============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB       ;HYPER BATMOBILE        BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB         ;BATMAN TAS           BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================


[Statedef 3300]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 10033
velset = 0




[State 291, 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 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 9,0



[State 3300, 2]
type = Projectile
ProjID = 3300
trigger1 = AnimElem = 7
projanim = 11113
projhitanim = 1054
projremanim = 1054
projcancelanim = 11133
velocity = 8,0
offset = 50,-70
; HitDef
attr = S,SP
hitflag = MF        ;HLAFD+-
guardflag = M         ;HLA
animtype = medium
ProjID = 3300
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 40,5
pausetime = 4,4
sparkno = s1054
guard.sparkno = s911
hitsound = S5100,5
guardsound = S8000,6
ground.type = Low
kill = 0
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -6,0
air.velocity = -2,-2
p1stateno = 3329
p2stateno = 3331





[State 3000, superBG]
type = Helper
trigger1 = time = 0
name = "Super BG"
ID = 8008
stateno = 8008
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1

[State 4010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 3331]
type    = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1410, 1]
type = SprPriority
trigger1 = time = 0
value = 1



[State 850, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 11144


[State 850, 1]
type = screenbound
trigger1 = 1
value = 1

[State 882, SelfState]
type = changeState
trigger1 = Time = 50
value = 33331
ctrl = 0

[Statedef 33331]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0
sprpriority = 2

[State 1410, 1]
type = SprPriority
trigger1 = time = 0
value = 1


[State 850, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5099


[State 850, 1]
type = screenbound
trigger1 = 1
value = 1

[State 882, SelfState]
type = changeState
trigger1 = Time >= 250
value = 33332
ctrl = 0


[Statedef 33332]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0
sprpriority = 2

[State 1410, 1]
type = SprPriority
trigger1 = time = 0
value = -6


[State 850, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5300


[State 850, 1]
type = screenbound
trigger1 = 1
value = 1

[State 882, SelfState]
type = SelfState
trigger1 = Time >= 800
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
;
;---------------------------------------------------------------------------
[Statedef 3329]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim=33556
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 = 5


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

[state 700,blur]
type = afterimage
trigger1 = AnimElem = 3
length = 22;100
PalBright   =  0,0,0;320, 320, 320
PalContrast =  120,120,220;0, 0, 0
PalAdd      =  0,0,0;80,80,100
PalMul      = 1,1,1;.50,.50,.50
TimeGap  = 1
FrameGap = 4
Trans = Add
time = 24

[State 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 44,7


[State 182]
type = velset
trigger1 = AnimElem = 3
x = 2

[State 1000, End]
type = Changeanim
triggerall = animelem = 3, >=0
triggerall = AnimElem = 4, <0
trigger1 = movehit
trigger2 = moveguarded
value = 33556
elem = 2

[State 182]
type = veladd
trigger1 = AnimElem = 3, >=0
trigger1 = vel x < 12
trigger1 = AnimElem = 7, <0
x = 0.2

[State 182]
type = veladd
triggerall = vel x > 0
trigger1 = AnimElem = 7, >=0
trigger2 = AnimElem = 8, >=0
x = -0.2


[State 250 , 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[state 250, 2]
type = playsnd
trigger1 = time = 1
value = 1, 2

[State 250, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 72,1
animtype = High
guardflag = MA
hitflag = MA
priority = 4, Hit
pausetime = 5,5
sparkno = s8830
sparkxy = -15,-89
guard.sparkno = s8840
hitsound = S2, 2			;Sound to play on hit
guardsound = S3, 0
ground.type = High
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -8,0
air.type = Low
air.hittime = 5
air.velocity = -7,0
kill = 0
p2stateno = 33331



[State 3203, end]
type = ChangeState
trigger1 = Animtime = 0
value = 3330

;---------------------------------------------------------------------------
;Call batmobile
[Statedef 3330]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 1023
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 = 5



[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9999,8
volume = 100
channel = 8


[State 0, ]
type = ChangeState
trigger1 = time = 45
value = 3301
ctrl = 0



;---------------------------------------------------------------------------
;BatGrapple
;---------------------------------------------------------------------------
[Statedef 3301]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3355
ctrl = 0
sprpriority = 2

[State 3205, grapplefx]
type = PlaySnd
trigger1 = time = 28
value = 44,5
channel = 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 850, 1]
type = ChangeAnim
trigger1 = time = 30
value = 33566

[State 3205, Grapplefx]
type = PlaySnd
trigger1 = time = 30
value = 8,0

[State 3000, Hyper Dust]
type = Explod
trigger1 = time = 30
anim = 1066
postype = p1
pos = 0,20
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3205, Grapplefx]
type = PlaySnd
trigger1 = time = 39
value = 1150,0

[State 3205, T]
type = EnvShake
trigger1 = time = 39
freq = 50
ampl = 2
time = 22
persistent = 1
ignorehitpause = 1

[State 3205, 2]
type = ScreenBound
trigger1 = Animelem = 8,>= 0
value = 0
movecamera = 0,0

[state 3205, AssertSpecial]
type = AssertSpecial
trigger1 = Animelem = 8,>= 0
flag = NoShadow

[State 3205, grapplefx]
type = PlaySnd
trigger1 = time = 48
value = 9,11
channel = 1

[State 3205, capefx]
type = PlaySnd
trigger1 = time = 51
value = 9,11





[State 3205, 2]
type = ChangeState
triggerall = Time >= 125
trigger1 = palno != 11
trigger1 = palno != 8
value = 3605

[State 3205, 2]
type = ChangeState
triggerall = Time >= 125
trigger1 = (PalNo = 11)
value = 4605

[State 3205, 2]
type = ChangeState
triggerall = Time >= 125
trigger1 = (PalNo = 8)
value = 4606



;---------------------------------------------------------------------------
; batmobile Hyper
;---------------------------------------------------------------------------
[Statedef 3301]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2001
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 = 5



[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 400
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 3600, PosSet]
type = PosSet
trigger1 = AnimElem = 1
x = 0
y = 0

[State 0, ]
type = ScreenBound
trigger1 = 1
value = 50



;---------------------------------------------------------------------------
; batmobile Hyper

[State 3600, StateTypeSet]
type = StateTypeSet
trigger1 = time = 12
statetype = A
movetype = A
physics = N

[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 3600, PosSet]
type = PosSet
trigger1 = AnimElem = 12
x = IfElse(Facing=1,-400,720)
y = 0

[State 3600, screenbound]  ; don't move the camera to follow
type = ScreenBound
trigger1 = Alive
value = 0
movecamera = 0,0

[State 3600, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 3605

; batmobile -- first fly-by
[StateDef 3605]
type    = S
movetype= A
physics = N
anim = 33605
velset = 13.5,0
sprpriority = 5

[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 3600, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = AnimElem = 1
x = -350
y = -10

[State 3600, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = AnimElem = 1
x = 350
y = -10



[State 0,sound]
type = Playsnd
trigger1 = time = 0
value = 500,3

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33606
ID =  33606
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33608
ID =  33608
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0







[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 36605
ID =  36605
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 36606
ID =  36606
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 3605, HitOverride]
type = HitOverride
trigger1 = AnimTime < 0
attr = SCA, AA, AT, AP
slot = 0
time = 1
forceair = 1

[State 3605, screenbound]  ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
value = 0
movecamera = 0,0



[State 3605, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0


[State 10001, flash]
type = allpalfx
add = 300, 300, 300
trigger1 = time = 49
time = 25


[State 3605, changestate]
type = ChangeState
trigger1 = time = 50
value = 3610


; batmobile -- 2nd fly-by
[StateDef 3610]
type    = S
movetype= A
physics = N
anim = 3605
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 = 5


[State 3000, Hyper Dust]
type = Explod
trigger1 = AnimElem = 15
anim = 10413
postype = p1
pos = -135,20
ownpal = 1
sprpriority = 5
supermovetime = 40



[State 3600, PosSet]
type = PosSet
trigger1 = time = 0
trigger1 = facing = 1
x = 0
y = -10

[State 3600, PosSet]
type = PosSet
trigger1 = animelem = 21
trigger1 = facing = -1
x = 10
y = -10


[State 3300, playsnd1]
type = PlaySnd
trigger1 = animelem = 14
value = 201,1
channel = -1

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33607
ID =  33607
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 375
vel = 0,0
accel = 0,0
random = 0,0
removetime = 375
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33609
ID =  33609
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 375
vel = 0,0
accel = 0,0
random = 0,0
removetime = 375
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3600, PosSet]
type = PosSet
trigger1 = AnimElem = 1
x = -10
y = -10




[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 36605
ID =  36605
pos = -175,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 10
anim = 36605
ID =  36605
pos = -150,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 20
anim = 36605
ID =  36605
pos = -125,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 30
anim = 36605
ID =  36605
pos = -100,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 40
anim = 36605
ID =  36605
pos = -75,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 50
anim = 36605
ID =  36605
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 60
anim = 36605
ID =  36605
pos = -25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 3200, Explod]
type = Explod
trigger1 = time = 70
anim = 36605
ID =  36605
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 80
anim = 36605
ID =  36605
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 90
anim = 36605
ID =  36605
pos = 75,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 100
anim = 36605
ID =  36605
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 3200, Explod]
type = Explod
trigger1 = time = 110
anim = 36605
ID =  36605
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 120
anim = 36605
ID =  36605
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 130
anim = 36605
ID =  36605
pos = -25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 75
vel = 0,0
accel = 0,0
random = 0,0
removetime = 75
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 36606
ID =  36606
pos = -175,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 10
anim = 36606
ID =  36606
pos = -150,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 20
anim = 36606
ID =  36606
pos = -125,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 30
anim = 36606
ID =  36606
pos = -100,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 40
anim = 36606
ID =  36606
pos = -75,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 50
anim = 36606
ID =  36606
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 60
anim = 36606
ID =  36606
pos = -25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 3200, Explod]
type = Explod
trigger1 = time = 70
anim = 36606
ID =  36606
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 80
anim = 36606
ID =  36606
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 90
anim = 36606
ID =  36606
pos = 75,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 100
anim = 36606
ID =  36606
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 3200, Explod]
type = Explod
trigger1 = time = 110
anim = 36606
ID =  36606
pos = 25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 120
anim = 36606
ID =  36606
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 130
anim = 36606
ID =  36606
pos = -25,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 75
vel = 0,0
accel = 0,0
random = 0,0
removetime = 75
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0





[State 3610, HitOverride]
type = HitOverride
trigger1 = AnimTime < 0
attr = SCA, AA, AT, AP
slot = 0
time = 1
forceair = 1


[State 3610, screenbound]  ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
movecamera = 0,0

[State 3610, playsnd1]
type = PlaySnd
trigger1 = Time = 0
value = 44,4
channel = -1


[State 3610, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0




[State 3600, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 3120
;----------------------------------------------------------------------
[Statedef 3620]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3620
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 = 5


[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 0

[State 3610, Turn]
type = Turn
trigger1 = Time = 0

[State 3610, HitOverride]
type = HitOverride
trigger1 = AnimTime < 0
attr = SCA, AA, AT, AP
slot = 0
time = 1
forceair = 1



[State 3600, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 3120

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;War Destroyer
[Statedef 3120]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 3120
ctrl = 0
sprpriority = 3

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9999,14

[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 3610, Turn]
type = Turn
trigger1 = Time = 0


[State 3121]
type = null;NotHitBy
trigger1 = 1
value = SCA


[State 3121]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 3121]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 3121]
type = PlaySnd
trigger1 = Time = 0
value = 3120,1





[State 3121]
type = PlaySnd
trigger1 = Time%7 = 0
value = 420,3


[State 3121]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = Time%7 = 0
damage = 0,0
attr = SA, HP
hitflag = MAF
guardflag = MA
projid = 3121
projanim = 23120+random%2
projshadow = -1
projheightbound = -370,100
projedgebound = 80
projstagebound = 80
projhitanim = 1026
projremanim = 1026
projmisstime = 0
projpriority = 4
projsprpriority = 5
remvelocity = 0,0
;givepower = 20,0
;getpower = 40,20
projhits = 1
projremove = 0
projremovetime = 120
pausetime = 4,7
velocity = 0,-7-random%3
;postype = p1;back
offset = -random%40 + random%40,-random%20
sparkno = S7410;(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-10
hitsound   = S8,0
guardsound = S3,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7
airguard.velocity = -7
air.type = Low
air.velocity = -3,-3
air.juggle = 0
;air.fall = 1
;down.hittime = 10
;fall.recover = 0
;fall = 0
;fall.animtype = Hard

[State 3121]
type = PlaySnd
trigger1 = Time%7 = 0
value = 0,111



[State 3121]
type = varset
trigger1 = Time = 0
var(3) = 0

[State 3121]
type = Varadd
trigger1 = Projhit3121 = 1, < 2
var(3) = 1

[State 3121]
type = ChangeState
trigger1 = Time = 70
value = 33128
ctrl = 0

[Statedef 33128]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = 33605
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 = 5


[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33606
ID =  33606
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 70
vel = 0,0
accel = 0,0
random = 0,0
removetime = 70
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33608
ID =  33608
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 70
vel = 0,0
accel = 0,0
random = 0,0
removetime = 70
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 3600, PosSet]
type = PosSet
trigger1 = time = 0
trigger1 = facing = -1
x = 40
y = -10

[State 3600, PosSet]
type = PosSet
trigger1 = time = 0
trigger1 = facing = 1
x = -40
y = -10


[State 10001, flash]
type = allpalfx
add = 300, 300, 300
trigger1 = time = 60
time = 25

[State 3121]
type = ChangeState
trigger1 = Time = 70
value = 33129
ctrl = 0



[Statedef 33129]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = -1
ctrl = 0
sprpriority = -50

[State 3121]
type = varset
trigger1 = Time = 0
var(3) = 0

[State 3121]
type = Varadd
trigger1 = Projhit33129 = 1, < 2
var(3) = 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 3121]
type = null;NotHitBy
trigger1 = 1
value = SCA


[State 3121]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 3121]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 3121]
type = null;HitDef
attr = S, HA
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = 18,2
animtype = Hard
priority  = 5, Hit
guardflag = MA
pausetime = 5,5
sparkxy = -10,-80
hitsound   = S9,4
guardsound = S3,0
guard.sparkno = S8840
sparkno = S8820
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -9,0
air.velocity = -9,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.velocity = -9
guard.velocity = -9
kill = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = 5,2
;p2stateno = 3031


[State 3121]
type = Projectile
trigger1 = Time%7 = 0
damage = 18,2
attr = SA, HP
hitflag = MAFD
guardflag = N
projid = 33129
projanim = 23125+random%2
projshadow = -1
projheightbound = -370,0
projedgebound = 80
projstagebound = 80
projhitanim = 1026
projremanim = 1026
projmisstime = 0
projpriority = 4
projsprpriority = 2
remvelocity = 0,0
;givepower = 20,0
;getpower = 40,20
projhits = 1
projremove = 0
projremovetime = 120
pausetime = 4,7
velocity = 0,7+random%3
postype = p2;back
offset = -random%40 + random%40,-240-random%20
sparkno = S7410;(8200+random%2)
guard.sparkno = S8430
sparkxy = -10,-70
hitsound   = S9,4
guardsound = S3,0
ground.type = High
kill = 0
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7,-7*(var(3) > 10)
airguard.velocity = -7
air.type = Low
air.velocity = -3,-9*(var(3) > 10)
air.juggle = 0
air.fall = var(3) > 10
;down.hittime = 10
fall.recover = 0
fall.recovertime = 48
fall = var(3) > 10
;fall.animtype = Hard



[State 3121]
type = ChangeState
trigger1 = Time = 70
value = 33130
ctrl = 0



[Statedef 33130]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
anim = -1
ctrl = 0
sprpriority = -50

[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 3121]
type = ChangeState
trigger1 = Time = 70
value = 3129
ctrl = 0
;---------------------------------------------------------------------------
;War Destroyer End
[Statedef 3129]
type    = S
movetype= A
physics = N
anim = 33605
sprpriority = 2
velset = 13.5,0


[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 0,sound]
type = Playsnd
trigger1 = time = 0
value = 500,3

[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 9999,15


[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33606
ID =  33606
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 33608
ID =  33608
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 36605
ID =  36605
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 3200, Explod]
type = Explod
trigger1 = time = 0
anim = 36606
ID =  36606
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 50
pausemovetime = 0
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 3600, PosSet]
type = PosSet
trigger1 = time = 0
trigger1 = facing = -1
x = 200
y = -10

[State 3600, PosSet]
type = PosSet
trigger1 = time = 0
trigger1 = facing = 1
x = -200
y = -10




[State 3605, HitOverride]
type = HitOverride
trigger1 = AnimTime < 0
attr = SCA, AA, AT, AP
slot = 0
time = 1
forceair = 1

[State 3605, screenbound]  ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
value = 0
movecamera = 0,0



[State 3605, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0


[State 10001, flash]
type = allpalfx
add = 300, 300, 300
trigger1 = time = 49
time = 25


[State 3129]
type = ChangeState
trigger1 = Time = 50
value = 104
ctrl = 1

; -- end
[StateDef 3621]
type    = A
physics = A
anim = 192

[State 3620, Turn]
type = Turn
trigger1 = Time = 0

[State 3620, VelSet]
type = VelSet
trigger1 = Time = 0
x = 6
y = -6

;------------------------------------------------------------------------------------------------------------
;Missle zone
[Statedef 23120]
type = S
movetype = I
physics = N
anim = 9800
ctrl = 0
sprpriority = -1
velset = 0,0
;movehitpersist = 1
;hitcountpersist = 1

[State 23120]
type = Explod
trigger1 = Time = 0
anim = 23130
ignorehitpause = 1
pos = 0,0
ownpal = 1
sprpriority = -3
bindtime = -1
;removetime = -1

[State 23120]
type = Explod
trigger1 = Time = 0
anim = 23130
ignorehitpause = 1
pos = 0,-254
ownpal = 1
sprpriority = -3
bindtime = -1
;removetime = -1


[State 23120]
type = Explod
trigger1 = Time = 12
anim = 23132
ignorehitpause = 1
pos = 0,0
ownpal = 1
sprpriority = -3
bindtime = -1
removetime = -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 23120]
type = Explod
trigger1 = Time = 12
anim = 23131
ignorehitpause = 1
pos = 0,-75
ownpal = 1
sprpriority = -3
bindtime = -1
removetime = -1

[State 23120]
type = Explod
trigger1 = Time = 12
anim = 23131
ignorehitpause = 1
pos = 0,-254-75
ownpal = 1
sprpriority = -3
bindtime = -1
removetime = -1

[State 23120]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 23120]
type = RemoveExplod
trigger1 = Parent,Stateno != 3121

[State 23120]
type = DestroySelf
trigger1 = Parent,Stateno != 3121


[State 23120]
type = BindToParent
trigger1 = 1

;------------------------------------------------------------------------------------------------------------
;Bomb Explod Helper on Ground
[Statedef 23125]
type = A
movetype = A
physics = N
;anim = 23125
ctrl = 0
sprpriority = 2
velset = 0,0

[State 23125]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 23125
value = 23125

[State 23125]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 23125]
type = PlaySnd
trigger1 = Time = 1
value = 32720


[State 23125]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 23125]
type = HitOverride
trigger1 = 1
stateno = 23125
attr = SCA,AP
slot = 0
time = -1



[State 23125]
type = HitDef
attr = A, HP
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = 21
animtype = Large
priority  = 5, Hit
guardflag = MA
pausetime = 0,7
sparkxy = -10,-40
hitsound   = S8,0
guardsound = S3,0
sparkno = S7419;(8220+random%2)
guard.sparkno = S8430
ground.type = High
ground.slidetime = 10
ground.hittime  = 25
ground.velocity = -8,-7
air.velocity = -8,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
kill = 0
fall = 1
air.fall = 1
fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = 50,25
palfx.time = 1
palfx.add = 256,256,256
envshake.time = 30
envshake.freq = 100
envshake.ampl = -10
envshake.phase = 10


[State 23125]
type = DestroySelf
trigger1 = AnimTime = 0



============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB        HYPER BATMOBILE        BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB          BATMAN MOVIE         BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; batmobile Hyper
;---------------------------------------------------------------------------


[Statedef 3302]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2001
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 = 5



[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 400
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 0, ]
type = VelSet
trigger1 = 1
x = -5
y = -2


[State 3600, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 4605





; batmobile -- first fly-by
[StateDef 4605]
type    = S
movetype= A
physics = N
anim = 4604
velset = 13.5,0


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


[State 3600, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = AnimElem = 1
x = -350
y = 0

[State 3600, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = AnimElem = 1
x = 350
y = 0

[State 3605, screenbound]  ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
value = 0
movecamera = 0,0

[State 3605, playsnd1]
type = PlaySnd
trigger1 = Time = 0
value = 5,1
channel = -1

[State 3300, playsnd1]
type = PlaySnd
trigger1 = animelem = 1
value = 201,1
channel = -1


[State 3605, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3605, hitdef]
type = HitDef
trigger1 = TimeMod = 2,1
attr = S,HA
hitflag = MAFD
guardflag = MA
priority = 4,Hit
damage = 10,2
pausetime = 3,17
sparkno = S9992
sparkxy = 20,-35
animtype = DiagUp
ground.type = Low
air.type = Low
p2stateno = 3331
fall = 1
kill = 0
fall.recover = 0
hitsound = S2,2
guardsound = S3,0
;ground.slidetime = 8
;ground.hittime = 8
ground.velocity = -5,-5

[State 3605, changestate]
type = ChangeState
trigger1 = Time > 0 && IfElse(Facing=1, Screenpos X > 425, Screenpos X < -240)
value = 4610


; batmobile -- 2nd fly-by
[StateDef 4610]
type    = S
movetype= A
physics = N
anim = 4605
velset = -14,0

[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 3610, Turn]
type = Turn
trigger1 = Time = 0

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



[State 3610, screenbound]  ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
movecamera = 0,0

[State 3610, playsnd1]
type = PlaySnd
trigger1 = Time = 0
value = 5,1
channel = -1

[State 3610, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0



[State 3300, playsnd1]
type = PlaySnd
trigger1 = animelem = 1
value = 500,3
channel = -1


[State 3610, hitdef]
type = HitDef
trigger1 = TimeMod = 2,1
attr = S,HA
hitflag = MAFD
guardflag = MA
priority = 4,Hit
damage = 10,2
pausetime = 3,17
sparkno = S9992
sparkxy = 20,-35
animtype = DiagUp
ground.type = Low
air.type = Low
kill = 0
p2stateno = 3331
fall = 1
fall.recover = 0
hitsound = S2,2
guardsound = S3,0
;ground.slidetime = 8
;ground.hittime = 8
ground.velocity = -5,-5


[State 3615, changestate]
type = ChangeState
trigger1 = Time > 0 && IfElse(Facing=1, Screenpos X > 425, Screenpos X < -240)
value = 4620

;----------------------------------------------------------------------
[Statedef 4620]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4620
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 = 5


[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 0

[State 3610, Turn]
type = Turn
trigger1 = Time = 0

[State 0, Batarang]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
name = "Batarang"
ID = 1005
pos = 60,-60
stateno = 4621
postype = p1
ownpal = 1



[State 3600, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 104



;--------------------
[Statedef 4621]
type = S
movetype = I
physics = S
anim = 11135
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 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 99]
type = Velset
trigger1 = time >= 2
x = 5

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

[State 2050,4]
type = ChangeState
trigger1 = Pos Y >= 0
value = 4622

;--------------------
[Statedef 4622]
type = S
movetype = I
physics = S
anim = 11135
sprpriority = 99999

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

[State 99]
type = Velset
trigger1 = time = 0
x = 8
y = 0

[State 0, VelSet] ;Stop in front of opponent
type = VelSet
trigger1 = p2statetype != A ;when opponent isn't jumping
trigger1 = p2bodydist x <= 5 ;When 20 pixles in front of the opponent
x = 0
y = 0

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


[State 2050,4]
type = ChangeState
trigger1 = time = 36
value = 4623


;--------------------
; Fire Batarang Helper
[Statedef 4623]
type    = S
movetype = A
physics = N
anim = 1028
velset = 10

[State 1011,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 0

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
damage = 300
animtype = heavy
hitflag = MAFP
pausetime = 0,10
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 = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
kill = 0
p2stateno = 7697

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


============================================================================================
=                                                                                          =
=                                                                                          =
=                                                                                          =
= BBBBBBBBBBBBBBBBBBBBBBBBBBB                                 BBBBBBBBBBBBBBBBBBBBBBBBBBBB =
=   BBBBBBBBBBBBBBBBBBBBBBBBBBB                             BBBBBBBBBBBBBBBBBBBBBBBBBBBB   =
=      BBBBBBBBBBBBBBBBBBBBBBBBB           B   B           BBBBBBBBBBBBBBBBBBBBBBBBBB      =
=          BBBBBBBBBBBBBBBBBBBBBBB         BBBBB         BBBBBBBBBBBBBBBBBBBBBBBB          =
=            BBBBBBBBBBBBBBBBBBBBBBBBB     BBBBB     BBBBBBBBBBBBBBBBBBBBBBBBBB            =
=             BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB        HYPER BATMOBILE        BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB          BATMAN TDK           BBBBBBBBBBBBBBBBB             =
=             BBBBBBBBBBBBBBBB                               BBBBBBBBBBBBBBBBB             =
=                    BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                   =
=                           BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB                           =
=                                   BBBBBBBBBBBBBBBBBBBB                                   =
=                                        BBBBBBBBBB                                        =
=                                           BBBB                                           =
=                                            BB                                            =
=                                                                                          =
============================================================================================

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 3303]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 2001
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 = 5



[State 0, afterimage]
type = AfterImage
trigger1 = Time = 0
time = 400
PalBright = 10,10,10
PalContrast = 128,128,128
trans = Add1

[State 0, ]
type = VelSet
trigger1 = 1
x = -5
y = -2


[State 3600, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 4606





; batmobile -- first fly-by
[StateDef 4606]
type    = S
movetype= A
physics = N
anim = 4606
velset = 13.5,0

[State 3600, PosSet]
type = PosSet
triggerall = facing = 1
trigger1 = AnimElem = 1
x = -350
y = 0

[State 3600, PosSet]
type = PosSet
triggerall = facing = -1
trigger1 = AnimElem = 1
x = 350
y = 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 3300, playsnd1]
type = PlaySnd
trigger1 = animelem = 1
value = 201,1
channel = -1


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

[State 3605, screenbound]  ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
value = 0
movecamera = 0,0


[State 3605, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3605, hitdef]
type = HitDef
trigger1 = TimeMod = 2,1
attr = S,HA
hitflag = MAFD
guardflag = MA
priority = 4,Hit
damage = 10,2
pausetime = 3,17
sparkno = S9992
sparkxy = 20,-35
animtype = DiagUp
ground.type = Low
air.type = Low
p2stateno = 3331
fall = 1
kill = 0
fall.recover = 0
hitsound = S2,2
guardsound = S3,0
;ground.slidetime = 8
;ground.hittime = 8
ground.velocity = -5,-5

[State 3605, changestate]
type = ChangeState
trigger1 = IfElse(Facing=1, Screenpos X > 425, Screenpos X < -240)
value = 4630


; batmobile -- 2nd fly-by
[StateDef 4630]
type    = S
movetype= A
physics = N
anim = 4607
velset = -14,0

[State 3300, playsnd1]
type = PlaySnd
trigger1 = animelem = 1
value = 500,3
channel = -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 3610, Turn]
type = Turn
trigger1 = Time = 0

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



[State 3610, screenbound]  ; don't move the camera to follow P2
type = ScreenBound
trigger1 = Alive
movecamera = 0,0

[State 3610, playsnd1]
type = PlaySnd
trigger1 = Time = 0
value = 5,1
channel = -1

[State 3610, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3610, hitdef]
type = HitDef
trigger1 = TimeMod = 2,1
attr = S,HA
hitflag = MAFD
guardflag = MA
priority = 4,Hit
damage = 10,2
pausetime = 3,17
sparkno = S9992
sparkxy = 20,-35
animtype = DiagUp
ground.type = Low
air.type = Low
p2stateno = 3331
fall = 1
kill = 0
fall.recover = 0
hitsound = S2,2
guardsound = S3,0
;ground.slidetime = 8
;ground.hittime = 8
ground.velocity = -5,-5


[State 3615, changestate]
type = ChangeState
trigger1 = Time > 0 && IfElse(Facing=1, Screenpos X > 425, Screenpos X < -240)
value = 4631

;----------------------------------------------------------------------
[Statedef 4631]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 4621
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 = 5


[State 0,sound]
type = Playsnd
trigger1 = time = 10
value = 0

[State 3610, Turn]
type = Turn
trigger1 = Time = 0


[State 0, Batarang]
type = Helper
trigger1 = Time%19 = 0
helpertype = normal
name = "Batarang"
ID = 1005
pos = 30,-70
postype = p1
stateno = 51123
ownpal = 1


[State 3600, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 104


; Fire Batarang Helper
[Statedef 51123]
type    = S
movetype = A
physics = N
anim = 1025
velset = 10
ctrl = 3

[State 1000, fx]
type=explod
trigger1 = time = 0
anim=3003
ID=3003
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1000, fx]
type=explod
trigger1 = time = 10
anim=3003
ID=3003
sprpriority=1
postype=p1
bindtime=-1
removeongethit=0
ownpal=0

[State 1011,sound]
type = Playsnd
trigger1 = time = 10
value = 9,1

[State 99, Velset]
type = VelSet
trigger1 = Time >= 1
x = 8.5

[State 1001, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
projID = 1025
projanim = 1025
damage = 4,1
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
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 = 0
kill = 0
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
p2stateno = 7697


[State 2050,4]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movecontact = 1
value = 11124

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



;-------------------------------------------------------------
;Super BG
;-------------------------------------------------------------
[Statedef 8008]
type = A
physics  = N
sprpriority = 5

[State 8018]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noFG

[State 8018, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 8018, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 8005, hyperBG2]
type = Explod
trigger1 = Time = 0
anim = 32711
ID = 9999
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = back
pos = 0, 0
sprpriority = -5
bindtime = -1
ownpal = 1
scale = 1.1,1.1



[State 8018, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 8018, 6]
type = ChangeState
Trigger1 = Time = 20
value = 8006
ctrl = 0

[Statedef 8006]
type = A
physics  = N
sprpriority = 5

[State 80180]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noBG
flag3 = noFG

[State 80180, 3]
type = posset
trigger1 = 1
y = 0
x = -160



[State 80180, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 80180, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80180, 6]
type = ChangeState
Trigger1 = parent,movetype != A
trigger2 = parent, anim = 3500 && parent, animelem = 7
value = 8007
ctrl = 0

[Statedef 8007]
type = A
physics  = N
sprpriority = 5

[State 80181]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 80181, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 80181, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80181, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1


[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 9999
ignorehitpause = 1

[State 80181, 7]
type = DestroySelf
Trigger1 = Time = 20







