============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB          ;MODALITIES          BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

;Batman JLU
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger1 = (palno = 1 || palno = 2 || palno = 4 || palno = 5)
trigger1 = p2name != "superman"
trigger1 = p4name != "superman"
value = 0

;Batman TAS
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger1 = (palno = 3 || palno = 6 || palno = 12)
trigger1 = p2name != "superman"
trigger1 = p4name != "superman"
value = 1

;Batman TDK
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 2 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger1 = (palno = 8 || palno = 9)
trigger1 = p2name != "superman"
trigger1 = p4name != "superman"
value = 2

;Batman 60
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 3 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger1 = (palno = 10)
trigger1 = p2name != "superman"
trigger1 = p4name != "superman"
value = 3

;Batman FIRST
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 4 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger1 = (palno =7)
trigger1 = p2name != "superman"
trigger1 = p4name != "superman"
value = 4

;Batman Movie
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 7 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger1 = (palno = 11)
trigger1 = p2name != "superman"
trigger1 = p4name != "superman"
value = 7

;Batman K
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 8 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger1 = (p2name = "superman" || p4name = "superman")
value = 8


[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050


[State 0, afterimage]
type = AfterImage
triggerall = p2name = "superman" || p4name = "superman"
trigger1 = AnimElem = 1
time = 9999
PalBright   =  0,0,0;320, 320, 320
PalContrast =  120,250,120;0, 0, 0
PalAdd      =  0,0,0;80,80,100
PalMul      = .52,1,.52;.50,.50,.50
trans = Add

[State 99, Darken]
type = BGPalfx
triggerall = p2name = "superman" || p4name = "superman"
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 9999
mul = 150,150,150
add = 5,5,5
invertall = 0


[State 99, Darken]
type = BGPalfx
triggerall = PalNo = 9
trigger1 = AnimElem = 1
ignorehitpause = 1
time = 9999
mul = 50,50,50
add = 7,7,7
invertall = 0



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


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

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

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0  &&  (palno = 1 || palno = 2 || palno = 4 || palno = 5)
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0 &&  (palno = 1 || palno = 2 || palno = 4 || palno = 5)
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0 &&  (palno = 3 || palno = 6 || palno = 7 || palno > 8)
trigger1 = Anim != 22 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 22

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0 &&  (palno = 3 || palno = 6 || palno = 7 || palno = 10 || palno > 11)
trigger1 = Anim != 23 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 23

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0  &&  (palno = 8)
trigger1 = Anim != 24 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 24

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0 &&  (palno = 8 || palno = 11)
trigger1 = Anim != 25 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 25



;---------------------------------------------------------------------------
;BATMAN calls ROBIN
[statedef 292]
type    = s
movetype= i
physics = n
poweradd= -1400
anim = 292
ctrl = 0

[state 8000, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[state 8000, 1]
type = poweradd
trigger1 = time = 0
value = -500

[state 8000, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = 1
trigger1 = numhelper(8000) = 0
helpertype = normal
name = "black cat"
id = 8000
postype = left
facing = 1
pos = 0,-60
stateno = 8001
keyctrl = 0
ownpal = 1

[state 8000, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = -1
trigger1 = numhelper(8000) = 0
helpertype = normal
name = "black cat"
id = 8000
postype = right
facing = -1
pos = 0,-60
stateno = 8001
keyctrl = 0
ownpal = 1

[state 8999, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 8999, end2]
type = changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x <= 100
value = 0
ctrl = 1

[state 8999, end3]
type = changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x > 100
value = 1

;---------------------------------------------------------------------------
;ROBIN jump into the screen!!
[statedef 8001]
type    = a
movetype= a
physics = n
velset = 3,-5
ctrl = 0
anim = 2922

[state 8001, 1]
type = hitoverride
trigger1 = time = 0
attr = sca, aa, ap, at
stateno = 8005
time = -1

[state 8001, 1]
type = playerpush
trigger1 = time >= 0
value = 1

[state 8001,2]
type = playsnd
trigger1 = time = 7
value = 1,4
persistent = 0
volume = -80

[state 8001, 3]
type = sprpriority
trigger1 = time = 0
value = 2

[state 8001, 2]
type = veladd
trigger1 = time >= 0
y = .45

[state 8001, 3]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
trigger1 = random >= 500
value = 3000
ctrl = 0

[state 8001, 3]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 3000
ctrl = 0



;--------------------------------------
; ROBIN HYPER BEATDOWN by: Alexiq
[statedef 3000]
type = U
movetype = a
physics = n
anim = 3000
velset = 0,0
ctrl = 0

[state 3300, 2]
type = superpause
trigger1 = time = 1
time = 10
movetime = 8
anim = -1
sound = 20, 0
pos = -3, -55
darken = 0



[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 4532
postype = p1
pos = 0,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 4533
postype = p1
pos = 0,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, GROUNDFLASH]
type = Explod
trigger1 = animelem = 1
anim = 6666
postype = p1
pos = -19,0
ownpal = 1
sprpriority = 5
supermovetime = 40



[state 3000, pa]
type=poweradd
trigger1= time = 25
value=-1000


[state 3000, vel]
type = velset
trigger1 = animelem = 4
x = 5

[state 3000, 1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < -5

[state 3000, 2]
type = playsnd
trigger1 = time=9
value = 3000, 0

[state 3000, 1]
type = playsnd
trigger1 = time=0
value = 3000, 1
channel = 0

[state 3000, 2]
type = playsnd
trigger1 = animelem =3
value = 3000, 4



[state 3000, 2]
type = playsnd
trigger1 = time = 58
trigger2 = time= 67
trigger3 = time= 86
trigger4 = time= 92
trigger5 = time= 109
trigger6 = time= 122
trigger7 = time= 138
trigger8 = time= 116
trigger9 = time= 116
trigger10 = time= 116
trigger11 = time = 60
trigger12 = time= 69
trigger13 = time= 88
trigger14 = time= 94
trigger15 = time= 111
trigger16 = time= 124
trigger17 = time= 140
trigger18 = time= 77
trigger19 = time= 114
trigger20 = time= 79
trigger21 = time= 116
trigger22 = time= 116
value = 450, 3
channel = 1

; DCvM hyper portrait/BG
[State 3100, superportrait]
type = Explod
trigger1 = animelem = 6
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -111
ownpal = 1

[State 3100, portraitBG]
type = Explod
trigger1 = animelem = 6
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -211
ownpal = 1



[State 3100, Hyper Explode]
type = Explod
trigger1 = animelem = 6
anim = 4532
postype = p1
pos = 0,-90
ownpal = 1
sprpriority = 511
supermovetime = 40

[State 3100, Hyper Circle]
type = Explod
trigger1 = animelem = 6
anim = 4533
postype = p1
pos = 0,-90
ownpal = 1
sprpriority = 511
supermovetime = 40

[State 3100, GROUNDFLASH]
type = Explod
trigger1 = animelem = 6
anim = 6666
postype = p1
pos = -19,0
ownpal = 1
sprpriority = 511
supermovetime = 40


[State 3000, superBG]
type = Helper
trigger1 = AnimElem = 3
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1


[State 3900, 1]
type = Explod
trigger1 = animelem = 10
trigger2 = animelem = 15
trigger3 = animelem = 20
trigger4 = animelem = 27
trigger5 = animelem = 32
trigger6 = animelem = 38
trigger7 = animelem = 45
anim = 940
pos = 0,0
supermove = 1
facing = 1
bindtime = 700
sprpriority = 5
scale = .5,.5
ownpal = 1

[state 3000, 4]
type = velset
trigger1 = time = 40
x = 5

[state 3000, 4]
type = velset
trigger1 = animelem = 50, >=0
x = 0

[state 3000, 4]
type =  hitdef
trigger1 = animelem = 8
trigger2 = animelem = 14
trigger3 = animelem = 20
trigger4 = animelem = 25
trigger5 = animelem = 33
trigger6 = animelem = 49
trigger7 = animelem = 45
trigger8 = animelem = 52
postype = p1
ownpal = 1
velocity = 0, 0
attr = s, ha
damage = 60, 10
pausetime = 9,15
sparkxy = 0,-floor(random/10)
hitflag = maf
guarDFlag = ma
hitsound = s2,1
guardsound = 6, 0
sparkno = s8820
guard.sparkno = s8840
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
guard.velocity = -11
airguard.velocity = -5,-1
air.type = low
air.velocity = -10,-2
down.velocity = -2,-7
down.hittime = 20
animtype  = heavy
getpower = 0,0
givepower = 15,8
p2facing=1
envshake.time = 50

[state 3000, 4]
type =  hitdef
trigger1 = animelem = 45
postype = p1
ownpal = 1
velocity = 0, 0
attr = s, ha
damage = 35-floor(0.5*var(13)),10
pausetime = 9,15
animtype  = heavy
sparkxy = 0,-floor(random/10)
hitflag = maf
guarDFlag = ma
hitsound = s2,0
guardsound = 6, 0
sparkno = s8820
guard.sparkno = s8840
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
guard.velocity = -11
airguard.velocity = -5,-1
air.type = low
air.velocity = -10,-2
down.velocity = -2,-7
down.hittime = 20
getpower = 0,0
givepower = 15,8
p2facing=1
fall = 1
envshake.time = 50



[State 3900, 1]
type = Explod
trigger1 = AnimElem = 56
anim = 3160
pos = 10,-100
supermove = 1
facing = 1
bindtime = 700
sprpriority = 5
scale = 1,1
removeongethit = 1
pausemovetime = 9999999
ownpal = 1

[state 3000, 5]
type = ChangeState
trigger1 = animtime = 0
value = 8996


;-----------------------------------------------------------------------
;-----------------------------------------------------------------------
; exits
[Statedef 8996]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 8996



[State 8996, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State 8996, 3]
type = DestroySelf
trigger1 = Time = 18



;---------------------------------------------------------------------------
;BATMAN calls SUPERMAN
[statedef 293]
type    = s
movetype= i
physics = n
poweradd= -1400
anim = 292
ctrl = 0
sprpriority = 2

[state 8000, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0

[state 8000, 1]
type = poweradd
trigger1 = time = 0
value = -500

[state 8000, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = 1
trigger1 = numhelper(2933) = 0
helpertype = normal
name = "superman"
id = 8000
postype = left
facing = 1
pos = 0,-60
sprpriority = -2
stateno = 2933
keyctrl = 0
ownpal = 1

[state 8000, 1]
type = helper
trigger1 = time = 0
trigger1 = Facing = -1
trigger1 = numhelper(2933) = 0
helpertype = normal
name = "superman"
id = 2933
postype = right
facing = -1
pos = 0,-60
sprpriority = -2
stateno = 2933
keyctrl = 0
ownpal = 1

[state 8999, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[state 8999, end2]
type = changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x <= 100
value = 0
ctrl = 1

[state 8999, end3]
type = changestate
trigger1 = animtime = 0
trigger1 = p2bodydist x > 100
value = 1


;---------------------------------------------------------------------------
;SUPERMAN jump into the screen!!
[statedef 2933]
type    = a
movetype= a
physics = n
velset = 3,-5
ctrl = 0
anim = 2923
sprpriority = -2


[State 2933, fx]
type = helper
trigger1 = time = 0
helpertype = Normal
id = 29555
pos = 55, 0
postype = P1
stateno = 29555
ownpal = 1
sprpriority = -3
bindtime = -1

[state 8001, 1]
type = hitoverride
trigger1 = time = 0
attr = sca, aa, ap, at
stateno = 8005
time = -1

[state 8001, 1]
type = playerpush
trigger1 = time >= 0
value = 1

[state 8001,2]
type = playsnd
trigger1 = time = 0
value = 8,0
persistent = 0
volume = -80

[state 8001, 3]
type = sprpriority
trigger1 = time = 0
value = 2

[state 8001, 2]
type = veladd
trigger1 = time >= 0
y = .45

[state 8001, 3]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
trigger1 = random >= 500
value = 2934
ctrl = 0

[state 8001, 3]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 2934
ctrl = 0


;---------------------------------------------------------------------------
; SUPERMAN (begin)    by: Jhonny DC
[Statedef 2934]
movetype= A
physics = N
velset = 0,0
anim = 2924
ctrl = 0
sprpriority = -2


[State 3100, Super A]
type = SuperPause
trigger1 = AnimElem = 6
pos = 6,-100
anim = -1
sound = 20, 0
poweradd = -1000




; DCvM hyper portrait/BG
[State 3100, superportrait]
type = Explod
trigger1 = animelem = 6
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermovetime = 40
pausemovetime = 40
sprpriority = -111
ownpal = 1

[State 3100, portraitBG]
type = Explod
trigger1 = animelem = 6
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -211
ownpal = 1



[State 3100, Hyper Explode]
type = Explod
trigger1 = animelem = 6
anim = 4532
postype = p1
pos = 0,-90
ownpal = 1
sprpriority = 511
supermovetime = 40

[State 3100, Hyper Circle]
type = Explod
trigger1 = animelem = 6
anim = 4533
postype = p1
pos = 0,-90
ownpal = 1
sprpriority = 511
supermovetime = 40

[State 3100, GROUNDFLASH]
type = Explod
trigger1 = animelem = 6
anim = 6666
postype = p1
pos = -19,0
ownpal = 1
sprpriority = 511
supermovetime = 40

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = 181,0

[State 3100, Width]
type = Width
trigger1 = AnimElem = 6, >= 0
value = 15,0



[State 3100, Super B]
type = AfterImage
trigger1 = AnimElem = 2, = 1
time = 2

[State 3100, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(6) >= 1 && Time < 60
time = 2

[State 3100, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 12

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(6) >= 0 && Time < 30
value2 = C, NA
time = 1

[State 3100, VelSet]
type = Velset
trigger1 = AnimElem = 6, = 0
y = -1

[State 3100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6, >= 0
type = A
physics = N

[State 3100, VelSet]
type = VelMul
trigger1 = AnimElem = 6, > 0
y = .98

[State 3100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 2935

;---------------------------------------------------------------------------
; SUPERMAN Super (attacking)
[Statedef 2935]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 2935
sprpriority = -2

[State 1000, fx]
type=explod
trigger1= time = 0
anim=2926
ID=2926
sprpriority=-11
postype=p1
bindtime=-1
removetime = 75
ownpal=0

[State 3101, 1]
type = PlaySnd
trigger1 = Time = 0
value = 44, 11

[State 3101, 2]
type = Explod
trigger1 = Time = 0
anim = 3103
sprpriority = -2

[State 3101, 3]
type = Projectile
trigger1 = Time % 8 = 0
ProjID = 7001
projanim = 7001
projhitanim = 7001
projremovetime = 1
offset = 0,0
velocity = 0,0
attr = S, HP
damage    = 20,4
getpower  = 0
givepower = 40
guardflag = MA
animtype  = Medium
pausetime = 0,12
sparkno = S372
guard.sparkno = S8840
sparkxy = floor(P2Dist X+Random/20)-25,floor(P2Dist Y - Random/12)
hitsound   = S44,10
guardsound = S6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1




[State 3101, 3]
type = Projectile
trigger1 = Time % 8 = 4
ProjID = 7001
projanim = 7001
projhitanim = 7001
projremovetime = 1
offset = 0,0
velocity = 0,0
attr = S, HP
damage    = 20,4
getpower  = 0
givepower = 40
guardflag = MA
animtype  = Medium
pausetime = 0,12
sparkno = S372
guard.sparkno = S8840
sparkxy = floor(P2Dist X+Random/20)-25,floor(P2Dist Y - Random/12)
hitsound   = S44,10
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3
Palfx.time = ifelse(P2StateType = A , 40 ,30)
Palfx.add = 210,10,-200
Palfx.mul = 200,200,200
Palfx.sinadd = 60,40,50,20
Palfx.color = 0
palfx.invertall = 1

[State 3101, 2]
type = Explod
trigger1 = Time = 0
anim = 3103
sprpriority = -2

[State 3101, 2]
type = AssertSpecial
trigger1 = 1
flag = noFG

[State 3101, 2]
type = BGPalFX
trigger1 = 1
time = 1
mul = 100,100,100
add = 40,-100,-100


[State 3101, 4]
type = ChangeState
trigger1 = animtime = 0
value = 8896


;-----------------------------------------------------------------------
;-----------------------------------------------------------------------
; exits
[Statedef 8896]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 8896



[State 8996, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State 8996, 3]
type = DestroySelf
trigger1 = Time = 18
;-----------------------------------------------------------------------
;-----------------------------------------------------------------------
[Statedef 29555]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 2925
sprpriority = -3

[State 29555, 1]
type = bindtoparent
trigger1 = time >= 0
pos = 0,0

[State 29555, 1]
type = velset
trigger1 = time >= 0
x = 0
y = 0



[state 29555, 12]
type = destroyself
trigger1 = time = 118



