = 5

;---------------------------------------------------------------------------
[Statedef 8460]
type    = A
physics = N
movetype = H
ctrl = 0
anim = 5007

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

[State 0, ]
type = PowerAdd
trigger1 = 1
value = -5

[State 7696, 6]
type = SelfState
trigger1 = Time = 25
ctrl = 1
value = 5050

;============================================================================================
;=                                                                                          =
;=                                                                                          =
;=                                                                                          =
;= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
;=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
;=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
;=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
;=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
;=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
;=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
;=             BBBBBBBBBBBBBBBB        Lethal Enforcer        BBBBBBBBBBBBBBBBB             =
;=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
;=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
;=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
;=                                   BBBBBBBBBBBBBBBBBBBB                                   =
;=                                        BBBBBBBBBB                                        =
;=                                           BBBB                                           =
;=                                            BB                                            =
;=                                                                                          =
;============================================================================================
;-----------------------------------------------------------------------
;-----------------------------------------------------------------------
;Lethal Enforcer
;[StateDef 291]
;anim = 290
;ctrl = 0
;type = C
;movetype = A
;physics = C
;velset = 0,0



;[State 291, superpause]
;type = SuperPause
;trigger1 = time = 0
;time = 40
;anim = -1
;sound = 20, 0
;pos = 10,-55
;darken = 1
;poweradd = -1000



;[State 291, Hyper Explode]
;type = Explod
;trigger1 = animelem = 1
;anim = 4532
;postype = p1
;pos = 19,-80
;ownpal = 1
;sprpriority = 5
;supermovetime = 40

;[State 291, Hyper Circle]
;type = Explod
;trigger1 = animelem = 1
;anim = 4533
;postype = p1
;pos = 19,-80
;ownpal = 1
;sprpriority = 5
;supermovetime = 40

;[State 291, GROUNDFLASH]
;type = Explod
;trigger1 = animelem = 1
;anim = 6666
;postype = p1
;pos = -40,0
;ownpal = 1
;sprpriority = 5
;supermovetime = 40

;[State 291, PlaySnd]
;type = PlaySnd
;trigger1 =time=0
;value = 202,0


; DCvM hyper portrait/BG
;[State 291, superportrait]
;type = Explod
;trigger1 = Time = 0
;anim = 10000
;ID = 10000
;pos = 0,0
;postype = back
;bindtime = 999
;removetime = 40
;supermovetime = 40
;pausemovetime = 40
;sprpriority = -1
;ownpal = 1

;[State 291, portraitBG]
;type = Explod
;trigger1 = Time = 0
;anim = 10005
;ID = 10005
;pos = 0,0
;postype = back
;bindtime = 999
;removetime = 40
;supermove = 40
;pausemovetime = 40
;sprpriority = -2
;ownpal = 1

;[State 3050, 10]
;type = Explod
;trigger1 = time = 25
;anim = 32711
;pos = 0,0
;postype = back
;supermove = 1
;facing = 1
;bindtime = 275
;sprpriority = -2
;removetime = 275
;scale = 1,1
;ID = 998
;removeongethit = 1
;pausemovetime = 9999999
;ownpal = 1





;[State 291, PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 6
;trigger2 = AnimElem = 13
;trigger3 = AnimElem = 19
;trigger4 = AnimElem = 24
;trigger5 = AnimElem = 30
;value = S0,1
;volume = 230
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

;[State 291, PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 10
;trigger2 = AnimElem = 16
;trigger3 = AnimElem = 22
;trigger4 = AnimElem = 25
;trigger5 = AnimElem = 31
;value = S0,2
;volume = 230
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

;[State 291, PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 6
;trigger2 = AnimElem = 13
;trigger3 = AnimElem = 19
;trigger4 = AnimElem = 24
;trigger5 = AnimElem = 30
;value = S1,2
;volume = 230
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

;[State 291, PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 10
;trigger2 = AnimElem = 16
;trigger3 = AnimElem = 22
;trigger4 = AnimElem = 25
;trigger5 = AnimElem = 31
;value = S1,3
;volume = 230
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

;[State 291, PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 31
;value = S4,0
;volume = 230
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

;[State 291, PlaySnd]
;type = PlaySnd
;trigger1 = AnimElem = 36
;value = S4,1
;volume = 230
;channel = -1
;lowpriority = -1
;freqmul = 1.0
;loop = 0
;pan = 0
;abspan =
;ignorehitpause =
;persistent =

;[State 291, 1]
;type = HitDef
;trigger1 = AnimElem = 2
;trigger2 = AnimElem = 5
;trigger3 = AnimElem = 8
;trigger4 = AnimElem = 11
;trigger5 = AnimElem = 14
;attr = S, NA
;damage = 25
;animtype = medium
;guardflag = MA
;hitflag = MAF
;priority = 3, Hit
;pausetime = 7, 10
;sparkno = s8830
;guard.sparkno = s8840
;sparkxy = -10, -76
;hitsound = S2,0
;guardsound = S3,0
;ground.type = High
;ground.slidetime = 5
;ground.hittime  = 12
;ground.velocity = -2
;airguard.velocity = -1.9,-.8
;air.type = High
;air.velocity = -1.4,-3
;air.hittime = 12


;[State 291, 1]
;type = HitDef
;trigger1 = AnimElem = 17
;trigger2 = AnimElem = 20
;trigger3 = AnimElem = 23
;attr = S, NA
;damage = 50
;animtype = heavy
;guardflag = MA
;hitflag = MAF
;priority = 3, Hit
;pausetime = 7, 10
;sparkno = s8830
;guard.sparkno = s8840
;sparkxy = -10, -76
;hitsound = S2,2
;guardsound = S3, 0
;ground.type = High
;ground.slidetime = 5
;ground.hittime  = 12
;ground.velocity = -1
;airguard.velocity = -1.9,-.8
;air.type = High
;air.velocity = -1.4,-3
;air.hittime = 12


;[State 291, 1]
;type = HitDef
;trigger1 = AnimElem = 27
;attr = S, NA
;damage = 75
;animtype = medium
;guardflag = MA
;hitflag = MAF
;priority = 3, Hit
;pausetime = 7, 20
;sparkno = s8830
;guard.sparkno = s8840
;sparkxy = -10, -76
;hitsound = S2,1
;guardsound = S3, 0
;ground.type = High
;ground.slidetime = 5
;ground.hittime  = 12
;ground.velocity = -1
;airguard.velocity = -1.9,-.8
;air.type = High
;air.velocity = -1.4,-3
;air.hittime = 12



;[State 291, 1]
;type = HitDef
;trigger1 = AnimElem = 32
;attr = S, NA
;damage = 75
;animtype = hard
;guardflag = MA
;hitflag = MAF
;priority = 3, Hit
;pausetime = 7, 10
;sparkno = s8830
;guard.sparkno = s8840
;sparkxy = -10, -76
;hitsound = S2,2
;guardsound = S3, 0
;ground.type = High
;ground.slidetime = 5
;ground.hittime  = 12
;ground.velocity = -4
;airguard.velocity = -1.9,-.8
;air.type = High
;air.velocity = -4
;air.hittime = 12







;[State 291, 1]
;type = HitDef
;trigger1 = AnimElem = 37
;attr = S, NA
;damage = 100
;animtype = diagup
;guardflag = MA
;hitflag = MAF
;priority = 3, Hit
;pausetime = 15, 10
;sparkno = s8830
;guard.sparkno = s8840
;sparkxy = -10, -76
;hitsound = S2,2
;guardsound = S3, 0
;ground.type = High
;ground.slidetime = 5
;ground.hittime  = 12
;ground.velocity = -15,-8
;airguard.velocity = -1.9,-.8
;air.type = High
;air.velocity = -15,-5
;air.hittime = 12
;fall = Animelem = 44




;[State 291, VelAdd]
;type = VelAdd
;trigger1 = AnimElem = 10
;trigger2 = AnimElem = 12
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 17
;trigger5 = AnimElem = 21
;x = 5
;y = 0
;ignorehitpause =
;persistent =

;[State 291, VelAdd]
;type = VelAdd
;trigger1 = AnimElem = 2
;trigger2 = AnimElem = 4
;trigger3 = AnimElem = 6
;trigger4 = AnimElem = 8
;x = 5
;y = 0
;ignorehitpause =
;persistent =

;[State 291, VelAdd]
;type = VelAdd
;trigger1 = AnimElem = 2
;x = 25
;y = 0
;ignorehitpause =
;persistent =


;[State 291, EnvShake]
;type = EnvShake
;trigger1 = AnimElem = 5
;trigger2 = AnimElem = 8
;trigger3 = AnimElem = 11
;trigger4 = AnimElem = 14
;trigger5 = AnimElem = 17
;trigger6 = AnimElem = 20
;trigger7 = AnimElem = 23
;trigger8 = AnimElem = 27
;trigger9 = AnimElem = 32
;trigger10 = AnimElem = 37
;trigger11 = AnimElem = 44
;time = 20
;freq = 70
;ampl = -4
;phase = 90
;ignorehitpause =
;persistent =

;[State 291, end]
;type = ChangeState
;trigger1 = AnimTime = 0
;value = 0
;ctrl = 1




;[Statedef 290]
;type = S
;ctrl = 0
;velset = 0,0

;MAXIMUS
;[State 0, ]
;type = ChangeState
;triggerall = time = 0
;trigger1 = palno = 7
;trigger2 = palno > 8
;value = 3500
;ctrl = 0

;ENFORCER
;[State 0, ]
;type = ChangeState
;triggerall = time = 0
;trigger1 = palno < 7
;trigger2 = palno = 8
;value = 291
;ctrl = 0

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




============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB      Dark Knight Tornado      BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
;============================================================================================

;--------------------------------------------------------------------------------
;Dark Knight Tornado (start)
;--------------------------------------------------------------------------------
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 3
ctrl = 0
velset = 0,0
anim = 3100
sprpriority = 2






[State 3100, PlaySnd]
type = PlaySnd
trigger1 =time=20
value = 70,2
volume = 100



[State 3100, superpause]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = s10,1
pos = 10,-55
darken = 1
poweradd = -1000




[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = facing = 1
trigger1 = AnimElem = 1
anim = 10000
ID = 10000
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = facing = -1
trigger1 = AnimElem = 1
anim = 10001
ID = 10001
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 1 || palno = 2)
trigger1 = AnimElem = 1
anim = 10005
ID = 10005
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 3 || palno = 6 || palno = 9 || palno = 12)
trigger1 = AnimElem = 1
anim = 10556
ID = 10556
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 4)
trigger1 = AnimElem = 1
anim = 10554
ID = 10554
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = (palno = 5)
trigger1 = AnimElem = 1
anim = 10553
ID = 10553
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 7)
trigger1 = AnimElem = 1
anim = 10555
ID = 10555
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 10)
trigger1 = AnimElem = 1
anim = 10550
ID = 10550
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 8)
trigger1 = AnimElem = 1
anim = 10551
ID = 10551
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 11)
trigger1 = AnimElem = 1
anim = 10552
ID = 10552
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
anim = 99999
ID = 99999
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
ID = 52000
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1



[State 3050, 10]
type = Explod
trigger1 = time = 10
anim = 32711
pos = 0,0
postype = back
supermove = 1
facing = 1
bindtime = 150
sprpriority = -2
removetime = 125
scale = 1.1,1.1
ID = 32711
removeongethit = 1
pausemovetime = 9999999
ownpal = 1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3



[State 3100, AfterImage]
type = AfterImage
trigger1 = AnimElemTime(1) = 0
time = 120
length = 15
framegap = 5
palcolor = 0
palbright = -250,-20,50
trans = none

[State 3100, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7

[State 3100, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 6

[State 3100, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(13) = 0
x = 0

[State 3100, VelAdd 1]
type = VelAdd
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(7) < 0) && (Vel X > 0)
x = -0.5

[State 3100, VelAdd 2]
type = VelAdd
trigger1 = (AnimElemTime(13) >= 0) && (AnimElemTime(14) < 0) && (Vel X > 0)
x = -0.4

[State 3100, Width]
type = Width
trigger1 = (AnimElemTime(17) >= 1) && (AnimTime < 0)
value = 20,0

[State 3100, PlaySnd];"Heh"
type = PlaySnd
trigger1 = (AnimElemTime(3) = 0) || (AnimElemTime(10) = 0)
value = 30,1
channel = 0

[State 3100, PlaySnd];"Stars N' Stripes"
type = PlaySnd
trigger1 = AnimTime = 0
value = 35,1
channel = 0

[State 3100, Spark Pos VarSet Reset]
type = VarSet
trigger1 = (Time = 0) || (AnimTime = 0)
v = 3
value = 0

[State 3100, Spark Pos VarSet 1]
type = VarSet
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(9) = 0
trigger3 = AnimElemTime(16) = 0
v = 3
value = -40

[State 3100, Spark Pos VarSet 2]
type = VarSet
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(10) = 0
trigger3 = AnimElemTime(17) = 0
v = 3
value = -80

[State 3100, Spark Pos VarSet 3]
type = VarSet
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(11) = 0
v = 3
value = -90

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = Time = 10
value = SCA
time = 15

[State 3100, HitDef 1]
type = HitDef
triggerall = P2StateNo != [5070,5071]
trigger1 = (AnimElem = 2) || (AnimElem = 3) || (AnimElem = 4) || (AnimElem = 9) || (AnimElem = 10) || (AnimElem = 11)
trigger2 = (AnimElem = 16) || (AnimElem = 17)
attr = A, SA
damage = 26,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 5,6
sparkno = s8820
guard.sparkno = s8840
sparkxy = -30,Var(3)
hitsound   = s2,2
guardsound = s3,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
ground.cornerpush.veloff = 0
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -1,-1
down.bounce = 1
down.velocity = -4,-7
fall = 0
fall.recover = 0




[State 3100, Special Move Dust]
type = Explod
anim = 1022
trigger1 = Time = 1
postype = P1
pos = 20,2
ownpal = 1
sprpriority = 5

[State 3100, Explod]
type = Explod
trigger1 = (AnimElemTime(4) = 0) || (AnimElemTime(11) = 0)
anim = 3102
id = 3102
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 4
bindtime = -1
removetime = -1
removeongethit = 1

[State 3100, RemoveExplod]
type = RemoveExplod
trigger1 = (AnimElemTime(5) = 0) || (AnimElemTime(12) = 0)
id = 3102

[State 3100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
;Dark Knight Tornado (air - rising)

[Statedef 3101]
type    = A
movetype= A
physics = N
juggle  = 5
ctrl = 0
anim = 3101
sprpriority = 2
ctrl = 0

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = 5


[State 3101, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 56
y = -11

[State 3101, VelSet 1]
type = VelSet
trigger1 = Time = 1
x = 4.5
y = -7.5

[State 3101, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 14
y = -4

[State 3101, VelAdd]
type = VelAdd
trigger1 = (AnimElemTime(1) = [15,17]) && (Vel Y < 0)
y = 0.8

[State 3101, VelAdd]
type = VelAdd
trigger1 = (Time >= 8) && (Vel X > 0) && (AnimElemTime(1) <= 16)
x = -0.5

[State 3101, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 18
x = 0
y = 0

[State 3101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3101, VarSet)
type = VarSet
trigger1 = AnimTime = 0
v = 15
value = 0



[State 3101, No Shield MSH HitDef]
type =  hitdef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
postype = p1
ownpal = 1
velocity = 0, 0
attr = s, ha
damage = 35-floor(0.5*var(13)),10
pausetime = 9,15
animtype  = heavy
sparkno = s8830
guard.sparkno = s8840
sparkxy = 0,-floor(random/10)
hitflag = maf
guarDFlag = ma
hitsound = s2,2
guardsound = s3, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3.5,-12
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -3.5,-12
down.bounce = 1
down.velocity = -3.5,-12
getpower = 0,0
givepower = 15,8
p2facing=1
fall = 1
envshake.time = 50




[State 3101, Explod]
type = Explod
trigger1 = Time = 0
anim = 3102
id = 3102
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 4
bindtime = -1
removetime = -1
removeongethit = 1

[State 3101, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 3102

[State 3101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1252
ctrl = 0

;---------------------------------------------------------------------------
; Stripes X (air - falling)

[Statedef 1252]
type    = A
movetype= I
physics = N
juggle  = 5
ctrl = 0
;anim = 1252
velset = 0,-4
sprpriority = 2



[State 1252, ChangeAnim 1]
type = ChangeAnim
trigger1 = (Time = 0) && (PrevStateNo != 3950)
value = 1252

[State 1252, AfterImageTime]
type = AfterImageTime
trigger1 = Pos Y >= 0
time = 1

[State 1252, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.39

[State 1252, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52



============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB   I am your worst nightmare   BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
;-----------------------------------------------------------------------
;I am your worst nightmare

[Statedef 7000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1311
sprpriority = 2

[State 291, superpause]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = s10,1
pos = 10,-55
darken = 1
poweradd = -2000



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


[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = facing = 1
trigger1 = AnimElem = 1
anim = 10000
ID = 10000
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = facing = -1
trigger1 = AnimElem = 1
anim = 10001
ID = 10001
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 1 || palno = 2)
trigger1 = AnimElem = 1
anim = 10005
ID = 10005
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 3 || palno = 6 || palno = 9 || palno = 12)
trigger1 = AnimElem = 1
anim = 10556
ID = 10556
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 4)
trigger1 = AnimElem = 1
anim = 10554
ID = 10554
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = (palno = 5)
trigger1 = AnimElem = 1
anim = 10553
ID = 10553
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 7)
trigger1 = AnimElem = 1
anim = 10555
ID = 10555
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 10)
trigger1 = AnimElem = 1
anim = 10550
ID = 10550
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 8)
trigger1 = AnimElem = 1
anim = 10551
ID = 10551
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 11)
trigger1 = AnimElem = 1
anim = 10552
ID = 10552
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
anim = 99999
ID = 99999
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
ID = 52000
pos = 15,10
postype = back
bindtime = 999
removetime = 75
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 70028
ctrl = 1




[Statedef 70028]
type = S
movetype = A
physics = S
sprpriority = 3
velset = 0,0


[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "Darkseid"
trigger2 = p4name = "Darkseid"
value = 7020
ctrl = 0



[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno != 7
trigger1 = palno != 10
value = 7001
ctrl = 0

[State 0, ]
type = ChangeState
triggerall = time = 0
trigger1 = palno = 7
trigger2 = palno = 10
value = 7008
ctrl = 0




;------------------------------------------------------------------------------------------
;I am your worst nightmare (start)
[statedef 7001]
type = S
movetype = A
physics = S
anim = 7000
sprpriority = 5
velset = 0,0
ctrl = 0

[State 1050, HitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 2000, Portrait]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
postype = left
ownpal = 1
sprpriority = -1
supermove = 1
removeongethit = 1
removetime = 140




[State 1000, fx]
type = Explod
trigger1 = AnimElem = 2
anim = 7005
pos = 0,0
scale = 0.6 , 0.6
ontop = 1
facing = 1
bind = 1
bindtime = -1
ignorehitpause = 0
sprpriority = 2
removeongethit = 1




[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay


[State 10001, flash]
type = allpalfx
add = 300, 300, 300
trigger1 = animelem = 7
time = 25


[State 0, ]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 32
framegap = 8
trans = add1
removeongethit = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time >= 4
time = 2


[State 0, ]
type = HitDef
Trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 0
guardflag = MA
pausetime = 11,11
sparkxy = -15,-60
sparkno = -1
guard.sparkno = -1
hitsound   = -1
guardsound = -1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,0
fall.recover = 0
p1stateno = 7002
snap = 50,0



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


;---------------------------------------------------------------------------
; Bang!
[Statedef 7002]
type = S
movetype = A
physics = N
ctrl = 0
anim = 7001
sprpriority = 4
velset = 0, 0

[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 44,14


[State 190, EnvColor]
type = EnvColor
trigger1 = time=0
value = 0,0,0
time = 15
;under = 0
;ignorehitpause =
;persistent =

[State 3230, 00]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
flag3 = nobardisplay

[State 99, Darken]
type = BGPalfx
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 300
mul = 0,0,0
add = 5,5,5
invertall = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = 1980,1
channel = 8

[State 3210, 0]
type = NotHitBy
trigger1 = time = -1
value = SCA




[State 2000, Portrait]
type = Explod
trigger1 = AnimElem = 1
anim = 70022
postype = left
scale = 0.65 , 0.65
ownpal = 1
ignorehitpause = 1
sprpriority = -1
supermove = 1
removeongethit = 1


[State 2000, Portrait]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
postype = left
ownpal = 1
sprpriority = -9999
supermove = 1
removeongethit = 1


[State 3210, 3]
type = HitDef
trigger1 = time = 0
attr = S, HA
hitflag = MA
pausetime = 1, 1
priority = 7, Miss
damage = 0
sparkno = S3060
sparkxy = -5, -45
hitsound = -1
guardsound = -1
guard.pausetime = 11, 11
guard.slidetime = 15
guard.hittime = 15
guard.velocity = -8
p1stateno = 7003
p2stateno = 3400
p4stateno = 3400
fall.recover = 0
p2facing = 1
fall = 1
air.fall = 1
givepower = 50
getpower = 0

;---------------------------------------------------------------------------
;Up to ghotam catedral
[Statedef 7003]
type = S
movetype = I
physics = N
ctrl = 0
anim = 7003
velset = 0, 0
sprpriority = 1
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
ignorehitpause = 1
value = 1980,4





[State 0, PlaySnd]
type = PlaySnd
trigger1 =time= 350
value = 1980,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=95
value = 44,5

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=120
trigger2 =time=200
trigger3 =time=280
value = 44,7




[State 0]
type = SuperPause
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 600
movetime = 0
sound = -1
anim = -1
pos = 45,-81
darken = 0


[State 3230, 0]
type = Width
trigger1 = 1
value = var(15), var(15)-50

[State 3230, 00]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
flag3 = nobardisplay


[State 3230, 000]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0, 0

[State 3230, 0000]
type = VarAdd
trigger1 = var(15) < 160
v = 15
value = 8

[State 3230, 1]
type = VarAdd
trigger1 = 1
v = 1
value = 1

[State 3230, 2]
type = TargetBind
trigger1 = time = 0
pos = 63, 0
time = 30

[State 3230, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 63, 0
time = 40

[State 3230, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2, 8

[State 3230, 5]
type = TargetBind
trigger1 = AnimElem = 3
pos = 45, 0
time = -1

[State 3230, 6]
type = VelSet
trigger1 = AnimElem = 3
y = -0.22

[State 3230, 7]
type = RemoveExplod
trigger1 = ScreenPos Y <= 130
ID = 5
persistent = 0


[State 3230, 8a]
type = VarSet
trigger1 = ScreenPos Y <= 130
fv = 0
value = (186 - ScreenPos Y) / 28

[State 3230, 9]
type = VelSet
trigger1 = ScreenPos Y <= 130
y = fvar(0) ;3.7
persistent = 0

[State 3230, 10]
type = RemoveExplod
trigger1 = time = 390
ID = 5


[State 3230, 12]
type = ChangeState
trigger1 = time = 370
value = 7004




;---PLAYER---
[Statedef 7004]
type=S
physics=N
movetype=A
anim=7004
ctrl=0
velset=0,0
sprpriority=2

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3


[State 0, PlaySnd]
type = PlaySnd
trigger1= animelem =2
trigger2= animelem =42
trigger3= animelem =57
trigger4= animelem =101
value = 8,1

[State 0, PlaySnd]
type = PlaySnd
trigger1= animelem =53
trigger2= animelem =97
value = 8,0

[State 0, PlaySnd]
type = PlaySnd
trigger1= animelem =35
value = 9,11

;camara 0 0
[State 3230, 000]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1= animelem =12
trigger2= animelem =17
trigger3= animelem =20
trigger4= animelem =23
trigger5= animelem =32
trigger6= animelem =73
trigger7= animelem =78
trigger8= animelem =81
trigger9= animelem =73
trigger10= animelem =84
trigger11= animelem =93
value = 2,2
channel = 12

[State 1000, fx]
type=explod
trigger1= animelem =12
trigger2= animelem =17
trigger3= animelem =20
trigger4= animelem =23
trigger5= animelem =32
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = 0,-70
bindtime=-1
removeongethit=0
ownpal=0


[State 1000, fx]
type=explod
trigger1= animelem =73
trigger2= animelem =77
trigger3= animelem =81
trigger4= animelem =85
trigger5= animelem =93
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = 30,-62
bindtime=-1
removeongethit=0
ownpal=0





[State 190, EnvColor]
type = EnvColor
trigger1 = time=0
value = 0,0,0
time = 15
;under = 0
;ignorehitpause =
;persistent =

[State 41101, ]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay

[State 41101, batexplods]
type=removeexplod
trigger1=animelemtime(2)>=0&&numexplod(4100)
ID=41100

[State 41011, push]
type=playerpush
trigger1=1
value=0

[State 41101, nothitby]
type=nothitby
trigger1=1
value=SCA
time=1

[State 41101, imageoff]
type=afterimagetime
trigger1=animelemtime(2)>=0
time=0

[State 41101, spr]
type=sprpriority
trigger1=1
value=1

[State 41101, camera]
type=screenbound
trigger1=animelemtime(12)>=0&&animelemtime(14)<0
value=1
movecamera=1,0

;catedral gotham
[State 41101, superBG]
type = Helper
trigger1 = Time = 0
name = "Super BG"
ID = 38005
stateno = 38005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State 41101, snd]
type=playsnd
trigger1=animelem=2
value=4,15
channel=0

[State 41101, snd]
type=playsnd
trigger1=animelem=2
value=5,9

[State 41101, pos]
type=posset
trigger1=animelemtime(2)>=0
x=0
y=0

[State 41101, pos]
type=posset
trigger1=numhelper(4105)&&animelemtime(12)>=0&&animelemtime(14)<0
x=helper(4105),var(11)
y=helper(4105),var(12)

[State 41101, spr]
type=sprpriority
trigger1=animelemtime(2)>=0
value=5

[State 41101, end]
type=changestate
trigger1=!animtime
value=7863
ctrl=1

;================
;Throw successful
;================
[Statedef 7863]
type    = A
movetype= A
physics = N
anim = 751
velset = 0,0
numhit = 0
priority = 0
ctrl = 0

[State 41101, snd]
type=playsnd
trigger1=time=0
value=44,5

[State 41101, snd]
type=playsnd
trigger1=time=23
value=9,11

[State 183, Explod]
type = Explod
trigger1 = time = 145
anim = 30100
ID = 3
pos = 0,8
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 35
scale = 1,1
sprpriority = -3


[State 4889, EnvShake]
type = EnvShake
trigger1 = time = 145
time = 26
freq = 45
ampl = -8
phase = 90

[State 996, 1]
type = HitAdd
trigger1 = StateNo = 996
persistent = 0
value = -1

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 1
persistent = 0
time = 4
pos = 19, 0

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 2
persistent = 0
time = 50
pos = 50, -60

[State 996, 1]
type = VelAdd
triggerall = Anim = 751
trigger1 = AnimElem = 2
persistent = 0
y = -21

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 3
persistent = 0
time = 5
pos = -18, -106

[State 996, 1]
type = VelMul
triggerall = Anim = 751
trigger1 = AnimElem = 3
persistent = 0
time = 10
x = 0
y = 0

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 4
persistent = 0
time = 10
pos = 0, 7

[State 996, 1]
type = TargetBind
triggerall = Anim = 751
trigger1 = AnimElem = 5
persistent = 0
time = 10
pos = 0, 7

[State 996, 1]
type = VelAdd
triggerall = Anim = 751
trigger1 = AnimElem = 4
persistent = 0
y = 12

[State 996, 2]
type = PosSet
trigger1 = Anim = 751
trigger1 = Time >= 7
trigger1 = Pos Y >= 0
y = 0

[State 996, 2]
type = HitDef
trigger1 = Pos Y = 0
trigger1 = Time >= 5
attr = S, NA
damage   = 600
animtype = Heavy
pausetime = 7,7
sparkno = 0
sparkxy = -12,-80
hitsound   = s44,12
guardsound = s3,0
getpower = 30,15
givepower = 15,8
hitflag = MAFD
priority = 3, Hit
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
p2stateno = 914
p2getp1state = 1

[State 996, 3]
type = Turn
trigger1 = Anim = 751
trigger1 = AnimTime = 0
trigger1 = Pos Y = 0
trigger1 = movehit = 1
persistent = 0

[State 996, 3]
type = ChangeState
trigger1 = Anim = 751
trigger1 = Pos Y = 0
trigger1 = Time > 10
trigger1 = movehit = 1
persistent = 0
value = 2257
ctrl = 1

;---TARGET---
; Getting Hit Part 1
[Statedef 3400]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 0

[State 3400, 1]
type = ScreenBound
trigger1 = 1
value = 0

[State 3400, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 7007




;---TARGET---
[Statedef 7006]
type=S
movetype = H
physics = N
velset = 0,0
sprpriority = 0


[State 1114101, ishelper]
type=selfstate
trigger1 = ishelper
value = prevstateno

[State 1114101, anim]
type=changeanim2
trigger1 =!time
value = 7006

[State 4101, camera]
type=screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1111114101, spr]
type=sprpriority
trigger1 = animelemtime(2)>=0&&animelemtime(18)<0
value=5

[State 1111114101, spr]
type=sprpriority
trigger1=animelemtime(18)>=0
value=0

[State 1111114101, palfx]
type=palfx
trigger1=animelemtime(3)>=0&&animelemtime(18)<0
time=3
mul=0,0,0

[Statedef 1114102]
type=L
movetype=H
physics=C
velset=0,0
sprpriority=0

[State 1114102, pos]
type=posset
trigger1=1
y=0

[State 1114102, end]
type=selfstate
trigger1=1
value=ifelse(alive,5120,5150)





;;---------------------------------------------------------------------------
 /|    |\  /|    |\
(  ;FOR Darkseid;  )
 \|      \/      |/
;;---------------------------------------------------------------------------
[Statedef 7020]
type    = S
movetype= A
physics = S
velset = -13,0
anim = 7020
ctrl = 0
sprpriority = 2

[State 3230, 9]
type = VelSet
trigger1 = time = 10
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 200,1




[State 0]
type = SuperPause
trigger1 = AnimElem = 3
time = 20
movetime = 0
sound = -1
anim = -1
pos = 45,-81
darken = 0

[state 0, 0]
type = playsnd
trigger1 = AnimElem = 6
value = 44, 9

[state 0, 0]
type = playsnd
trigger1 = AnimElem = 8
value = 44, 8

[State 1700, super]
type = BGPalfx
trigger1 = AnimElem = 8
ignorehitpause = 1
time = 30
mul = 100,100,100
add = 50,-100,50


[State 3000, superbg 1] ;Use this & 1.2 for timed hypers where user sets the BG remove time
type = Explod
trigger1 = time = 0
anim = 32711
ID = 32711
pos = 0,-10
postype = left
bindtime = -1
removetime = 270
supermove = 40
pausemovetime = 40
removeongethit = 1
sprpriority = -2
ownpal = 1
scale = 1.1,1.1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 0, superbg RemoveExplod 1.2]
type = RemoveExplod
trigger1 = time > 250 ;time BG remains on screen
id =32711




[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "Batarang"
ID = 1005
pos = 75,-105
stateno = 7021
size.xscale = 0.1
size.yscale = 0.1
postype = p1
ownpal = 1

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
name = "Batarang"
ID = 1005
pos = 78,-105
stateno = 7023
postype = p1
ownpal = 1

[State 7020,1 ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Fire Batarang Helper
[Statedef 7021]
type    = S
movetype = A
physics = N
anim = 7021
velset = 10



[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 12

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
projID = 7021
projanim = 7021
damage = 250,0
animtype = heavy
pausetime = 0,100
hitsound   = S9,4
guardsound = S3,0
guard.sparkno = S8840
sparkno = -1
sparkxy = 20,-20
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
fall = 1
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0


[State 0, Batarang]
type = Helper
trigger1 = movehit = 1
trigger2 = movecontact = 1
helpertype = normal
name = "Batarang"
ID = 1005
pos = 0,0
stateno = 7022
size.xscale = 1
size.yscale = 1
sprpriority = 99999
postype = p1
ownpal = 1


[State 99]
type = DestroySelf
trigger1 = time = 80


;Batarang Helper Hit
[Statedef 7022]
type    = S
movetype = A
physics = N
anim = 7022
sprpriority = 99999

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

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

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



;--------------------
[Statedef 7023]
type = S
movetype = I
physics = S
anim = 7024
sprpriority = 99999

[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99]
type = Velset
trigger1 = time = 2
y = -4

[State 99]
type = Velset
trigger1 = time >= 2
x = 1

[State 99]
type = Veladd
trigger1 = time >= 2
y = .35

[State 2050,4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 7024
;--------------------
[Statedef 7024]
type = S
movetype = I
physics = S
anim = 7024
sprpriority = 99999


[State 99, NoHit]
type = NotHitBy
trigger1 = Time = 0
time = 100
value = SCA

[State 99]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 99, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 99]
type = DestroySelf
trigger1 = time = 35



;------------------------------------------------------------------------------------------
;POW_BAM_SOK
;------------------------------------------------------------------------------------------

[statedef 7008]
type = S
movetype = A
physics = S
anim = 7008
sprpriority = 6
velset = 0,0
ctrl = 0


[State 0, ]
type = VarSet
trigger1 = movehit =1
trigger1 = Win
v =  1
value = 1



[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,0
persistent = 0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,6
persistent = 0

[State 0, ]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 32
framegap = 8
trans = add1
removeongethit = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time >= 4
time = 2


[State 0, ]
type = hitDef
trigger1 = animelem = 3
attr = SCA,NA,SA,HA,NT,ST,HT
pausetime = 20,20
sparkno = -1
hitsound = S3,1
sprpriority = -5
p1stateno = 7009
p2stateno = 7010
snap = 50,0





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



;---PLAYER---
[Statedef 7009]
type=S
physics=N
movetype=A
anim=7009
ctrl=0
velset=0,0
sprpriority=4

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =1
value = 1980,5
channel = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =2
value = 65,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =4
value = 65,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =6
value = 65,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =8
value = 65,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =10
value = 65,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =12
value = 65,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =14
value = 65,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =16
value = 65,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem =18
value = 65,2


[state 420, 3]
type = HitDef
trigger1 =time =0
attr = C, NA
damage    = 500, 10
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s8820
guard.sparkno = s8840
sparkxy = -20,-100
hitsound = S2,2
guardsound = S3,0
animtype = Heavy
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-12
guard.velocity = -5
air.velocity = -1,-12
fall = 1
envshake.time = 7
envshake.ampl = 4

[State 0, PlaySnd]
type = PlaySnd
trigger1= animelem =3
trigger2= animelem =5
trigger3= animelem =7
trigger4= animelem =9
trigger5= animelem =11
trigger6= animelem =13
trigger7= animelem =15
value = 2,2
channel = 12



[State 1000, fx]
type=explod
trigger1= animelem =3
trigger2= animelem =5
trigger3= animelem =7
trigger4= animelem =9
trigger5= animelem =11
trigger6= animelem =13
trigger7= animelem =15
anim=8820
ID=8820
sprpriority=6
pos = -10,-70
postype=p2
bindtime=-1
removeongethit=0
ownpal=0

;camara 0 0
[State 3230, 000]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0, 0

[State 10001, flash]
type = allpalfx
add = 300, 300, 300
trigger1 = time = 0
time = 25

[State 190, EnvColor]
type = EnvColor
trigger1 = time=0
value = 0,0,0
time = 15
;under = 0
;ignorehitpause =
;persistent =

[State 41101, ]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay

[State 41101, batexplods]
type=removeexplod
trigger1=animelemtime(2)>=0&&numexplod(4100)
ID=41100



[State 41101, nothitby]
type=nothitby
trigger1=1
value=SCA
time=1

[State 41101, imageoff]
type=afterimagetime
trigger1=animelemtime(2)>=0
time=0

[State 41101, spr]
type=sprpriority
trigger1=1
value=1

[State 41101, camera]
type=screenbound
trigger1=animelemtime(12)>=0&&animelemtime(14)<0
value=1
movecamera=1,0

;catedral gotham
[State 41101, superBG]
type = Helper
trigger1 = Time = 0
name = "Super BG"
ID = 48005
stateno = 48005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State 41101, snd]
type=playsnd
trigger1=animelem=2
value=4,15
channel=0

[State 41101, snd]
type=playsnd
trigger1=animelem=2
value=5,9



[State 41101, spr]
type=sprpriority
trigger1=animelemtime(2)>=0
value=5

[State 41101, end]
type=changestate
trigger1=!animtime
value=105
ctrl=1


;---TARGET---
[Statedef 7010]
type=S
movetype = H
physics = N
velset = 0,0
sprpriority = -2

[State 7002, ishelper]
type = selfstate
trigger1 = ishelper
value = prevstateno

[State 7002, anim]
type = changeanim2
trigger1 = !time
value = 7002

[State 7002, camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 7002, spr]
type = sprpriority
trigger1 = time=0
value = -5

[State 7002, spr]
type = sprpriority
trigger1 = time=35
value = 1




[State 7002, 6]
type = SelfState
trigger1 = animelem = 20
ctrl = 1
value = 5070


[Statedef 1114102]
type = L
movetype = H
physics = C
velset = 0,0
sprpriority = 0

[State 1114102, pos]
type = posset
trigger1 = 1
y = 0

[State 1114102, end]
type = selfstate
trigger1 = 1
value = ifelse(alive,5120,5150)


============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB        BATSMOG-HYPER          BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB          BEATDOWN             BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
;;---------------------------------------------------------------------------
 /|    |\  /|    |\
( ;Smoke Greanede  )
 \|      \/      |/
[Statedef 10021]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 2660
sprpriority = 2

[State 41101, snd]
type=playsnd
trigger1=animelem=1
value=10,1

[State 291, superpause]
type = SuperPause
trigger1 = time = 14
time = 40
anim = -1
sound = -1
pos = 10,-55
darken = 1
poweradd = -1000



[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 11977
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = facing = 1
trigger1 = AnimElem = 1
anim = 10000
ID = 10000
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = facing = -1
trigger1 = AnimElem = 1
anim = 10001
ID = 10001
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 1 || palno = 2)
trigger1 = AnimElem = 1
anim = 10005
ID = 10005
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 3 || palno = 6 || palno = 9 || palno = 12)
trigger1 = AnimElem = 1
anim = 10556
ID = 10556
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 4)
trigger1 = AnimElem = 1
anim = 10554
ID = 10554
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1



[State 3000, superportrait]
type = Explod
trigger1 = (palno = 5)
trigger1 = AnimElem = 1
anim = 10553
ID = 10553
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 7)
trigger1 = AnimElem = 1
anim = 10555
ID = 10555
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = (palno = 10)
trigger1 = AnimElem = 1
anim = 10550
ID = 10550
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 8)
trigger1 = AnimElem = 1
anim = 10551
ID = 10551
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = (palno = 11)
trigger1 = AnimElem = 1
anim = 10552
ID = 10552
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
anim = 99999
ID = 99999
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
anim = 52000
ID = 52000
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1


[State 1050, HitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 0, Grenade Helper]
type = Helper
Triggerall = numhelper(11135) = 0
trigger1 =  AnimElem = 2
helpertype = normal
name = "Grenade"
ID = 11135
pos = 60,-80
postype = P1
facing = 1
stateno = 11135
size.xscale = 0.8
size.yscale = 0.8
priority = -2
ownpal = 0


[State 0, 1]
type = ChangeState
trigger1 =numhelper(11135) = 1
trigger1 = helper(11135),movehit
ctrl = 1
value = 10221

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

[Statedef 10221]
type    = s
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 10221
sprpriority = 2

[State 1050, HitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 0, smoke]
type = explod
trigger1 = time = 0
anim=1057
ID=1057
pos = 160,150
sprpriority=1
removetime = 450
postype=left
bindtime = -1
removeongethit = 1
supermovetime = 999999
pausemovetime = 999999

[State 1000, fx]
type = Explod
trigger1 = AnimElem = 8
anim=10041
ID=10041
pos = 18,80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = 21
scale = 1,1
sprpriority = 1

[State 3050, 10]
type = Explod
trigger1 = time = 0
anim = 32711
pos = 0,0
postype = back
supermove = 1
facing = 1
bindtime = 700
sprpriority = -2
removetime = 630
scale = 1.1,1.1
ID = 32711
removeongethit = 1
pausemovetime = 9999999
ownpal = 1

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = 5


[State 3510, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S44,5

[State 3510, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S44,13





[State 4889, 1]
type = Velset
trigger1 = AnimElem = 10
x = 35
y = 0

[State 0, VelSet] ;Stop in front of opponent
type = VelSet
trigger1 = p2statetype != A ;when opponent isn't jumping
trigger1 = p2bodydist x <= 10 ;When 20 pixles in front of the opponent
x = 0
y = 0

[State 0, 1]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 10222

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

[Statedef 10222]
type    = s
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 10222
sprpriority = 4

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = 5


[State 190,sound]
type = Playsnd
trigger1 = AnimElem = 3
value = 44,19

[State 1410, 1]
type = SprPriority
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
value = -1

[State 1410, 1]
type = SprPriority
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 11
trigger6 = AnimElem = 13
trigger7 = AnimElem = 15
trigger8 = AnimElem = 17
trigger9 = AnimElem = 19
trigger10 = AnimElem = 21
value = 5



[State 1050, HitBy]
type = NotHitBy
trigger1 = 1
value = SCA[State 1050, HitBy]
type = NotHitBy
trigger1 = 1
value = SCA


[State 4889, 1]
type = Velset
trigger1 = AnimElem = 28
x = 35
y = 0

[State 4889, 1]
type = Velset
trigger1 = AnimElem = 29
x = 0
y = 0

[State 2320, turn]
type = Turn
trigger1 = AnimElem = 32

[State 0, PlaySnd]
type = PlaySnd
trigger1= animelem =22
trigger2= animelem =23
trigger3= animelem =24
trigger4= animelem =25
trigger5= animelem =26
trigger6= animelem =35
trigger7= animelem =36
trigger8= animelem =37
trigger9= animelem =38
trigger10= animelem =39
value = 2,2

[State 781, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 26
value = -70

[State 781, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 39
value = -70




[State 1000, fx]
type=explod
trigger1= animelem =22
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -15, -35
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1= animelem =23
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -10, -55
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1= animelem =24
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -20, -75
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1= animelem =25
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -30, -85
bindtime=-1
removeongethit=0
ownpal=0


[State 1000, fx]
type=explod
trigger1= animelem =26
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -10, -55
bindtime=-1
removeongethit=0
ownpal=0



[State 1000, fx]
type=explod
trigger1= animelem =35
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -10, -55
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1= animelem =36
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -10, -35
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1= animelem =37
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -30, -85
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1= animelem =38
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -20, -75
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1= animelem =39
anim=8820
ontop = 1
sprpriority = 5
postype=p2
pos = -10, -555
bindtime=-1
removeongethit=0
ownpal=0





[State 0, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 8810

;---------------------------------------------------------------------------
; Headbutt Throw Trigger
[Statedef 8810]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 750
sprpriority = 2

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
priority = 1, Miss
sparkno = -1
hitsound = s3,1
guardsound = S3,0
sprpriority = 1
p1stateno = 8815
p2stateno = 816
guard.dist = 0
fall = 1
ID = 800

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Headbutt
[Statedef 8815]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
pos = 27, -9

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = MAF
hitsound = 5, 4
priority = 1, Miss
damage = 78
sprpriority = 1
guard.dist = 0
fall = 1
chainID = 800
pausetime = 8,7
sparkxy = -10,-100
guard.sparkno = S8840
sparkno = S8820
hitsound   = s2,2
guardsound = s3,0
animtype = Back
ground.type = High
air.velocity = -5,-3
snap = 38, 0
p1stateno = 10088
p2stateno = 817

[State 2250,snda]
type = PlaySnd
trigger1 = animelem = 1
value = 9999,7

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;;---------------------------------------------------------------------------
 /|    |\  /|    |\
(;Grappling Hook up)
 \|      \/      |/

[Statedef 10088]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 10028
ctrl = 0
sprpriority = 2

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 2250,snda]
type = PlaySnd
trigger1 = animelem = 5
value = 44,5

[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 100288
ctrl = 1

;---------------------------
[Statedef 10029]
type    = A
movetype= I
physics = A
juggle  = 4
poweradd= 110
velset = 0,0
anim = 10029
ctrl = 0
sprpriority = 2

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3


[State 1010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 100288
ctrl = 1
;---------------------------
; Head Stomp 2 - Going Up!
[Statedef 100288]
type    = A
movetype= I
physics = N
juggle  = 4
poweradd= 0
velset = 0,0
anim = 100280
ctrl = 0
sprpriority = 2

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 10045, 0]
type = ScreenBound
trigger1 = 1
movecamera = 0

[State 10045, 1]
type = VelSet
trigger1 = 1
y = -10.5

[State 10045, Stomp]
type = ChangeState
trigger1 = Screenpos Y < -25
value = 10055

[State 10045, NoPush]
type = PlayerPush
trigger1 = 1
value = 0

;--------------------------
; Head Stomp 3 - Stomp!
[Statedef 10055]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
velset = 0,5
anim = 4110
ctrl = 0
sprpriority = 2

[State 10050, 0]
type = PosAdd
trigger1 = Time = 0
x = P2Dist X

[State 10045, 0]
type = ScreenBound
trigger1 = 1
movecamera = 0

[State 0, Listras2]
type = Explod
trigger1 = 1
anim = 9828
ID = 8603
pos = -20,120
postype = back
vel = 8,0
accel = 2,0
random = 0,200
removetime = -2
scale = 1,0.10
supermovetime = 9999999
pausemovetime = 9999999
ontop = 1
ownpal = 1
removeongethit = 1
supermove = 1
sprpriority = -3

[State 10050, 1]
type = HitDef
trigger1 = Time = 1
attr = S, SA
animtype  = Med
damage    = 52, 4
priority  = 5
guardflag = MA
pausetime = 4,8
guard.sparkno = S8840
sparkno = S8820
sparkxy = 0,-48
hitsound   = s2,2
guardsound = s3,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-2
airguard.velocity = -4,-4.5
p2facing = 1

[State 10050, Bounce]
type = ChangeState
trigger1 = MoveContact
value = 105


;P2 Custom Statedef
[Statedef 8178]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0



[State 10210, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 10210, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010


[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 2320, turn]
type = Turn
trigger1 = time = 60


[State 10210, 3]
type = Selfstate
trigger1 = time = 95
value = 0
ctrl = 1

;------------------------------
;Grenade Helper
[Statedef 11135]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
anim = 11135
velset = 15,0
sprpriority = 5


[State 0,s1]
type = PlaySnd
trigger1 = Time = 20
value = 44,1

[State 0,s2]
type = PlaySnd
trigger1 = Time = 30
value = 44,1


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

[State 210]
type = HitDef
trigger1 = Time = 0;AnimElem <= 15
attr = S, SA
ID = 11135
animtype  = Medium
damage    = 80, 20
hitflag = MF        ;HLAFD+-
guardflag = M
pausetime = 2,9
sparkno = s8810
guard.sparkno = s8840
sparkxy = 25,-4
hitsound   = S2,0
guardsound = S3,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -1, -2
envshake.time =  5
envshake.freq = 5
envshake.ampl = 5
envshake.phase = 5
kill = 0
p2stateno = 8717

[state 5355, 1]
type = hitoverride
trigger1 = 1
time = -1
attr= SCA,AA,AP,AT
stateno = 52001
ignorehitpause = 1





[State 0,1]
type = ChangeAnim
triggerall = anim != 111366
pos = -10, 20
trigger1 = MoveHit || MoveGuarded
trigger2 = AnimTime = 0
value = 111366


[State 0,snd]
type = PlaySnd
trigger1 = MoveHit = 1
value = 44,3



[State 0,1]
type = VelSet
trigger1 = 1
x = 3

[State 0,1]
type = VelMul
trigger1 = Pos Y > 0
y = -0.6

[State 0,1]
type = VelAdd
trigger1 = Pos Y > 0
x = -1
y = -1

[State 0, Destroy]
type = DestroySelf
trigger1 = AnimTime = 0

;P2 Custom Statedef
[Statedef 8717]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 10210, 1]
type = Changeanim
trigger1 = animexist(5300)
trigger1 = anim != 5300
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 5300

[State 10210, 2]
type = Changeanim2
trigger1 = !animexist(5300)
trigger1 = anim != 9010
trigger1 = Vel Y = 0
trigger1 = statetype != A
value = 9010

[State 1050, HitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 340
value = , NA, NP
time = 111


[State 2320, turn]
type = Turn
trigger1 = time = 300

[State 9010, 034.1]
type = PosSet
trigger1 = p2stateno =[0,9999]
Y = 0

[State 9010, 034.12]
type = VELSet
trigger1 = p2stateno =[0,9999]
Y = 0


[State 10210, 3]
type = changestate
trigger1 = time = 485
value = 816
ctrl = 0



